Xicer's Home for Imaginary Jutsu

Xicer

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Thread starter #1
My Custom Jutsu

1.) (Raiton: Tako Tekidan) Lightning Style: Octopus Grenade
2.) (Doton/Fuuton: Chiri-Hei Kaze-Suihou) Earth/Wind Release: Dust Wall Wind Bubble
3.) (Katon: Chiri-Earēshon) Fire Style: Dust Aeration
4.) (Kuchiyose no Jutsu: Gama-Gen) Summoning Technique: Hypno Toad
5.) (Genjutsu: Auto-Hada Taitoku) Illusionary Arts: Out of Body Experience
6.)(Fuuton: Shuuren Funsha Rosen) Wind Style: Convergence Jet Line
7.) (Doton: Kitei- Momou) Earth Style: Seismic Abrasions
8.) (Doton: Kyojiiiiiins!) Earth Style: Titaaaaans!
9.)(Doton: Kurīto) Earth Style: Cleats
10.) (Doton: Hei-Funsha) Earth style: Wall Spout
11.) Internal Conflict
12.)Rain of Fel
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Xicer

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Thread starter #2
Lightning Jutsu

1.)(Raiton: Tako Tekidan) Lightning Style: Octopus Grenade
(Raiton: Tako Tekidan) Lightning Style: Octopus Grenade
Type: Offensive
Rank: A
Range: Short - Long (Activated short range ; Long range movement)
Chakra: 30
Damage: 60
Description: The user activates a time release seal on a scroll, and tosses it into their opponents location. This seal can be activated in two ways, either immediately, or sprung out as trap, this is up to the decision of the user. If done as a trap, it will stay dormant for two turns before it deactivates itself. Upon activation the seal will release a very large octopus made entirely of electricity. The octopus would then sprout tentacle like tendrils all around its body (up to 8). These tentacles are quite mobile and they move in a very unpredictable and confusing manner, one may compare it with a person performing Drunken Fist. This allows for the tentacles to be effective in close quarters with the opponent, given whatever advantage the opponent may or may not have in terms of Taijutsu/CQC. Moving on from their physical attributes, electrically speaking it is tightly packed, allowing for sharp cuts and piercing damage along with the natural shocking/numbing pain an opponent will likely feel upon damage. The octopus sentience is one dimensional in terms of that it will actively attempt to seek and destroy the opponent (along with whatever jutsu they throw at him), though if the user desires, they can perform a hand seal to redirect its purpose elsewhere (such as attacking another enemy or protecting himself) ; all this while also avoiding obstacles if need be.

Note: Lasts for three turns
Note: Lightning specialties are immune to numbness and paralysis
Note: Can only only be used twice per battle
Note: Can only be taught by Xicer

Approval Link

Taught to: Penguin, The Scarecrow, Noni, Sasori, Keji

(Raiton: Nori sono Kumo)-Lightning Release: Law of the Cloud
(Raiton: Nori sono Kumo)-Lightning Release: Law of the Cloud
Type: Offensive /Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage: 80
Description:To begin the user will form three hand seals and focus their chakra into the air in an area of their choice but at least 5m away from the opponent. By doing so they form a small flat disc of pure lightning, this disc possess a single function that revolves around offensive jutsu that occur after its creation. For whenever the user would form or release an offensive jutsu at a target the disc would automatically launch a single focused spear of lightning at the target (A ranked in power) which has great piercing properties. The disc will continue to do so for each offensive jutsu the user employs until it ends or is destroyed(Max of 2 spears per turn). The disc passively takes a constant toll on the users chakra to retain its energy and angle itself at its target.
Note:
-Lasts for 2 turns
-Can only be used 2 times
-Can only launch a maximum of 4 spears before it ends, each counting as one of the three jutsu per turn
-Can only use lightning while active
-Can only be taught by Sasori

(Raiton: Urufu no Jūjika) - Lightning Release: Wolf's Cross
(Raiton: Urufu no Jūjika) - Lightning Release: Wolf's Cross
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will begin this technique by first creating four small lightning orbs on every side of the opponent in front, behind, to the right and to the left. The orbs upon their formation are very small and possess a weak charge but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique, they also increase in size. The lightning used to create this technique is destructive, upon reaching short range around the target, the orbs will erupt into destructive lightning much like chidori remei. This will happen all around the target at the same time crushing the target with destructive lightning on all sides and destroy anything they come into contact with (following lightning s/w). These explode inwards so as to not hurt the user, all shooting inwards from 5m on each side of the target.

Note: Can only be taught by Jᴀʏ
Note: Can only be used twice per battle.
Note: No A rank or above lightning techniques in the same turn or following.
Note: The orbs must be launched at a distance beyond five meters

(Raiton: kiri kakujuu) - lightning style: lightning expansion
(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.

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

https://narutobase.net/forums/showthread.php?t=761131
 
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Xicer

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Fire Jutsu

(Katon: Isonrin Baindo) - Fire Release: Five-Ringed Bind
(Katon: Isonrin Baindo) - Fire Release: Five-Ringed Bind
Rank: B
Type: Offensive
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After knocking their opponent into some type of wall [Regular, bolder, etc.], the user will first weave the Tiger→Special Hand seal [like the one Deidera uses to create explosions] while gathering up their fire chakra. They would then point their extended finger forward towards the target and release five small, glowing rings that attach themselves to the opponent's neck, arms and legs, restraining them to the wall. When contact is made between the target and the rings, they suffer from intense 3rd degree burns. The binds, however, can be broken with a force of B-Rank or stronger.
Note: Must be taught by Yānks
Note: Can only use three times per battle

Learned here [X]
3.) (Katon: Chiri-Earēshon) Fire Style: Dust Aeration
(Katon: Chiri-Earēshon) Fire Style: Dust Aeration
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (+15 to parent technique)
Description: By pumping more chakra into the ground after slamming their palms on the ground to perform Dust Wall Wind Bubble, the user uses their fire chakra to convert the dust held inside the wall into ignitable ash. This will change how the wall interacts with Fire by causing the ash to ignite as it burst outward toward the impact, resulting in the ash becoming superheated, giving anyone caught in the resulting clouds minor burns along with the sight deprivation due to the lingering ash cloud.
Note: Can only be used with Dust Wall Wind Bubble
Note: Occurs during the same timeframe as the parent
Note: If hit with anything other than fire, the wall will still act as described in the parent technique
Note: Can only be taught by Xicer

Approved Here: X

Taught to: Vegeta, Keji


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

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


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

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


(Katon: Dakyō-ten) - Fire Style: Middle Ground
Type: Supplementary/Attack
Rank: C Rank
Range: Short
Chakra: 15
Damage: 30
Description: In the midst of falling from at least 5 meters in the air the user molds katon chakra to the legs and feet specifically. The user performs a single hand seal and creates small flames at the feet which are fueled by the gathering air which doesn't extinguish but instead harvest and increases the flames. The fire creates a cushion and when the user hits the ground it expands and engulfs everything beneath.
Note: Can only be used if falling
Note: Can only be taught by Gecko

Taught here
 
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Xicer

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Earth Jutsu

2.) (Doton/Fuuton: Chiri-Hei Kaze-Suihou) Earth/Wind Release: Dust Wall Wind Bubble
(Doton/Fuuton: Chiri-Hei Kaze-Suihou) Earth/Wind Release: Dust Wall Wind Bubble
Type: Defensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Description: The user concentrates their Doton and Fuuton chakra and then slams their palms on the ground. Using nature and shape manipulation, the user creates a solid wall comprised of densely packed dust that is held in place by a thin wind layer that acts as a bubble within mid-range of themselves. What makes this wall different from similar earth Jutsu is the way the wall reacts to impact. Once the wall is hit by ninja tool, Jutsu, body, or anything else, it reacts like an over filled water balloon that has been pricked by a pen. Most foreign objects with any amount of force can create a rip in the wind layer of the wall, releasing the tremendous amount of dust held on the inside. The wall would explode outward (in the direction of the impact) with an enormous cloud of dust that is saturated with the users chakra, blinding even doujutsu users.

Note: Can only be used twice per battle
Note: In order to learn this Jutsu, the user must know Earth up to A-ranks, and Wind up to B-ranks
Note: Neither the explosion of dust nor breathing the cloud cause adverse conditions to the target, except sight deprivation.
Note: Must be taught by Xicer

Approved Here: X

Taught to: Vegeta, Keji

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

Approved here: X

Taught to: Gecko, Noni, Jay, -Vegeta, Keji

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

Approved here: X

Taught to: Gecko, Shady Doctor, -Vegeta, Beifong, Keji

(Doton: Hotei no Tacchi)- Earth Release: Touch of Budai
Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.

Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three turns

Taught here

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

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

Approved here

Taught to: Vegeta, Keji

10.) (Doton: Hei-Funsha) Earth style: Wall Spout
(Doton: Hei-Funsha) Earth style: Wall Spout
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After/while forming a wall made of earth or some variation, the user will add three handseals to end of the jutsu (or use three handseals) to create a pressure under a wall they are forming (or have formed already) to make sprouts of molten versions of their earth erupt from the top of the walls, making them unpassable from above without sustaining great damage. The wall will constantly feed off of the falling particles, reforming due to the imbued chakra initially placed into the technique (or after, if used this way)
Note: Can be used twice per battle
Note: Can not be used within two turns of using it before
Note: Can be used in the same TF as a wall jutsu, or to an existing wall
Note: Lasts 2 turns
Note: Must be taught by Xicer

Approved here

Taught to:
 
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Xicer

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Village Customs

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.



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



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


 
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Xicer

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Thread starter #6
Toads


4.) (Kuchiyose no Jutsu: Gama-Gen) Summoning Technique: Hypno Toad

(Kuchiyose no Jutsu: Gama-Gen) Summoning Technique: Hypno Toad
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The Hypno Toad is a special summon from Mount Myōboku that has a single talent, as his name implies, Genjutsu. This is because of the toad's inability to utilize nature manipulation and lack of talent for Tai or Kenjutsu, leading him to focus all of his energies on his illusionary prowess. After many decades of fine tuning his training in these arts, this toad has risen beyond that of normal toads in his home land in this field, being able to cast Genjutsu up to S-Rank, known by the summoner through their extensive training with him. Like other toads, The Hypno Toad can also utilize toad oil techniques. When it comes to size, he stands a bit taller than an adult male, so about 3 meters in height.

-Requires signing the toad contract
-Summoning lasts 4 turns
-Can only be summoned once
-Must be taught by Xicer

Approved Here: X
 
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Thread starter #7
Genjutsu


5.) (Genjutsu: Auto-Hada Taitoku) Illusionary Arts: Out of Body Experience

(Genjutsu: Auto-Hada Taitoku) Illusionary Arts: Out of Body Experience
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user focuses their chakra into their opponents brain by forming the Ram hand sign to put them under an illusion. In this illusion, they will feel themselves lift from their own body, in an astral projection style experience. While lifted from their body, in what would seem to be almost a spirit form to the target, they would be able to see themselves, as well as the terrain and others within it as it was at the time of the jutsu. Because of the mechanics of this jutsu, the target is left completely immobilized for the time they are under it. While watching from above, they will notice that the rest of the world has frozen in time, with no movement from anything. This is all within the illusion, within reality the target/targets are just stood motionless.

-Usable thrice per battle
-No B-Rank+ Genjutsu for two turns
-Can only be taught by Xicer

Taught to: Shiki Nara, Keji

[Genjutsu: Naribaindingu] - Illusion Art: Nalebinding
[Genjutsu: Naribaindingu] - Illusion Art: Nalebinding
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60 (mental damage)
Description: This genjutsu can be used in two ways, either with a single handseal, or thrusting the users palm forwards for the target to see. Upon performing one of these two methods, the user will release their chakra into the target/targets and bind them in an illusion where they are essentially sewn up with steel wires. The user can choose which body parts are stitched, but the target will suddenly see a small needle and steel thread shoot out from being them and rapidly sew parts of their body together. An example of this would be the needle appearing and stitching their mouth together in rapid movements causing excruciating pain and binding their lips shut so they can't talk. Another example would be stitching the targets arms to their body. As they try to pull against the stitches, they would just cause even more pain until they pass out. Though the initial jutsu will mentally hurt them it will not be enough to cause them to faint. The user can use this illusion to create multiple needles and threads and bind up to 3 targets, restricting their movements. A very sadistic, painful, binding illusion. In the illusion, if the target tried to cut the wire the illusion itself would create an opposing force restricting them to give the illusion the wires can't be cut.

Note: Can be used 3 times, two turns between uses
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).
Note: No genjutsu above B rank in the following turn

Learned here

(Genjutsu: Moeru Pesuto) Illusion Art: Burning Plague
(Genjutsu: Moeru Pesuto) Illusion Art: Burning Plague
Type: Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( + 10 per turn )
Damage: N/A
Description: This is a unique genjutsu in the way that it's placed on the chosen target/targets, as well as the user. The user will perform a single handseal or release a wave of chakra over their body, visible like the rasengan, but not offensive, purely a medium for inducing the genjutsu. In doing this, the user will bind themselves and any other's they wish in an illusion, where they will see thick, green smoke pouring from the users body. The area around would gain a green hue to it as the illusion takes control of their senses to bend the world around them. With this the target(s) would smell a horrid smell like rotting flesh, and feel a chill go through their bones. With the introduction to the illusion, they will hear a demonic voice in their head "Welcome to my Domain". They will see the user's eyes glow green as their skin begins to show what look like cracks of pure green energy flowing through their body. It will be as though the world around them has warped into a demonic realm under the users control. As this all happens, within the illusion, bolts of green lightning will shoot up from the ground, stabbing into the targets arms and legs, like spears of solid lightning to pierce them and hold them in place. From these spears, green smoke spreads over their body as the user bends their senses to feel searing pain as though the smoke is acidic as their see their flesh burn and mutate, taking on a mutated demonic look. After one turn if the target hasn't broken the illusion, they will see their limbs start to change, one by one, in the turn after being bound, they will see their arm become one giant mutated claw and lose their sense of touch from that arm as the demonic arm shoots up grabbing them around the throat beginning to choke them. On the second turn after being bound, if the target(s) are still within the illusion they will pass out due to their body reacting to not being able to breathe within the illusion. All this is done through bending their sense of touch and sight so they see the mutation and feel the burning pain and then the user removes their sense of touch in their arm while creating the illusion of them being choked. All the while the user will be looking on, laughing at them. Due to this being cast on the user too, following the layering genjutsu rules, it will free the user from any weaker genjutsu, though the user will have to have logical reasoning or notice the genjutsu in the first place that they are in through methods of sensory or deduction. Within the illusion the user can bend and control the smoke around them for addition effects.

Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: Can only bind up to 3 targets
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts 4 turns. Each turn, the chakra renewal will flush out every previous gen one rank bellow ( B rank, then C rank, then D rank ).

Learned here
 
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Xicer

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Taijutsu

(Taijutsu: Puraudomearī) Body Art: Proud Mary
(Taijutsu: Puraudomearī) Body Art: Proud Mary
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (- Long (Mobility)
Chakra: 20
Damage: 40
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose , Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and honestly odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning
Restrictions
☆ Can only be used twice per battle
☆ Can not use Taijutsu above B rank in the same turn
☆ Can not be used in consecutive turns

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

~Notes~
- Usable 3x per battle
- Must be taught by -Vegeta

Taught here
 
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Wind Jutsu

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

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

Approved here

-Donated to Universal CJ-


(Fuuton: Poketto) - Wind Style: The Pocket

Type: Supplementary
Rank: C Rank
Range: Self
Chakra: 15 (-10 to sustain beyond a turn)
Damage: N/A
Description: The user performs 2 hand seals then disperses a continuous stream of wind from every point on the body. When running this stream of wind effectively pushes air currents away from the body allowing for the user to run with zero air friction. Thus making the body move faster than the average taijutsu user. That's how much faster the user would be able to run.
Note: While this jutsu is active the user is bound to taijutsu and kenjutsu
Note: Can only be used 3 times per battle
Note Requires 1 turn cool down between usage unless sustained
Note: Can only be taught by Gecko

Taught here

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

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

Taught here


(Fuuton: kaze kakujuu) - Wind style: Wind expansion
(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

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

https://narutobase.net/forums/showthread.php?t=761131
 
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Special Summon

( Kuchiyose: Mega Lucario) — Summoning: Mega Lucario
( Kuchiyose: Mega Lucario) — Summoning: Mega Lucario Rank: S Type: Supplementary Range: N/A Chakra Cost: 40 Damage Points: 80 Description: Lucario is a bipedal, canine-like Pokémon, with fur that is predominantly blue and black. It possesses two short, round spikes on the back of each forepaw, in addition to a third on its chest and on his feet, all colored crimson. It has a long snout and ears. When its mouth is open, it has two pairs of pointed teeth, one in the upper jaw and one in the lower. He possesses long cream colored fur. It's chakra sensing appendages are long and two of them are tipped in crimson. Its shoulders also possess a spike each. Its aura heightens throughout its body, which formed black markings on its blue fur. Mega Lucario is able to use Steel, EIG, Sage Mode and Frog Katas, Taijutsu and NB Tai up to S rank, including the forbidden NB Tai and can utilize Steel while using EIG or SM without any drawbacks, up to S rank. He has Sage ranked Tai Master speed. Mega Lucario is also a chakra sensor. Lucario has a special ability called Adaptability, allowing him to adapt his attacks to negate elemental weaknesses for Steel and other attacks. He is also capable of using Close Combat, moving at double speeds and dealing a swift combo at S rank damage. Note: Adaptability is a passive ability. Note: Close Combat is S rank and can be done three times Awarded here

(Kuchiyose: Magikarp) — Summoning: Magikarp
(Kuchiyose: Magikarp) — Summoning: Magikarp
Rank: C
Type: Supplementary
Range: N/A
Chakra Cost: 15
Damage Points: N/A
Description: Magikarp is a Fish Pokémon. Its body is made up of red scales. Its fins are either yellow or white. They also have "whiskers" or Maxilliary Barbells. Female Magikarp have white barbells while male Magikarp have yellow barbells. Magikarp can use Water up to D rank and only the basic Water Jutsu. They move at Chuunin speed but in deep Water/rainy weather move faster at Jounin rank

Awarded here: https://narutobase.net/forums/showthread.php?t=739392&page=7
 
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Valentine Techniques


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

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

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

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

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

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


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

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

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

Notes and Restrictions:

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

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


Learned here
 

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Thread starter #12
The Nine Verses of Shakujō

(Saisho no Uta: Kaiten Burēdo) - First Verse: Rotating Blades
Rank: B
Type: Offensive | Supplementary
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user channels their chakra through their Shakujo, which causes the loose rings at the end of their staff to appear to "stand up", as if they were repelled by some force at the center of the ring which binds them to the staff. With each individual ring flattening against the fixture they're bound to on the end of the staff (so that it looks similar to the picture below, with no overlapping rings), each ring then begins to spin at high speeds. As each ring spins the sheer speed the metal material gains appears to give it a sharp quality, allowing the spinning rings to easily cut through C-rank and below Wood Style techniques, and even more solid materials such as Earth Style and steel swords or Steel Style. Kenjutsu of any rank may be used with the "sharp", spinning rings, but if a section of the staff rather than the rings makes contact with something, obviously there will be no cutting power.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Can only cut C-rank and below techniques and objects without chakra

(Wasurete Saini no Uta: Mokṣa) Forgotten Second Verse: Moksha
Rank: S
Type: Offensive
Range: Short(-Long)
Chakra Cost: 40 (+10 per turn) (20 to launch a single ring)
Damage Points: 80
Description: An ancient technique, sealed in a scroll from the time of the second generation of Shakujo no Kyū-Setsu users, it wasn't until many generations later that the Forgotten Second Verse was discovered. Building upon the First Verse, the Forgotten Second Verse was a testament to those who left the way of the monk and entered the way of the soldier, learning how to weaponize the Shakujo, yet not knowing how to manipulate the rings as projectiles.
To begin the technique, the user charges chakra through the Shajuko, which will cause the attached rings to spin around wildly. The rings will perk up in a similar manner as the First Verse, but the chakra coating them will acquire different properties. As they spin, they will create a great drag and friction around the brim of the staff's head and the air around. In a fine balance between self-preservation and output of energy, the ring portion in contact with the staff, and the staff's head will glow past the hues of red to become a scorching white light, with the vibration around the rings and staff acquiring powerful repellent barrier of displaced air and a deafening metal on metal friction sound. The user is then able to swing the blazing hot staff, using the heated air barrier to stun and repel any target in close proximity, the air not only pushing way the target before it can actually come in contact with the heated ring, but also heavily burning the target as it is being repelled. If in close proximity with mechanical sensible organs, such as the inner-ear, the metal sound will disrupt and pierce, adding deafness to the burning damage. In practical terms, this hot barrier suffers no elemental weakness or strengths, a combination between energy damage (heat) and physical damage (displaced air), allowing the user to imbue Kenjutsu and Taijutsu techniques that use the Shajuko with the barrier's power. The scouring rotation lasts for 3 turns, after which the rings will simply become limp and cool down, for 2 turns. The radius of the barrier is half a meter, which is the distance the user must remain from the staff's head, in order not to be affected by it, making the motions of the style looser and wider, as the practitioner will usually wield the staff from it's very bottom, creating distance from the head.
Additionally, the user is able to focus chakra on the staff's head during the technique, forcing the rings to infuse their chakra onto a single one, which will embody all the power of the verse. The user is then able to shoot this ring off the Shajuko, towards the opponent, at the speed of an arrow. This will forcefully end the verse and begin the cooldown at the end of the turn, where the projectile will fly back towards the Shajuko, after it dealt damage (counts as a move). As the single ring has gained all the chakra, and therefore speed and power, of the other rings, the barrier of heat it gives off as it flies slowly expands as the chakra cannot contain the heat in such a localized area, causing the barrier to grow six times its original size; three meters in radius.
Note: ~Can only be taught by the master of the Shakujo no Kyū-Setsu style
~After the barrier finishes, during the cool down, the user is unable to use Shajuko techniques
~Can only be used once per battle

(Saisan no Uta: Dansu Ringu) - Third Verse: Dancing Rings
Rank: C
Type: Offensive | Supplementary
Range: Short-Mid
Chakra Cost: 15 (-5 per turn)
Damage Points: 30
Description: The user channels their chakra through the rings of the Shakujo and causes the rings to separate from the main staff and float around the stationary ring which previously bound them. The user can then manipulate the six rings in the air to deflect average and basic chakra-infused weapons, the ring returning to the staff on its own afterwards. Each ring individually has no more strength than a freeform, chakra-infused kunai, but they may be manipulated freely and can hang in the air around the Shakujo as the user performs other techniques.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Lasts 3 turns, or until the user calls the rings back to their Shakujo


(Saishi no Uta: Roku-Ten Kanma) Fourth Verse: Six-Point Barrier
Rank: A
Type: Defense | Supplementary
Range: Short (of user)
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A
Description: The user, after either having their rings already released from the Shakujo for a separate technique, or by releasing them specifically for this technique, will have each ring align itself in a hexagonal formation in front of them. The rings will then release chakra from themselves towards the other rings, creating a thin barrier of condensed chakra with advanced enough shape manipulation that the barrier can withstand up to A-rank attacks. The barrier may be adjusted as the user wishes, gesturing with the staff portion of their Shakujo where the rings, and by extension the barrier, will move, and can even be used to lift the user into the air and hover so long as they wish. The barrier's diameter is wider than the user's height by only a few inches.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu

(Saigo no Uta: Rin'ne) Fifth Verse: Saṃsāra
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Building upon the Shuriken Shadow Clone Jutsu, the user will release the rings from their Shakujo (or manipulate them once already released) towards the opponent. Then the user will strike the ground with the Shakujo's staff and clap the fist holding their Shakujo with their free hand. After making the improvised handseal, the rings will multiply and create a large wall of thousands of rapidly rotating projectile rings flying towards the opponent. After the barrage of rings, all but six will disappear, and those six will fly back to the Shakujo, reconnecting and falling limp afterwards.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Can only be used twice per battle
~The user cannot use any Shakujo no Kyū-Setsu techniques for two turns after using this jutsu

(Sairoku no Uta: Inga) Sixth Verse: Karma
Rank: A
Range: Short-Long
Type: Supplementary | Defensive | Offensive
Chakra: 30
Damage: 60
Description: The user, after having the rings of their Shakujo separated either from an earlier technique or specifically for this jutsu, will have their rings begin to spin at high speeds before sending them directly at their opponent. It would appear as though the rings had the goal of slicing the opponent once they got there because of the speed and direction they take, but this is not the case. Once they reach the opponent, they begin to orbit the person in an elliptical fashion. This can best be described by looking at how an electron orbits its nucleus. Because of the number of different rings orbiting, the opponent is essentially trapped in one location for moving would ensure a dismembered limb or two. After activation of the jutsu, the technique becomes self-sustaining, like the Rasengan, freeing the user to do as they wish. Because of the metallic nature of the rings, the technique is even more dangerous as it conducts lightning extremely well - so well, in fact, that unfocused lightning used by the one trapped in the technique will be conducted between the moving rings, interconnecting all of them and shocking the target (who is within the orbit of all the rings) to death.
This technique can also be used by the user around himself. If the Shakujo's staff is at the epicenter of the orbital paths of the rings, they will move with the Shakujo's movements, allowing the user to move without cutting himself. The high-speed movement of the rings allow them to defend against larger-scale solid assaults (the hand of the Stone Golem, for example) while it's useless against smaller or intangible attacks (a barrage of senbon or water/wind/fire attacks, for example), as well as being able to defend against close-combat fighting. However, this defensive property applies if used on an opponent as well, though the rings don't move with them.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Lasts for two (2) turns before the rings return to the Shakujo automatically

(Sainana no Uta: Jigoku) Seventh Verse: Naraka
Rank: A
Type: Offensive
Range: Mid-Long
Chakra Cost: 30 (-5 per turn)
Damage Points: 60
Description: The user will release the rings from their Shakujo (or manipulate them further if they're already released), and will send the rings into the sky. From there, the rings will all begin to spin as the user channels his Katon chakra into the rings. As the rings spin, they will generate a multitude of small fireballs, about the size of a ping-pong ball, which will fly in every direction and rain down on the ground. Due to the spacing of the rings and the range of the fireballs from each ring, the only safe place is a meter radius circle around the Shakujo's staff, which will cause the floating rings to move with it (meaning if the user, holding the staff, walks forwards, the rings above will move so that the user remains safe). When the technique ends, the rings will remain in the air for a second after they finish spewing flames before returning to the Shakujo.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Can only be used twice per battle
~Requires two turn minimum in between usages
~Lasts 3 turns, or until canceled
~The user can only use Katon and chakraless techniques while active

(Saihachi no Uta: Kāma-Dhātu) Eighth Verse: Desire Realm
Rank: S
Type: Offensive | Supplementary
Range: Short-Long
Chakra Cost: 40 (-5 per sphere per turn) (-20 per sphere regeneration)
Damage Points: 80
Description: The user, after having the rings of their Shakujo separated either from an earlier technique or specifically for this jutsu, will have their rings begin to spin, but differently than normal. Normally, the rings spin along their own circular formation, which would make the ring appear to not be moving at all if one doesn't look closely. This is normally done to make the edges hot with friction and cause it to gain a type of cutting quality. The Kāma-Dhātu has the rings spin on a different axis so quickly that it almost looks like they've formed into small spheres instead of being simply rings from the blurring effect from the high-speed rotation (as if you took a ring or coin and spun it on its side on a table top) [see video below for further explanation]. As the rings spin, the users chakra is sent out to each ring equally and creates a field of chakra around the outside of each ring. As the rings spin, they move at a speed so fast that the chakra cannot cling to the physical being of the ring effectively, which creates a drag-like effect where the chakra from each ring is curved to such a high degree that the other end of the ring connects with the chakra "flowing" from the opposite end, creating a true sphere of chakra surrounding the spinning rings. Each sphere may then be controlled individually with strength granted by the constantly-rotating spheres of chakra equal to a B-rank technique of any element. When these spheres are damaged by C-rank and below techniques, the user may send more chakra to the damaged sphere to regenerate it and raise its strength back up to B-rank.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Can only be used twice per battle
~Must wait a three turn gap between uses
~Rings may return to the Shakujo at any time. Rings are forced to return if damaged by a B-rank technique. If they are damaged by an A-rank or above technique, the user must physically collect the ring as it can't "fly" back to the user being out of chakra
~Regeneration of spheres is a choice of the user's and counts as a move of their turn . Returning to the Shakujo staff if damaged by a C-rank or under technique (including no damage) is also a choice but doesn't count as a move. Rings which are returned to the staff or are damaged by A-rank and above techniques no longer count to the "-5 per sphere per turn" chakra cost



(Saikyū no Uta: Ku) Ninth Verse: Dukkha
Rank: S
Type: Offensive | Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user, either by manipulating his rings as they are floating or by separating them from his staff first, will cause the six rings to touch together, transferring all of their chakra to a single ring. This ring will then emit a chakra coating over itself as it spins, the chakra acting to help protect and strengthen the ring. The single ring, carrying the chakra of the other five, will then be able to move faster than an average kunai with as much precision as the user wishes, controlling it's direction with the end of their Shakujo. The ring may pierce through up to A-rank techniques without so much as losing momentum due to its small size, high rotation speed, and powerful protective chakra coating, allowing it to pierce through a great deal of defenses to pierce an opponent's body. Even if the opponent dodges, the user can control the direction of the ring with their empty Shakujo. The user may also, as all the chakra is transferred to a single ring, choose to imbue said ring with an elemental nature, giving it the strengths and weaknesses of said nature, as well as basic effects of the element on contact with an opponent (burning with fire, cutting with wind, numbing with lightning, etc.). When the technique has ended, the user must touch each of the fallen rings with their Shakujo to recollect them, as they have lost their chakra.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Can only be used once per battle
~The user cannot use any other jutsu while controlling the rings.
~If elemental natures are imbued, then jutsu above S rank for that element cannot be used next turn.
~No Shakujo no Kyū-Setsu techniques may be used for two turns after this technique's usage

(Saishū-Tekina Uta: Rengoku) - Final Verse: Purgatory
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user releases the rings of their Shakujo, which leave the main staff and fly through the air, each to a separate location in order to create a sort of "box" (more akin to a sphere or ellipse) around the user and his opponent. Then, each ring will begin to spin and release the user's chakra from itself, the chakra being drawn to the four rings immediately adjacent to it (chakra will not travel from, say, the ring to the left relative the user, to the right relative the user) in order to form a barrier in the form of a black sphere of chakra around the user and his opponent. While inside the barrier, the only techniques which can be used are those which originate from the user; earth release techniques that manipulate the ground, water release techniques which require a water source, and wind release techniques which manipulate the wind in the atmosphere are a few examples of techniques which cannot be used within the barrier. Because the sphere is comprised of the user's own, dense chakra, seals created by a foreign chakra (that of an opponent or ally), including those required to perform a summoning (ie. the ones that spread out from the hand), need to be of equal or greater potency to take effect, otherwise being "swallowed up" and diluted by the user's chakra. This is to further aid the purpose of the technique, which is to sever the user and the opponent from the environment, and any allies or other enemies nearby. Because the dense chakra also blocks light, it causes the interior of the sphere to be pitch-black, and such renders regular vision useless.
Note: ~Can only be taught by the owner of the Shakujo no Kyū-Setsu style
~Only lasts 3 turns
~The barrier becomes self-sustaining after forming completely
~The barrier can only be destroyed by a concentrated S-ranked technique, or unfocused Forbidden-rank technique, shot at the barrier, meaning all other techniques are contained within the barrier, making wide-scale attacks dangerous for the user as well as the defender
~Can only be used one per battle
~When the barrier disappears, the Shakujo's rings return to the staff and become unusable for four turns



Learned here
 
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Thread starter #13

Sponge Contract


Summoning Animal: Sponges
Scroll Owner: Xicer
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:

Sponges are the basalmost clade of animals of the phylum Porifera. They are multicellular parazoan organisms that have bodies full of pores and channels allowing liquids to circulate through them, consisting of jelly-like mesohyl sandwiched between two thin layers of cells. Sponges have unspecialized cells that can transform into other types and that often migrate between the main cell layers and the mesohyl in the process. Sponges do not have nervous, digestive or circulatory systems. Instead, some rely on maintaining a constant water flow through their bodies to obtain food and oxygen and to remove wastes, while others utilize different systems all together. Sponges have the abilities of budding and fragmentation.

The sponges body, essentially being a series of interconnected tunnels that can collapse on itself, is able to absorb physical blows, with the max rank depending on the summoning used, but being C-rank for generic sponges. Their bodies being quite flexible, sponges are able to twist and turn whichever way is needed to fulfill their purpose. Sponges can stand anywhere from .5-15m tall, and retain whatever shape is needed, whether that be a wall or bipedal warrior, though this must be described in the act of summoning itself. Commonly having an affinity for the water element, generic sponges are able to use C-Rank and below water jutsu known by the user. Manipulating this element became a staple for their survival, so through the ability of controlling specific pores, sponges can survive indefinitely without having to be rehydrated by closing off enough water within themselves for that purpose. Further control of these pores allows the sponges to retain water in appendages for physical attacks. The process of budding allows the sponge to grow appendages, create extra cushion for defending against attacks, or other needs at the cost of a move.

Being naturally from the sea floor, sponges hail to a specific region, unknown to most humans, known as Bikini Bottom. Due to this, anyone summoned here whom does not alleviate the pressure of the water around them (B-Rank pressure) would succumb to the effects of the pressure, and most likely drown after 2 turns.

Approved here
 
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Thread starter #14

Snakes



( Hebi Kuchiyose - Raditz ) Snake Summoning - Raditz


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

~Notes~
- Must be taught by -Vegeta
- Cannot be on the field if Manda is present
- Stays on the field for 4 turns or until dispersed
- In the turn summoned, no Snake Ninjutsu above A rank after Raditz is summoned
- If changing the consistancy of the ground during summoning, it counts as 2 moves though occurs in the same time frame
 

Xicer

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Thread starter #15
Kumi

Available Kumi: 3,650
Transaction Log:
+1,000 - 05/13/18 - Initial Kumi
+450 - 05/30/18 - Passed Mission
+1,000 - 05/30/18 - Passed Mission
-2,250 - 05/31/18 - Purchase
+450 - 06/06/18 - Passed Mission
+550 - 06/10/18 - Battle
+450 - 06/20/18 - Passed Mission
+600 - 07/04/18 - Battle
+1000 - 07/08/18 - Passed Mission
-3,000 - 07/13/18 - Bought CJ/ from Vegeta
+650 - 7/14/18 - Passed Mission
+250 - 9/30/18 - Passed Mission
+1,500 - 10/3/18 - Passed Mission
+1,000 - 10/23/18 - Passed Event Mission (Conquerer's End/Riddles)
 
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Thread starter #16
Ryo

Available Ryo: 3,250
Deposited Ryo: 0
Available Artifacts: See post #19

Transaction Log:
+450 - 05/30/18 - Passed Mission
+1,000 - 05/30/18 - Passed Mission
+450 - 06/06/18 - Passed Mission
+1,100 - 06/13/18 - Gift
-3,000 - 06/20/18 - Purchase
+450 - 06/20/18 - Passed Mission
+1000 - 07/08/18 - Passed Mission
+650 - 07/14/18 - Passed Mission
+10,000 - 08/01/18 - Gift
-6,250 - 08/11/18 - Purchase
-5,850 - 8/14/18 - Gift
+250 - 9/30/18 - Passed Mission
+1,500 - 10/3/18 - Passed Mission
+1500 - 10/23/18 - Passed Event Mission (Conquerer's End/Riddles)
 
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Thread starter #17
Custom Weapon

The Shakujo of the Flying Thunder God
(Shakujo en Hiraishin) Shakujo of the Flying Thunder God
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Shakujo of the Flying Thunder God is a very unique weapon that cannot be utilized by most. Its shaft is approximately five feet long, and made of an incredibly dense metal, making it nearly impossible to destroy. There is a separation in the middle of the staff so that the user may break down the weapon into two instruments of equal length. The head of the staff would be a fixed ring with a sharp edge on the outside, made from the same material as the staff. It contains 10 rings, unique to this weapon compared to other shakujos shown to carry 6.

What makes this weapon special, however, are the rings themselves. Each bladed as if it were a ninja tool in itself, and each stamped with the seal of the Flying Thunder God. These rings can be used in lieu of other common functions of the seal, such as special kunai knives.

Note: Can only be wielded by Minato Namikaze and Tobirama Senju bios
Note: Can only be taught by Xicer

Approved here
 

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Thread starter #18
Custom Elements

Laughing Gas
Custom element Japanese name: Waraugasuton

Custom element English name: Laughing Gas

The element is based on: Wind Release + Medical Ninjutsu

Facts that prove the element to be possible (in the manga context): Nitrous oxide is naturally present in the atmosphere as part of the Earth's nitrogen cycle, and has a variety of natural sources. The largest natural source of nitrous oxide is from soils under natural vegetation. This produces 60% of natural emissions. Uncultivated soils make up the majority of the Earth's land surface. So the nitrous oxide produced by microbes that break down nitrogen in these soils are considered natural sources. Concentrations of nitrous oxide in the atmosphere rarely exceeded 280 ppb but this can be increased by the user creating the substance through chakra usage.

How it works: Commonly known as laughing gas or nitrous, Nitrous oxide is a chemical compound, an oxide of nitrogen. At room temperature, it is a colourless, odourless, non-flammable gas, with a slightly sweet taste. At elevated temperatures, nitrous oxide is a powerful oxidiser and can allow excess oxygen to be forced into a fire technique laced with Nitrous oxide empowering it further or even relighting dying techniques but only works when being used alongside the users own chakra nature. Nitrous oxide can be created by binding two molecules of nitrogen to one molecule of oxygen through the application of Medical chakra along with Wind Release to create and manipulate the substance. To be able to do this the user must be skilled in medical ninjutsu to be able to force this process and is similar in usage to (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anaesthesia Technique allowing the creator to use his chakra to bind and create the substance from nothing but chakra. The creator can also pull nitrous oxide directly from the environment by manipulating the surrounding atmosphere.

Nitrous oxide is a dissociative anaesthetic, dissociative anaesthesia is a form of anaesthesia characterised by catalepsy, catatonia, analgesia, and amnesia. It does not necessarily involve loss of consciousness and thus does not always imply a state of general anaesthesia. Dissociative aesthetics produce this state by interfering with the transmission of incoming sensory signals to the cerebral cortex and by interfering with communication between different parts of the central nervous system. Exposure to nitrous oxide in large or medium sized doses causes a short-term decrease in mental performance, audiovisual ability, and manual dexterity. Nitrous oxide affects quite a few ion channels, its aesthetic, hallucinogenic, and euphoria effects are likely caused predominantly or fully via inhibition of NMDA receptor-mediated currents. Euphoria is a common side effect of nitrous oxide, it can also cause a forced laughter not directly controlled by the affected person hence the name laughing gas. This is as part of the wider emotional changes that can occur when nitrous oxide is breathed or consumed. For example, some people instead of laughing become scared or in other cases extremely aggressive towards those nearby. The emotional excitement may result in depressive or manic behaviour even to the point of psychosis and hallucinations dependent on the technique used and certain techniques can be a medium for genjutsu. Specific techniques can even lead to asphyxiation if the opponent continuously breathes the nitrous oxide instead of regular air. Supplementary jutsu that do not deal damage can be colourless and odourless signified only by chakra and taste, offensive or defensive jutsu have a purple hue and are visible no matter if stated in the technique or not.

Anxiolytic effect: A low dose of nitrous oxide is an effective anxiolytic, and this anti-anxiety effect is associated with enhanced activity of receptors. This allows the user to increase their reactions, perceptive ability and mental faculties through low doses of the element. Larger does negate this effect and instead instigate euphoria just as it would anyone else.

Analgesic effect: Nitrous oxide produces a mild analgesic effect at sub-anaesthetic concentrations meaning the user is able to dull the sense of pain in their own body as well as allies bodies through an application of a small dose of the anaesthesia. This can allow the user to negate pain almost entirely through proper techniques.

Carrier gas: Nitrous oxide is a weak general anaesthetic, and so is generally not used alone in general anaesthesia, but can be used as a carrier gas for more powerful substances. Certain techniques can carry with them an additional poison, toxin or drug from the users samples as long as they are in a gaseous form. This allows the nitrous oxide to have a compounding effect just as when used in anaesthesia. This ability will need to be specified in the techniques where applicable.​

Jutsu Usage Examples:

(Waraugasuton: Warau Hito) - Laughing Gas: The Man who Laughs
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: Through a small dose of nitrous oxide the user is able to increase their reactions by negating any anxiety or fear. This can dull harmful emotions such as hate, fear, paranoia or anxiety brought on by other techniques or stressful situations. It increases the users reactions x1.5 for four turns and can only be used three times per battle as the user becomes temporarily immune to the effects after successive applications. It also can dull pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through light damage such as C ranks and below without healing them however the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect.
Note: Can be used on allies giving them the same beneficial effects

(Waraugasuton: Rasuto Rafu) - Laughing Gas: Last Laugh
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The user creates a mass of gaseous Nitrous Oxide all around their opponent covering a short - mid range radius able to cover an entire battlefield akin to the Hiding in Mist technique. The user is able to decide upon how large and how far the gas extends from the epicentre allowing him to stay outside of it's area of effect. He is also able to know where the gas is due to his chakra connection to it allowing him to stay out of its area. Due to it's colourless and odourless nature it can only be distinguished through chakra sensing or breathing it in. Once breathed in it tips the opponent off to it's presence by a very sweet taste. This causes the body to react dulling the sensation of pain meaning as long as the opponent is affected they cannot break genjutsu through pain. it also creates a euphoric state where thoughts are cloudy, accompanied by dizziness, light-headedness, and a loss of balance. This dulls the mind and body reducing reaction speed by twenty five percent and reducing speed by the same twenty five percent. If the opponent stays inside the gas for four turns they will suffocate due to lack of oxygen if they leave the area of effect their speed and reactions stay effected for three additional turns. The gas is non-flammable and has the potential to snuff out and deprive fire techniques one rank higher of oxygen and fuel extinguishing them rapidly.
Note: By spending a move slot and ten chakra the user can move the area, adjust its size and refill the area
Note: Will cause anyone affected to laugh uncontrollably

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank: B-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons and constructs range in power dependent on how much chakra is used to create them. The user can create B rank and A rank items with no hand seals within short range of themselves or throughout the battlefield with a single hand seal, but the S rank variation will always require a hand seal. At any time these items can be released causing a cloud of nitrous oxide to form if this gas is breathed in the opponent suffers a decrease in reactions, speed and mental faculties for two turns. They will also begin to laugh for the next two turns unable to release techniques from the mouth. This effect can be applied up to three times, before the opponent becomes temporarily immune to the effects brought on by this technique for two turns.
Note: S rank variation can be used four times per battle with a one turn cd

Conditions to be able to use it: Completed Wind Release and being a Medical Shinobi

Is weak to:

Earth and structurally solid elements: The gas can be stopped by earth as it's more structurally sound.
Fire and heat based elements: It's an oxidiser at high temperatures.

Is strong against:

Lightning and lightning based elements: Like wind it's an insulator, disrupting lightning release.
Wind and Wind based elements: The gas is heavier than air and more dense allowing it to over power regular wind.

Co-creator: Howard

Students I passed this custom element on too: Xicer & Korra

Taught here

Laughing Gas Jutsu
(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: (10 per turn)
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10 per turn.

Turn 1
-effected person loses the ability to control their own laughter.
-muscles begin to stiffen slightly as they involuntarily contract with mild pain.
-Genjutsu is unable to be broken through pain, due to numbness that radiates from their lungs outwards towards their extremities.
-afflicted has feelings of euphoria, feeling strong, happy, and confident as their inhibitions fade and cloud their thoughts.

Turn 3
-Prior symptoms worsen; unable to control their breathing due to the more noticeable and exaggerated laughter, preventing use of any jutsu that requires inhalation.
-Unable to perform more than four hand seals in succession, due to worsening muscle-stiffness and pain.
-Disorientation due from vertigo sets in as they lose feeling in there hands and feet, reducing the effected person's reaction speed lowering it by 10%.
-Additionally they are subject to numerous minor hallucinations.

Turn 5
-Fits of manic laughter and crying set in, causing the deep core muscles and lungs to burn and hurt, a pain not numbed by the effects of the gas.
-breathing and movement become difficult as the muscles required begin to lock-up.
-Hallucinations worsen as the landscape appears to twist and become distorted in colour perception, accompanied by auditory hallucinations. This, with muscle contractions, compound in the effected person's reactions being reduced by 20% and their speed being reduced by 20% of their original levels.

Turn 7
-if a target has been breathing Laughing Gas for five turns successively, without breathing in regular oxygen or having an immunity, they will die due to oxygen deprivation.
-in the WSE, this would cause fainting and unless healed would cause them to constantly be afflicted by turn 1 effects after fainting

Taught here
 

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Thread starter #19
Artifacts

Dark Below
(Kuraimoto) – Dark Below
Type: Artifact
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+1 Rank Doton)
Description: A ring traditionally worn on the left index finger; the ring is a relic from long before the rise of the Freehold, from an unknown civilization lost shortly after the rise of the Sage of Six Paths. It is fashioned out of an indestructible brown stone that augments the user’s earth manipulation skills. All earth techniques of the user’s are strengthened by one rank up to A-Rank. S-Rank and above techniques are augmented by an additional 10 damage. Once every other move the ring can alter the inherent properties of the user’s Earth techniques, allowing them to become sand-based or mud-based. Alternatively, the user is able to enhance their connection with the earth itself through this ring; this allows the user to, for a single turn, utilize earth techniques without being in direct contact with the ground. After this enhancement expires, the ring's abilities are disabled for two turns.

Obtained here

Forgefiend's Fabricator
(Kenja Seisakusha) – Forgefiend’s Fabricator
Type: Artifact
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: The Hangurian Golden Age marked a period of technological supremacy over the rest of the world; the supremacy was enjoyed by many – from the military to the average craftsman. What remains of the Hangurian lore speaks of a depraved blacksmith that fashioned weapons for the Black Ones. These weapons fueled the Hangurian war machine and were hailed as the most effective weapons created in the history of the Freehold. One such weapon, the Forgefiend’s Fabricator, is a type of trinket/charm tool that the wielder can use to focus additional chakra into their Earth-based techniques. Unique to the Fabricator is that it can produce limited amounts of Hangurian Ore into one’s Earth-based techniques, imbuing them with a slight metallic red sheen and granting them potent explosive qualities. The volatile ore can be infused into one’s non-supplementary Earth-based techniques for a bonus rank in strength, or 20 damage for S-Rank and above techniques. The infusion can occur within the same timeframe of the applied technique, counting as a move and an active boost. The explosive qualities of the earth can be initiated either through contact, meaning when clashing with other techniques or obstructions, or simply through the will of the user opting to prematurely detonate them. The explosion is proportional to the size of the technique used, making them rather precarious to use in close range of the user. The Forgefiend’s Fabricator can be used once every other turn

Obtained here
 
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Thread starter #20
Medical

Velocity 9
Velocity 9
Creator: Xicer
Type: Healing/Supplementary
Description and Background: Velocity 9 is based heavily on the same principles behind (Ketsueki no Zōka Piru) Blood Replenishing Pill focusing on increasing speed, healing, stamina and to a lesser extent strength. This is done through the process of blood doping by creating an excess amount of blood through the pill which at is base is a large does of the hormone erythropoietin. Erythropoietin is a substance produced by the kidney that leads to the formation of red blood cells, by consuming more Erythropoietin than the kidneys naturally produce the consumer is able to increase the red blood cell content which allows the newly created blood to carry oxygen to the muscles, tendons and organs allowing them to work harder, longer, and with less rest. This is because they are constantly being supplied with oxygen, increasing the rate of cellular respiration. Cellular respiration is the process in which your muscles use oxygen to produce ATP energy. The process is rather simple your body obtains oxygen from the ambient air you breathe. It enters the blood stream and is carried to your muscles, where some of it is used immediately, and the rest is stored by a compound called myoglobin. Whether you’re using your muscles or not, the oxygen in your body is used to break down glucose and create the fuel for your muscles called ATP. More oxygen means more extra energy.
Additionally the hormone erythropoietin is paired with a haemoglobin-based oxygen carrier which in essence is a blood substitute which allows the blood itself to carry more oxygen than natural. This substance was designed specifically to maximize blood flow and tissue perfusion and therefore, oxygenation. All of this together also create a process called Platelet-Rich Plasma therapy, which is a concentrate of platelet-rich plasma protein derived from whole blood. It has a greater concentration of growth factors than whole blood, and is used in the medicine to encourage a brisk healing response across several bodily structures including tendons, skin, bones and organs. This is because the platelet-rich plasma contains growth hormones that can stimulate the healing of soft tissue and joints slowly healing the body over time.

All of the above mentioned substances work together to increase the users speed x2 increases their reactions x2 and increases the rate at which they heal allowing them to heal twenty damage per turn for three turns. Additionally it will increase their taijutsu damage by twenty damage. Thus allowing moderate to severe wounds to be healed but cannot heal things like missing limbs or appendages. This is because it is basically just a very increased form of homeostasis allowing the body to return to normal. The increase to reactions is because the brain is able to be supplied with excess oxygen allowing it to process information faster. Large wounds such as cuts, scrapes etc will scab over quicker with blood coagulating and making the user immune to the process of bleeding out. Broken bones can also be healed slowly over time as well as nerve and tendon damage. It also has the effect of diluting and scrubbing the body of poison should it be inside the body nullifying it.

Description of Side Effects:

The side effects include high blood pressure, hyper-viscosity of the blood as well as a decreased cardiac output and blood flow velocity which results in the reduction of peripheral oxygen delivery. What all of this amounts to is that after taking one pill the blood thickens slightly causing the body to be less oxygenated. This in turn slows the user by two speed ranks after the first pill wears off for two turns. This becomes three speed ranks after a second pill wears off for three turns and finally after a third pill wears off the users speed is halved for three turns.

During the times where they are slowed they will breathe heavily and sweat profusely as if always trying to catch their breath. This is because of the taxing nature of the reaction the blood has as the heart muscle will need to work harder and longer to maintain itself and oxygen to the muscles and brain. Additionally they will be unable to form more than four hand seals per turn for the period of time wherein they are effected

Note: Effects last 3 turns with a single turn cool down period
Note: Usable three times

Approved here
 
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