Xylon's Arsenal

Xylon

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-Under reconstruction, this isn't the complete list im steadily updating.
-Please dont post here until im finished.
-Below is simply a list of all techniques, templates will be found throughout the thread.
-Im still resolving permissions i already have from people.

Own Techniques
<To be updated>

Shared techniques
-Uzumaki Jake
Summon Be gone (Kuchiyose Hima)
Fire style: Solar Flare
Dragons Breath (Doragon kokyuu)
-Ali
Lightning release: Shielding Mirror (Raiton: Toku kagami)
Fire style: Overheat (Katon: o-ba-hi-to)
Hell Fire Mode
String control (Suji Shihai)
Fire style: Reserve Heat (Uchiki Nekki)
Fire style: Dark Overheat (Katon:Kurai O-ba-hi-to)
Lion's roar (Raion Unari)
Sword Of Hell Fire (Jigoku hi no ken)
Lightning release: Dark Shielding Mirror (Raiton: Kuroi Toku Kagami)
-Dan
(Kuchiyose: Hogama) - Summoning: Great Fire Toad
(Kuchiyose: Mizugama) - Summoning: Great Water Toad
(Kuchiyose: kazegama) - Summoning: Great Wind Toad
(Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad
(Kuchiyose: Raigama) - Summoning: Great lightning Toad
(Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will
(Sennin rippou) – Sage cube
(Sennin Arashi) - Sage storm
(Sennin hando) - Sage hand
(Sennin Dangan) - Sage art bullets
(Seijin Hira no jutsu) - Buddhist palm technique
(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
-Caliburn
Swordsman Spirit (Ken Ki)
-Sin
Fire Style: Black Burn (Katon: Kuroi Kashou)
-Hasashi
lightning style: lightning manipulation (Raiton: Denkou Soujou)
-Minato
(Seiji ketsugō) Sage binding
-Scary Yamato
Compression Seal
-Wesobi

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Last edited:

Xylon

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Created




  • Fire Style; Infernal prison (katon; inferunul keimusho)
    Rank; S
    Type; Attack
    Range; Short-mid(on the ground where the glyph was formed)
    Chakra;40
    Damage; 80 (10 to the user)
    Description; The user summons flame in a circular glyph under the opponents feet. As long as the target is on the ground the attack is really difficult to avoid, The glyph can be moved and the flame comes from 4 corners of the glyph.. The flames are very voilent and harmful at contact.
    PHP:
    [B]Fire Style; Infernal prison (katon; inferunul keimusho)[/B]
    [SPOILER]Rank; S
    Type; Attack
    Range; Short-mid(on the ground where the glyph was formed)
    Chakra;40
    Damage; 80(10 to the user)
    Description; The user summons flame in a circular glyph under the opponents feet. As long as the target is on the ground the attack is really difficult to avoid, The glyph can be moved and the flame comes from 4 corners of the glyph.. The flames are very voilent and harmful at contact. [/spoiler]



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Learned




  • (Katon)Fire style Solar Flare
    Type: attack
    Rank: Forbidden
    Chakra: 50
    Damage: 80
    Dicription: By focusing your fire chakra and making the sun's temperature making it unstable you can create a solar flare that can wipe a place the size of newyork.
    Note: takes 1 turns to gather enough chakra to preform and even then, it takes time for the fire to get to the battle field.
    Note: Does damage to every one on the field incuding the user.
    Note: Cant use S-rank fire Jutsu's after this jutsu is preformed
    ( taught by uzumaki jake )
    PHP:
    [B](Katon)Fire style Solar Flare[/B]
    [SPOILER]Type: attack
    Rank: Forbidden
    Chakra: 50
    Damage: 80
    Dicription: By focusing your fire chakra and making the sun's temperature making it unstable you can create a solar flare that can wipe a place the size of newyork.
    Note: takes 1 turns to gather enough chakra to preform and even then, it takes time for the fire to get to the battle field.
    Note: Does damage to every one on the field incuding the user.
    Note: Cant use S-rank fire Jutsu's after this jutsu is preformed
    ( taught by uzumaki jake )[/SPOILER]



  • Katon: Doragon kokyuu) Dragons Breath
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: Using 2 clones; the user creates a massive wind burst, the other 2 clones will hit that wind burst with a fire jutsu to make a massive fire wave. So massive it will be hard to avoid. it even melts the rock underneath it
    Note - Only useable twice per match
    ( taught by uzumaki jake )
    PHP:
    [B]Katon: Doragon kokyuu) Dragons Breath[/B]
    [SPOILER]Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: Using 2 clones; the user creates a massive wind burst, the other 2 clones will hit that wind burst with a fire jutsu to make a massive fire wave. So massive it will be hard to avoid. it even melts the rock underneath it
    Note - Only useable twice per match
    ( taught by uzumaki jake )[/SPOILER]



  • Katon: houka taka) Fire style: Fire Falcon
    Rank: A
    Type: Offensive / Defensive
    Chakra: 30 ( 10 for every turn to keep it active )
    Damage: 60
    Description: user spits out fire which then transforms into a falcon. it attacks the opponent at great speed. It can be used for defence , it can block ( only fire attacks which are lower than A-rank ).
    ( only alimujtaba786 can teach this jutsu )
    PHP:
    [B]Katon: houka taka) Fire style: Fire Falcon[/B]
    [SPOILER]Rank: A
    Type: Offensive / Defensive
    Chakra: 30 ( 10 for every turn to keep it active )
    Damage: 60
    Description: user spits out fire which then transforms into a falcon. it attacks the opponent at great speed. It can be used for defence , it can block ( only fire attacks which are lower than A-rank ).
    ( only alimujtaba786 can teach this jutsu ) [/SPOILER]



  • Katon: o-ba-hi-to) Fire style: Overheat
    Rank: S
    Type: Offensive
    Range: short - long
    Chakra: 40
    Damage: 100 ( -20 each time it is used)
    Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire.
    NOTES:
    1) Can only be used 3 times in a battle
    2) Each time its is used the damage done to opponent is reduced by 20
    ( only alimujtaba786 can teach this jutsu )
    PHP:
    [B]Katon: o-ba-hi-to) Fire style: Overheat[/B]
    [SPOILER]Rank: S
    Type: Offensive
    Range: short - long
    Chakra: 40
    Damage: 100 ( -20 each time it is used)
    Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire.
    NOTES:
    1) Can only be used 3 times in a battle
    2) Each time its is used the damage done to opponent is reduced by 20
    ( only alimujtaba786 can teach this jutsu )[/SPOILER]



  • Hell Fire Mode
    Rank: Forbidden
    Type: Supplementary
    Chakra: 80
    Damage: N/a ( 50 to user )
    Description: User absorbs Hell Fire chakra from sword thus entering into Hell Fire Mode. User can manipulate any fire jutsu ( his opponents also{up to a rank} ). This mode Allows Me to sense fire AT ANY DISTANCE ( i hav heat sensing ability approved in my bio THIS ENHANCES IT TO EXTREME ). All fire based Jutsu's are done with minimum time. All this comes to great cost as user's body is burned badly as the mode wears off in 3 turns.

    Note:
    1. Must hav Sword of Hell fire In battle
    2. Lasts 3 turns
    3. User cant battle after the mode wears off.
    ( Can only be taught by alimujtaba786 )
    PHP:
    [B]Hell Fire Mode[/B]
    [SPOILER]Rank: Forbidden
    Type: Supplementary
    Chakra: 80
    Damage: N/a ( 50 to user )
    Description: User absorbs Hell Fire chakra from sword thus entering into Hell Fire Mode. User can manipulate any fire jutsu ( his opponents also{up to a rank} ). This mode Allows Me to sense fire AT ANY DISTANCE ( i hav heat sensing ability approved in my bio THIS ENHANCES IT TO EXTREME ). All fire based Jutsu's are done with minimum time. All this comes to great cost as user's body is burned badly as the mode wears off in 3 turns.
    
    Note:
    1. Must hav Sword of Hell fire In battle
    2. Lasts 3 turns
    3. User cant battle after the mode wears off.
    ( Can only be taught by alimujtaba786 )[/SPOILER]



  • NAME : katon : amatsu soroi katon : heavenly suit of Fire
    Type: supplementary
    rank: Forbidden
    chakra cost: 60
    damage: n/a
    description: user summons a heavenly suit of fire on his body by summoning jutsu ( not animal summoning ) then he charges the suit with fire chakra for 2 turns . after charging all of users fire jutsu's damage increases by 30.
    NOTE: the suit only lasts for 3 turns
    NOTE: can be used 2 times in a battle
    NOTE: after using suit for 2 times user dies
    ( only alimujtaba786 can teach this jutsu )
    PHP:
    [B]NAME : katon : amatsu soroi katon : heavenly suit of Fire[/B]
    [SPOILER]Type: supplementary
    rank: Forbidden
    chakra cost: 60
    damage: n/a
    description: user summons a heavenly suit of fire on his body by summoning jutsu ( not animal summoning ) then he charges the suit with fire chakra for 2 turns . after charging all of users fire jutsu's damage increases by 30.
    NOTE: the suit only lasts for 3 turns
    NOTE: can be used 2 times in a battle
    NOTE: after using suit for 2 times user dies
    ( only alimujtaba786 can teach this jutsu )[/SPOILER]



  • Katon: uchiki nekki ) Fire style: Reserve heat
    Rank: S
    Type: Supplementary
    Chakra: 40
    Damage: N/A
    Description: User uses to 2 turns to completely charge this jutsu with fire chakra and then when its used all the fire jutsu’s damage points increases by +20 ( but chakra cost remains same ). This jutsu lasts only for 3 turns .
    ( only alimujtaba786 can teach this jutsu )
    PHP:
    [B]Katon: uchiki nekki ) Fire style: Reserve heat[/B]
    [SPOILER]Rank: S
    Type: Supplementary
    Chakra: 40
    Damage: N/A
    Description: User uses to 2 turns to completely charge this jutsu with fire chakra and then when its used all the fire jutsu’s damage points increases by +20 ( but chakra cost remains same ). This jutsu lasts only for 3 turns .
    ( only alimujtaba786 can teach this jutsu )[/SPOILER]



  • Katon: kurai o-ba-hi-to) Fire style: Dark Overheat
    Rank: forbidden
    Type: Offensive
    Range: short - long
    Chakra: 70
    Damage: 170 ( 40 damage to user )
    Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire. but due to using too much fire chakra user is damaged by 40 . this is extremely forbidden jutsu as it can annihilate the whole place and turn most of the ground into lava.
    NOTES:
    1) Can only be used 1 times in a battle
    2) As its uses to much fire chakra it hurts user's hand by 40
    3) No Fire jutsu's next turn
    4) I AM NOT TEACHING THIS JUTSU TO ANYONE !!
    ( only alimujtaba786 can teach this jutsu)
    PHP:
    [B]Katon: kurai o-ba-hi-to) Fire style: Dark Overheat [/B]
    [SPOILER]Rank: forbidden
    Type: Offensive
    Range: short - long
    Chakra: 70
    Damage: 170 ( 40 damage to user )
    Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire. but due to using too much fire chakra user is damaged by 40 . this is extremely forbidden jutsu as it can annihilate the whole place and turn most of the ground into lava.
    NOTES:
    1) Can only be used 1 times in a battle
    2) As its uses to much fire chakra it hurts user's hand by 40
    3) No Fire jutsu's next turn
    4) I AM NOT TEACHING THIS JUTSU TO ANYONE !!
    ( only alimujtaba786 can teach this jutsu)[/SPOILER]



  • (Katon: Kuroi Kashou)Fire Style: Black Burn
    Rank: S
    Type: Attack/Defence
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the
    target, the user turns into the users normal self and release black flames that attack the opponent.
    Note: The user can keep it as armor, that will hurt anybody who touches it.
    Note: Can only be used twice per battle
    Note: Only People Taught by SinRival Can use it
    PHP:
    [B](Katon: Kuroi Kashou)Fire Style: Black Burn[/B]
    [SPOILER]Rank: S
    Type: Attack/Defence
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the
    target, the user turns into the users normal self and release black flames that attack the opponent.
    Note: The user can keep it as armor, that will hurt anybody who touches it.
    Note: Can only be used twice per battle
    Note: Only People Taught by SinRival Can use it[/SPOILER]


    (Nanatsu Shukenja Kaen) Seven Sovereign Flames
    Type: Supplementary
    Rank: N/A
    Range: N/A
    Chakra: N/A
    Damage: N/A
    Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the repercussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revelations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colours as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

    The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional Chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

    The Sovereign Flames themselves are as follows;

    Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also referred to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

    Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatantly offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.

    Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different colour.

    Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

    Schifone's Acrimony - Unfortunately for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

    Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

    Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibility", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.​

    Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
    Note: Chosen flame must be stated in the user's bio.
    Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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

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

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

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze
[/spoiler]
learned here: https://animebase.me/threads/the-connect.767074/
Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique has two methods of being performed. The first involves the user simply coating a held weapon, such as a shuriken, kunai or sword, in ash. The second usage instead requires handseals, and is used in situations where the user doesn’t have a weapon on them to use, or cannot apply the jutsu to their present weaponry for any reason. By performing 3 handseals, the user will create a construct of ash, being a maximum of 3 meters in length and width. When the weapon is thrown or collides with another object, or any other event occurs which will produce friction, will cause the Fire Release chakra within the weapon to activate, setting it alight with the flames of Fire Release. When the coated weapon is thrown, the weapon will erupt in a short-range blast of highly intense flames upon collision with any object, target, or surface. This ignition allows it to play on par with other Ninjutsu, particularly large-scale techniques. Blasts are always angled away from the user so as to prevent them from being injured. When interacting with other techniques, the clash follows the S&W of Fire Release.

⇒ Coatings and constructs last for 3 turns
⇒ Usable 5x per battle
PHP:
Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
[SPOILER]Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique has two methods of being performed. The first involves the user simply coating a held weapon, such as a shuriken, kunai or sword, in ash. The second usage instead requires handseals, and is used in situations where the user doesn’t have a weapon on them to use, or cannot apply the jutsu to their present weaponry for any reason. By performing 3 handseals, the user will create a construct of ash, being a maximum of 3 meters in length and width. When the weapon is thrown or collides with another object, or any other event occurs which will produce friction, will cause the Fire Release chakra within the weapon to activate, setting it alight with the flames of Fire Release. When the coated weapon is thrown, the weapon will erupt in a short-range blast of highly intense flames upon collision with any object, target, or surface. This ignition allows it to play on par with other Ninjutsu, particularly large-scale techniques. Blasts are always angled away from the user so as to prevent them from being injured. When interacting with other techniques, the clash follows the S&W of Fire Release.

⇒ Coatings and constructs last for 3 turns
⇒ Usable 5x per battle[/SPOILER]
learned here: https://animebase.me/threads/w-ibby.766961/

Farao no Hōrei #5. Sōzō no Sugata – Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn

PHP:
Farao no Hōrei #5. Sōzō no Sugata – Pharaoh's Decree #5. Semblance of Creation
[Spoiler]Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn[/SPOILER]
learned here: https://animebase.me/threads/w-ibby.766961/


(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky

Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.

learned here: https://animebase.me/threads/inch-ibby.750468/
 
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  • Lightning Style; Thunder Lance (Raiton; Rai-mori)
    Rank S
    Type; Attack
    Range; Short-Long
    Chakra; 40
    Damage; 80(10 to the user himself)
    Description; The user calls forth wide lightning in the form blades and structs the target. The lightning structs at a very fast speed and tilted angles from 60 degrees. 4 lightning blades struct the target but at different places the lightning never structs at the same place again. Each lightning struct is very powerful and forms a huge crater on the grounds where it hits.
    Note; Must form clouds before usage.
    PHP:
    [B]Lightning Style; Thunder Lance (Raiton; Rai-mori)[/B]
    [SPOILER]Rank S
    Type; Attack
    Range; Short-Long
    Chakra; 40
    Damage; 80(10 to the user himself) 
    Description; The user calls forth wide lightning in the form blades and structs the target. The lightning structs at a very fast speed and tilted angles from 60 degrees. 4 lightning blades struct the target but at different places the lightning never structs at the same place again. Each lightning struct is very powerful and forms a huge crater on the grounds where it hits.
    Note; Must form clouds before usage.[/SPOILER]



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Learned





  • Raiton: Toku kagami ) Lightning release: shielding mirror ( DONE )
    Rank : S
    Type: Defensive
    Chakra: 40 ( lasts for 5 turns )
    Damage: N|A
    Description: The User emits lighting to make a lighting mirror , it can block all the incoming shurikens and kunai before hitting the user , or if used to block elemental jutsu’s , can deflect E ranks , -20 damage for D ranks , -15 damage for C ranks , -10 damage for B ranks , -5 damage for A ranks . cannot stop S-ranks ( if tries to block S-ranks it will break) .
    ( Can only be taught by ALIMUJTABA786 )
    PHP:
    [B]Raiton: Toku kagami ) Lightning release: shielding mirror ( DONE )[/B]
    [SPOILER]Rank : S
    Type: Defensive
    Chakra: 40 ( lasts for 5 turns )
    Damage: N|A
    Description: The User emits lighting to make a lighting mirror , it can block all the incoming shurikens and kunai before hitting the user , or if used to block elemental jutsu’s , can deflect E ranks , -20 damage for D ranks , -15 damage for C ranks , -10 damage for B ranks , -5 damage for A ranks . cannot stop S-ranks ( if tries to block S-ranks it will break) .
    ( Can only be taught by ALIMUJTABA786 )[/SPOILER]



  • Raiton: kuroi Toku kagami ) Lightning release: Dark shielding mirror
    Rank : forbidden
    Type: Defensive
    Chakra: 65 ( lasts for 3 turns ) ( +15 chakra for each turn to keep it active )
    Damage: N|A
    Description: The User emits lighting to make a lighting mirror , it can block all the incoming shurikens and kunai before hitting the user , or if used to block elemental jutsu’s , can deflect E and D ranks , -30 damage for C ranks , -25 damage for B ranks , -20 damage for A ranks , -15 damage for S ranks . This is mirror can be moved at will of the user and protects the user for 3 turns.
    NOTES:
    1) Can only be used 1 time in a battle
    2) After using this jutsu user cannot use lighting jutsu next turn.
    3) user can use only 1 more jutsu in the turn this jutsu is used.
    4) consumes extra chakra to keep it active
    5) user must hav complete mastery over lighting element and hav good chakra control
    PHP:
    [B]Raiton: kuroi Toku kagami ) Lightning release: Dark shielding mirror[/B]
    [SPOILER]Rank : forbidden
    Type: Defensive
    Chakra: 65 ( lasts for 3 turns ) ( +15 chakra for each turn to keep it active )
    Damage: N|A
    Description: The User emits lighting to make a lighting mirror , it can block all the incoming shurikens and kunai before hitting the user , or if used to block elemental jutsu’s , can deflect E and D ranks , -30 damage for C ranks , -25 damage for B ranks , -20 damage for A ranks , -15 damage for S ranks . This is mirror can be moved at will of the user and protects the user for 3 turns.
    NOTES:
    1) Can only be used 1 time in a battle
    2) After using this jutsu user cannot use lighting jutsu next turn.
    3) user can use only 1 more jutsu in the turn this jutsu is used.
    4) consumes extra chakra to keep it active
    5) user must hav complete mastery over lighting element and hav good chakra control[/SPOILER]



  • lightning style: lightning manipulation: (raiton: denkou soujou)
    rank: S
    type: attack/supplementary
    range: short-long
    chakra: 40
    damage: 80
    description: the user focuses his lightning chakra throughout the air causing any already created lightning to fall under the users manipulation once the jutsu is in affect the user can control the lightning anyway way he pleases
    ~the lightning must be already
    ~once per battle
    ~lasts 2 turns
    PHP:
    [B]lightning style: lightning manipulation: (raiton: denkou soujou)[/B]
    [SPOILER]rank: S
    type: attack/supplementary
    range: short-long
    chakra: 40
    damage: 80
    description: the user focuses his lightning chakra throughout the air causing any already created lightning to fall under the users manipulation once the jutsu is in affect the user can control the lightning anyway way he pleases
    ~the lightning must be already
    ~once per battle
    ~lasts 2 turns[/SPOILER]


    Clarified that im able to use this technique.
  • Raiton: Mabayui bakari no shirindā |Lightning Release: Blinding Cylinder
    Type: Offensive
    Rank: S
    Range: Mid
    Chakra: 40 (+20)
    Damage: 80 (Must make contact with the opponent)
    Description: The user performs two handseals & slams both hands against the ground. A large circle of lightning rips through the ground, rising up to eight meters completely encompassing the opponent within a cylinder that reaches out 3 meters. As the cylinder fully forms, it begins to emit a bright light that momentarily blinds any party within & from a short range distance (5m). The user continues to perform a single handseal, charging chakra across the cylinder (+20 Chakra) causing it to rapidly contract in toward the opponent while also creating electrical currents that connect all across the inside of it. The currents cause no serious harm to the opponent but are enough to sidetrack them as the cylinder closes in. As the cylinder makes contact with the opponent the connection causes a short range electrical explosion, paralyzing the opponent for two turns.
    - Can be used twice
    - Unable to perform S Rank or above lightning the same turn
    - Unable to perform A Rank or above lightning the next turn
    - Taught by Method
    PHP:
    [B]Raiton: Mabayui bakari no shirindā |Lightning Release: Blinding Cylinder[/B]
    [spoiler]Type: Offensive
    Rank: S
    Range: Mid
    Chakra: 40 (+20)
    Damage: 80 (Must make contact with the opponent)
    Description: The user performs two handseals & slams both hands against the ground. A large circle of lightning rips through the ground, rising up to eight meters completely encompassing the opponent within a cylinder that reaches out 3 meters. As the cylinder fully forms, it begins to emit a bright light that momentarily blinds any party within & from a short range distance (5m). The user continues to perform a single handseal, charging chakra across the cylinder (+20 Chakra) causing it to rapidly contract in toward the opponent while also creating electrical currents that connect all across the inside of it. The currents cause no serious harm to the opponent but are enough to sidetrack them as the cylinder closes in. As the cylinder makes contact with the opponent the connection causes a short range electrical explosion, paralyzing the opponent for two turns.
    - Can be used twice
    - Unable to perform S Rank or above lightning the same turn
    - Unable to perform A Rank or above lightning the next turn
    - Taught by Method[/spoiler]



  • Raiton: Sanzai genzai no bakuhatsu | Lightning Release: Scattered Current Explosion
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user begins to channel their chakra across either arm, manipulating it to create vibrant currents that course within the limb until released outward in an explosive manner, reaching up to Long range almost instantly. Left behind are closely grouped currents that cover the entire area similar to the shape of a dome. Harmless as they are separately, their main offensive purpose is judged by the user compiling the currents to a single location of their choice within the area, causing the entire field of lightning to rapidly draw in to the single point & on impact the lightning creates a powerful electrical explosion. The results of the explosion leave the opponent paralysed & severely injured due to the sheer volume of currents within the area. The lightning, on impact with the explosion, courses throughout the opponent, creating lacerations across the body followed by minuscule cuts from within. This leaves the opponent unable to effectively move due to the severity of the cuts along the muscles . The lightning is controlled by small gestures from the user (palms open to release the lightning, while creating a fist draws in the lightning) & when drawing in to a single location, the lightning travels same speeds as normal lightning jutsu.
    - Can be used 2 times
    - Only able to perform Lightning jutsu while active
    - Must wait 3 turns after each use
    - Taught by Method
    PHP:
    [b]Raiton: Sanzai genzai no bakuhatsu | Lightning Release: Scattered Current Explosion [/b]
    [spoiler]Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user begins to channel their chakra across either arm, manipulating it to create vibrant currents that course within the limb until released outward in an explosive manner, reaching up to Long range almost instantly. Left behind are closely grouped currents that cover the entire area similar to the shape of a dome. Harmless as they are separately, their main offensive purpose is judged by the user compiling the currents to a single location of their choice within the area, causing the entire field of lightning to rapidly draw in to the single point & on impact the lightning creates a powerful electrical explosion. The results of the explosion leave the opponent paralysed & severely injured due to the sheer volume of currents within the area. The lightning, on impact with the explosion, courses throughout the opponent, creating lacerations across the body followed by minuscule cuts from within. This leaves the opponent unable to effectively move due to the severity of the cuts along the muscles . The lightning is controlled by small gestures from the user (palms open to release the lightning, while creating a fist draws in the lightning) & when drawing in to a single location, the lightning travels same speeds as normal lightning jutsu. 
    - Can be used 2 times
    - Only able to perform Lightning jutsu while active
    - Must wait 3 turns after each use
    - Taught by Method[/spoiler]


 
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Xylon

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  • Water Style; Blessed Drop (Suiton; keitaku tekika)
    Rank; S
    Range: Short-Long
    Type; Attack/Defense (can be both at the same time)
    Chakra cost; 40
    Damage points; 80
    Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques.
    Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb.
    PHP:
    [B]Water Style; Blessed Drop (Suiton; keitaku tekika)[/B]
    [SPOILER]Rank; S
    Range: Short-Long
    Type; Attack/Defense (can be both at the same time)
    Chakra cost; 40
    Damage points; 80
    Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques. 
    Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb.[/SPOILER]



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Learned
 
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Learned




  • Doton: mimi puragu ) Earth Style : Ear Plugs
    Rank: B
    Type: Supplementay
    Chakra: 25
    Damage: N/A
    Description: user uses Earth chakra and manipulates Earth it into ear plugs for himself or any1 else thus blocking any sound ( Fully Sound Proof ).
    PHP:
    [B]Doton: mimi puragu ) Earth Style : Ear Plugs[/B]
    [SPOILER]Rank: B
    Type: Supplementay
    Chakra: 25
    Damage: N/A
    Description: user uses Earth chakra and manipulates Earth it into ear plugs for himself or any1 else thus blocking any sound ( Fully Sound Proof ). [/SPOILER]



  • (Hybrid Technique)(Subashikoi sabure) Quicksand
    Rank: S
    Range: 10ft in radius
    Type: offensive
    Chakra: 40
    Damage: 25 per turn
    Description: User uses water and earth element and gathers chakra into hand and then strikes the ground and makes quicksand in the desired place which is 10ft in radius.
    Only alimujtaba786 can teach this jutsu
    PHP:
    [B]Subashikoi sabure) Quicksand[/B]
    [SPOILER]Rank: S
    Range: 10ft in radius 
    Type: offensive
    Chakra: 40
    Damage: 25 per turn
    Description: User uses water and earth element and gathers chakra into hand and then strikes the ground and makes quicksand in the desired place which is 10ft in radius.
    Only alimujtaba786 can teach this jutsu[/SPOILER]


 
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Learned


  • Name: raion unari : lion's roar
    Rank: forbidden
    Type: Offensive
    Range: short - long
    Chakra: 75
    Damage: 100 to opponent ( 50 to user )
    Description: user inhales great amount of wind and then adds wind chakra to it after that he screams so loudly that it can pyralyze opponent for a turn. but damages user as it put starins as user's vocal chord and lungs. it can also send back many sound jutsu's and projectiles comming for forward direction, due to the strain it damages user by 50.
    Note: can only be used 1 times per match
    Note: User cant use WIND JUTSU's next turn
    Note: User can only use 1 more jutsu in the turn with this jutsu.
    Note: can only be used and taught by alimujtaba786
    PHP:
    [B]Name: raion unari : lion's roar[/B]
    [SPOILER]Rank: forbidden
    Type: Offensive
    Range: short - long
    Chakra: 75
    Damage: 100 to opponent ( 50 to user )
    Description: user inhales great amount of wind and then adds wind chakra to it after that he screams so loudly that it can pyralyze opponent for a turn. but damages user as it put starins as user's vocal chord and lungs. it can also send back many sound jutsu's and projectiles comming for forward direction, due to the strain it damages user by 50.
    Note: can only be used 1 times per match
    Note: User cant use WIND JUTSU's next turn
    Note: User can only use 1 more jutsu in the turn with this jutsu.
    Note: can only be used and taught by alimujtaba786[/SPOILER]



  • (Fuuton: Boushi Senpuu) Wind Style: Spinning Whirlwind
    Rank: S
    Type: Attack/Defence
    Range: Short
    Chakra Cost: 40
    Damage: N/A(60 if tornado hits the opponent)
    Description: The user spins and creates a big tornado around them for defence, this can damage the opponent if they get too close. The tornado can defend high rank lightning.
    Note: Only useable by Question.
    PHP:
    [B](Fuuton: Boushi Senpuu) Wind Style: Spinning Whirlwind[/B]
    [SPOILER]Rank: S
    Type: Attack/Defence
    Range: Short
    Chakra Cost: 40
    Damage: N/A(60 if tornado hits the opponent)
    Description: The user spins and creates a big tornado around them for defence, this can damage the opponent if they get too close. The tornado can defend high rank lightning.
    Note: Only useable by Question.[/SPOILER]


(Fūton: Okami Sono Sora) - Wind Release: Emperor Of The Skies
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Similar to Temari's "Wind Ryder Technique" the user will release his wind chakra outwards and manipulate the air currents beneath his war-fan, or any other fan big enough to be ridden on. He will then jump onto the war-fan as he rides it like a surfboard and is able to go airborne at fairly fast speeds like any traveling wind technique at its peak traveling speed. If the user wishes, he can utilize the war-fan while it is strapped to his back to initiate flight similar to how a kite is flown, however with the user attached to the bottom of it. The user can only glide/ride in a linear manner and not freely fly like regular flight techniques. The user can only change locations in mid flight once(ex. Gain height while going upwards during activation then choose the linear traveling path). After the liner path travel has completed the user will be suspended in mid-air for a total of two turns before the air currents are reduce back to normal, causing the user to start free-falling back down into the ground.

▵ Requires a fan/war-fan
▵ Can be used four times per battle
▵ Must be taught by Hard

learned here: https://animebase.me/threads/blegh.735839/
 
Last edited:

Xylon

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Weapons





  • Long Sword of the Demon Blacksmith (Muramasa no tachi)
    Type: Weapon
    Weapon rank: S
    Range: Short
    Chakra cost(s):
    -30/turn the sword is unsheathed.
    -30/Quickdraw used
    Damage Chart:
    Quickdraw(Short range)-A rank, 60
    Quickdraw with a movement enhancing technique-S rank. 80
    Description: Muramasa no tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern ninjutsu & kenjutsu techniques to generate effective strikes with overwhelming damage output.
    The sword is a “Tachi” not a Katana, with chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from lightning release, but may involve other elements if used with a Custom jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of lightning chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade.
    However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.
    Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge.
    -Appearance: & .
    PHP:
    [B]Long Sword of the Demon Blacksmith (Muramasa no tachi)[/B]
    [SPOILER]Type: Weapon
    Weapon rank: S 
    Range: Short
    Chakra cost(s): 
    -30/turn the sword is unsheathed. 
    -30/Quickdraw used 
    Damage Chart: 
    Quickdraw(Short range)-A rank, 60
    Quickdraw with a movement enhancing technique-S rank. 80 
    Description: Muramasa no tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern ninjutsu & kenjutsu techniques to generate effective strikes with overwhelming damage output. 
    The sword is a “Tachi” not a Katana, with chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from lightning release, but may involve other elements if used with a Custom jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of lightning chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade. 
    However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.
    Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge. 
    -Appearance:  [URL="http://www.eldojogamer.com/wp-content/uploads/2012/12/Metal-Gear-Rising-Revengeance-Samuel-Concept-Art-007.jpg"]Sword[/URL] & [URL="http://1-media-cdn.foolz.us/ffuuka/board/m/image/1365/39/1365396323164.jpg"]Sheath[/URL].
    [/SPOILER]



  • Name: ken no jigoku hi : english name: Sword Of Hell Fire
    Rank:Forbidden
    Type:Supplementary
    Range: All
    Chakra Cost: 60 ( +10 to keep t active )
    Damage Points: 40 to 100
    Description: A sword of fire which is brought from the depths of hell. can use all fire based attacks. enhance fire atatcks and increase fire attacks damage by 40.
    NOTE:
    1) while this sword is in play no other summonings can be done .
    2) Sword can remain in play for 3 turns
    ( only alimujtaba786 can teach this jutsu )
    You must be registered for see images
    PHP:
    [B]Name: ken no jigoku hi : english name: Sword Of Hell Fire[/B]
    [SPOILER]Rank:Forbidden
    Type:Supplementary
    Range: All
    Chakra Cost: 60 ( +10 to keep t active )
    Damage Points: 40 to 100
    Description: A sword of fire which is brought from the depths of hell. can use all fire based attacks. enhance fire atatcks and increase fire attacks damage by 40.
    NOTE:
    1) while this sword is in play no other summonings can be done .
    2) Sword can remain in play for 3 turns
    ( only alimujtaba786 can teach this jutsu )
    [IMG]http://i546.photobucket.com/albums/hh434/alimujtaba786/d858fd908a7c00_full.jpg[/IMG] [/SPOILER]



  • Fusion Swords
    The Fusion Swords is a six-piece sword, having a interlocking mechanism, the 6 swords themselves serves a variety of purposes and comes in different shapes and sizes thus suited best weapon for different combat situations, when fused together the form a broad sword which in status surpass all the other component swords.

    Main Blade:
    Also known as the 1st blade, resembles an exaggerated two-handed sword in its shape and appearance, despite its apparent size and weight. It consists of a long hilt wrapped in a red material, a distinctively large handguard which the other swords are locked into, a wide length of blade, and an equally long but thinner length ending in a point. The main blade is the only sword among the six that is double-sided. The main blade apparently has 2 different forms, One with the blade of the sword appearing to be one solid length of metal except for the transition between the wide and thin halves. In the second, the blade is pulled in two lengthwise; the edges are locked apart and a complex inner portion of the sword is visible.
    Hollow Blade:
    The hollow blade does not have an inner core as the main blade sword. Rather, it is essentially (though not exactly) a thick sheet of metal folded in a V-shape when looked from above, the edge of the sword being the bottom point of the V, with its lower one-third of its length wrapping around a red double-hilt. The hollow blade is locked onto the front edge of the main blade, where it snugly covers that entire edge of the main blade, and its own edge serves as the striking point for the assembled sword.
    Back Blades:
    The back blades are identical long swords, mirror images of each other, with one straight edge and one saw toothed edge, with a long black hilt for each. These two swords are attached to the back of the main blade, on both sides of the main blades back edge, with the saw-tooths pointed forward toward the hollow blade. The addition of these two swords completes the trapezoidal silhouette of the fusion swords.
    Side Blades:
    The side blades are identical, mirror image dagger-like swords, though they are still quite long. They are singled edged, with a gear-like mechanism between the hilt and the blade that allow them to fold up like a switchblade. It is in this folded form that the two sides blades are locked onto the two sides of the assembled sword, with their edges turned forward toward the main blade at the front of the sword. In addition, one of the two blades can be quickly ejected from the assembly if needed. The side blade in unassembled form serves a projectile like purpose, if thrown away the can be controlled by the magnetic core of the 1st blade, to redirect them, though in a rough manner showing that the control over it is really weak and cannot always be count on.
    Buster Sword:
    The fully assembled form of the fusion auxiliary blades, has the looks of a broad sword, The assembled form of the fusion swords is a heavy sword, most suited to crushing, and is not necessarily intended to serve the role of a slicing weapon as a nodachi would be. It is capable of being used for slicing, however being able to cleanly slice through rebar reinforced concrete with it. Although its appearance is as stout and sturdy, In overall when compared to the other swords, the buster is indestructible (literally or virtually), where destroying the other blades may seem easy, buster can completely resist out the pressure with its unique form, it space vacancies through out the fused blade though weakens the its offensive power, absorbs damage in critical situations.
    You must be registered for see images
    PHP:
    [B]Fusion Swords[/B][/SIZE]
    [SPOILER]The Fusion Swords is a six-piece sword, having a interlocking mechanism, the 6 swords themselves serves a variety of purposes and comes in different shapes and sizes thus suited best weapon for different combat situations, when fused together the form a broad sword which in status surpass all the other component swords. 
    
    [B]Main Blade:[/B] [SPOILER]Also known as the 1st blade, resembles an exaggerated two-handed sword in its shape and appearance, despite its apparent size and weight. It consists of a long hilt wrapped in a red material, a distinctively large handguard which the other swords are locked into, a wide length of blade, and an equally long but thinner length ending in a point. The main blade is the only sword among the six that is double-sided. The main blade apparently has 2 different forms, One with the blade of the sword appearing to be one solid length of metal except for the transition between the wide and thin halves. In the second, the blade is pulled in two lengthwise; the edges are locked apart and a complex inner portion of the sword is visible.[/SPOILER]
    [B]Hollow Blade:[/B] [SPOILER]The hollow blade does not have an inner core as the main blade sword. Rather, it is essentially (though not exactly) a thick sheet of metal folded in a V-shape when looked from above, the edge of the sword being the bottom point of the V, with its lower one-third of its length wrapping around a red double-hilt. The hollow blade is locked onto the front edge of the main blade, where it snugly covers that entire edge of the main blade, and its own edge serves as the striking point for the assembled sword. [/SPOILER]
    [B]Back Blades:[/B] [SPOILER]The back blades are identical long swords, mirror images of each other, with one straight edge and one saw toothed edge, with a long black hilt for each. These two swords are attached to the back of the main blade, on both sides of the main blades back edge, with the saw-tooths pointed forward toward the hollow blade. The addition of these two swords completes the trapezoidal silhouette of the fusion swords.[/SPOILER]
    [B]Side Blades:[/B] [SPOILER]The side blades are identical, mirror image dagger-like swords, though they are still quite long. They are singled edged, with a gear-like mechanism between the hilt and the blade that allow them to fold up like a switchblade. It is in this folded form that the two sides blades are locked onto the two sides of the assembled sword, with their edges turned forward toward the main blade at the front of the sword. In addition, one of the two blades can be quickly ejected from the assembly if needed. The side blade in unassembled form serves a projectile like purpose, if thrown away the can be controlled by the magnetic core of the 1st blade, to redirect them, though in a rough manner showing that the control over it is really weak and cannot always be count on. [/SPOILER]
    [B]Buster Sword:[/B] [SPOILER]The fully assembled form of the fusion auxiliary blades, has the looks of a broad sword, The assembled form of the fusion swords is a heavy sword, most suited to crushing, and is not necessarily intended to serve the role of a slicing weapon as a nodachi would be. It is capable of being used for slicing, however being able to cleanly slice through rebar reinforced concrete with it. Although its appearance is as stout and sturdy, In overall when compared to the other swords, the buster is indestructible (literally or virtually), where destroying the other blades may seem easy, buster can completely resist out the pressure with its unique form, it space vacancies through out the fused blade though weakens the its offensive power, absorbs damage in critical situations. [/SPOILER]
    [SPOILER][IMG]http://i704.photobucket.com/albums/ww43/Darknessbeyond/Buster.png[/IMG][/SPOILER][/SPOILER]



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Created





  • Sword art; Twilight Slash (Kenjutsu; Koukon Kirashuu)
    Rank; A
    Range; Short-Very Long
    Type; Attack
    Chakra Cost; 30
    Damage points; 60
    Description: The user transfers chakra into his sword and uses shape manipulation to extend its reach, theblade starts to emit glowing energy. It extends till 15 meter’s up to the users will, its sharpness also increases, and regardless of the size of the sword it remains easy to handle. The technique ends right after used.

    *Can only be used 4 times per battle
    PHP:
    [B]Sword art; Twilight Slash (Kenjutsu; Koukon Kirashuu) [/B]
    [SPOILER]Rank; A 
    Range; Short-Very Long
    Type; Attack
    Chakra Cost; 30
    Damage points; 60
    Description: The user transfers chakra into his sword and uses shape manipulation to extend its reach, theblade starts to emit glowing energy. It extends till 15 meter’s up to the users will, its sharpness also increases, and regardless of the size of the sword it remains easy to handle. The technique ends right after used. 
    
    *Can only be used 4 times per battle[/SPOILER]



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  • (Ken Sen) Blade Beam
    Rank: A
    Range: Short-Mid-Long
    Type: Attack
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses his chakra through the 1st blade opening in its core (thus while the sword is open, see picture) and releases it as a destructive beam of white chakra. The point of the beam is shaped into the point of a blade and along the edges of the entire bleam smaller blades appear. These blades are long enough to make deep trenches in the earth along the course of the beam.
    Blede Beam
    *Must have Fusion Swords*
    *Can only be used with the 1st Blade*
    *Usable 4 times in a battle*
    *Can only be taught by DS and Caliburn*
    PHP:
    [B](Ken Sen) Blade Beam[/B]
    [SPOILER]Rank: A
    Range: Short-Mid-Long
    Type: Attack 
    Chakra cost: 30
    Damage points: 60 
    Description: The user focuses his chakra through the 1st blade opening in its core (thus while the sword is open, see picture) and releases it as a destructive beam of white chakra. The point of the beam is shaped into the point of a blade and along the edges of the entire bleam smaller blades appear. These blades are long enough to make deep trenches in the earth along the course of the beam.
    Blede Beam
    *Must have Fusion Swords*
    *Can only be used with the 1st Blade*
    *Usable 4 times in a battle*
    *Can only be taught by DS and Caliburn*[/SPOILER]



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  • Wing Blade (Kirihane)
    Rank: A
    Type: Supplementary
    Range: Short-mid
    Chakra: 30/per turn
    Damage: N/a
    Description: Used with Fusion Swords, the technique causes the blades to levitate behind the users body mimicking wings, Wings of Blades to exact. Usage of this technique greatly increases the efficiency of the user as he does not have to carry all blades, they move along with him, they can be used in different combinations and they can be left at any part of the move and they will automatically return to their positions. The technique also serves the purpose of giving the user wings and the ability to freely levitate in the air with complete superiority in aerial movement. The blades each are positioned specifically as wings. When infused with lightning chakra they emit electromagnetic waves, by putting them in different frequency’s they create a force enough to levitate user in the air. The height is determined by how much chakra is used and the movement can be controlled by Gyroscopical methods, like spinning the swords at their positions. This flight method is better than most others because it doesn’t requires, any drag or pull, no need for gliding, it can stay in a stationary position whilst maintaining flight and it isn’t affected by the angle or air density/pressure.
    Note: Can only be used with Fusion Swords or with any other suitable alternate.
    -Lasts 5 turns. Usable twice.
    PHP:
    [B]Wing Blade (Kirihane) [/B]
    [SPOILER]Rank: A
    Type: Supplementary 
    Range: Short-mid 
    Chakra: 30/per turn 
    Damage: N/a
    Description: Used with Fusion Swords, the technique causes the blades to levitate behind the users body mimicking wings, Wings of Blades to exact. Usage of this technique greatly increases the efficiency of the user as he does not have to carry all blades, they move along with him, they can be used in different combinations and they can be left at any part of the move and they will automatically return to their positions. The technique also serves the purpose of giving the user wings and the ability to freely levitate in the air with complete superiority in aerial movement. The blades each are positioned specifically as wings. When infused with lightning chakra they emit electromagnetic waves, by putting them in different frequency’s they create a force enough to levitate user in the air. The height is determined by how much chakra is used and the movement can be controlled by Gyroscopical methods, like spinning the swords at their positions. This flight method is better than most others because it doesn’t requires, any drag or pull, no need for gliding, it can stay in a stationary position whilst maintaining flight and it isn’t affected by the angle or air density/pressure. 
    Note: Can only be used with Fusion Swords or with any other suitable alternate.
    -Lasts 5 turns. Usable twice.
    http://en.wikipedia.org/wiki/Electromagnetic_levitation[/SPOILER]



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  • Omni Slash (Omuni Kiritateru)
    Rank: S
    Range: Mid-Long
    Type: Attack
    Chakra cost: 40
    Damage points: 80 (-15)
    Description: The user releases Ken Ki, focuses a large amount of chakra into the Buster Blade and launches himself towards the opponent with it at an enormous speed. Just before reaching the opponent the user opens the side blades and swings the Buster Blade at the opponent. At this time the sword splits up and 5 swords surround the opponent in a circular formation while still holding the first sword. As a result of all the chakra that was infused in the sword, the swords keep hoovering around the opponent and are surrounded by the users chakra. After the first slash, with excellent timing and immense speed given by Ken Ki, the user attacks the opponent first with the Beam Blade, leaving after images and attacks the opponent once with every other sword, ending with blade beam again slashing him downwards to the ground, resulting in a 7 hit combo.
    He attacks in straight lines: first he slashes with the first blade and appears at the second blade, grabs it and uses the chakra around the swords as a launching platform to shoot himself again towards the opponent, slashes him and grabs the next sword. This happens in total 7 times, however due to Ken Ki it happens all in only a few seconds and it seems the user is actually hoovering through the air without touching the ground.
    Every time the user hits, chakra is released from the blade that explodes on contact
    YouTube - Omni Slash Version 5
    *Must Have Fusion Swords*
    *Can only be used with Buster sword*
    *Must have released Ken Ki*
    *Can only be used twice per battle*
    *The user takes -15 damage*
    *Can only be thaught by Dark Sage and Caliburn*

    PHP:
    [B]Omni Slash (Omuni Kiritateru)[/B]
    [SPOILER]Rank: S 
    Range: Mid-Long 
    Type: Attack 
    Chakra cost: 40 
    Damage points: 80 (-15)
    Description: The user releases Ken Ki, focuses a large amount of chakra into the Buster Blade and launches himself towards the opponent with it at an enormous speed. Just before reaching the opponent the user opens the side blades and swings the Buster Blade at the opponent. At this time the sword splits up and 5 swords surround the opponent in a circular formation while still holding the first sword. As a result of all the chakra that was infused in the sword, the swords keep hoovering around the opponent and are surrounded by the users chakra. After the first slash, with excellent timing and immense speed given by Ken Ki, the user attacks the opponent first with the Beam Blade, leaving after images and attacks the opponent once with every other sword, ending with blade beam again slashing him downwards to the ground, resulting in a 7 hit combo.
    He attacks in straight lines: first he slashes with the first blade and appears at the second blade, grabs it and uses the chakra around the swords as a launching platform to shoot himself again towards the opponent, slashes him and grabs the next sword. This happens in total 7 times, however due to Ken Ki it happens all in only a few seconds and it seems the user is actually hoovering through the air without touching the ground.
    Every time the user hits, chakra is released from the blade that explodes on contact
    YouTube - Omni Slash Version 5  http://www.youtube.com/watch?v=zwbEHsCcIF4&feature=player_embedded
    *Must Have Fusion Swords*
    *Can only be used with Buster sword*
    *Must have released Ken Ki*
    *Can only be used twice per battle*
    *The user takes -15 damage*
    *Can only be thaught by Dark Sage and Caliburn*[/SPOILER]



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  • Speed rave (Issanniushi)
    Rank; A
    Type; Supplementary
    Range; Short-Long
    Chakra cost; 30
    Damage points; N/a
    Description; A sword fighting style that puts a large emphasis on overwhelming enemies with wide-ranged, speed-based combos. The user releases large amounts ki from his body and utilizes it all to mainly increase his speed, the magnitude of the ki slightly levitates the user above ground. The mode is wideranged andspeed is particularly raised upto these basis, the user will require a wide area to move at, attacking from different directions.
    Note; Last 3 turn after activated
    Note; Only usable 2 times per battle
    PHP:
    [B]Speed rave (Issanniushi)[/B]
    [SPOILER]Rank; A 
    Type; Supplementary 
    Range; Short-Long
    Chakra cost; 30 
    Damage points; N/a
    Description; A sword fighting style that puts a large emphasis on overwhelming enemies with wide-ranged, speed-based combos. The user releases large amounts ki from his body and utilizes it all to mainly increase his speed, the magnitude of the ki slightly levitates the user above ground. The mode is wideranged andspeed is particularly raised upto these basis, the user will require a wide area to move at, attacking from different directions. 
    Note; Last 3 turn after activated 
    Note; Only usable 2 times per battle[/SPOILER]



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  • Moonlight tempest(gekkou arashi)
    Rank; A
    Range; Short-Long
    Type; Attack
    Chakra Cost; 30
    Damage; 60
    Description; A sword art in which the user collects energy or transfers energy into the sword and slashes which gives an highly amplified swing that creates a shock wave which moves forward.
    Note; The shock wave can cut almost anything in its way but moves straight forwards, which makes it difficult to hit the target, best used in short range.
    PHP:
    [B]Moonlight tempest(gekkou arashi)[/B]
    [SPOILER]Rank; A
    Range; Short-Long 
    Type; Attack
    Chakra Cost; 30
    Damage; 60 
    Description; A sword art in which the user collects energy or transfers energy into the sword and slashes which gives an highly amplified swing that creates a shock wave which moves forward.
    Note; The shock wave can cut almost anything in its way but moves straight forwards, which makes it difficult to hit the target, best used in short range.[/SPOILER]



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  • Blaze Luminous (Bureizuruminasu)
    Rank: S
    Type: Defense/Offensive
    Range: Short-Mid
    Chakra cost: 40(+15 for electric storm)
    Damage Points: 60
    Description: The technique is a principle guided defensive and counter-offensive method. Using the users multiple swords, he levitates them forwards and makes them spin. By applying chakra the user creates a energy shield to defend against incoming threats. Aside from the durability of the shield itself the rotation redirects the attacks towards the sides. By adding lightning chakra, user could create an electric storm infront that extends till mid-range. The storm is capable of completely repelling metallic objects and paralyzing human targets.
    Note: Can defend against up to S rank techniques thrice per battle.
    -The swords are heated by the rotations and thus cannot be held the following turn. Requires a minimum of 3 swords.

    PHP:
    [B]Blaze Luminous (Bureizuruminasu)[/B]
    [SPOILER]Rank: S
    Type: Defense/Offensive
    Range: Short-Mid 
    Chakra cost: 40(+15 for electric storm)
    Damage Points: 60
    Description: The technique is a principle guided defensive and counter-offensive method. Using the users multiple swords, he levitates them forwards and makes them spin. By applying chakra the user creates a energy shield to defend against incoming threats. Aside from the durability of the shield itself the rotation redirects the attacks towards the sides. By adding lightning chakra, user could create an electric storm infront that extends till mid-range. The storm is capable of completely repelling metallic objects and paralyzing human targets.
    Note: Can defend against up to S rank techniques thrice per battle.
    -The swords are heated by the rotations and thus cannot be held the following turn. Requires a minimum of 3 swords.[/SPOILER]



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  • Magnetic Satellite (Jishaku Eisei)
    Rank: S
    Type: Offensive/Defensive/Supplementary
    Range: Long
    Chakra cost: 20/turn
    Damage Points: N/a
    Description: The user grabs the buster and launches it hard high above the ground where it splits up hovers above within the sky. The swords position themselves horizontally around the first blade while the first blade itself remains at the center vertically with its edge faced down. Like Wing Blade technique the satellite could control its movements and direction using gyroscopic methods allowing it to move freely across the skies by spinning and rotating. When the user commands, the satellite uses the magnetic core of the first blade to release strong tractor beams to pull over metallic objects. Over the turns the satellite collects objects and keeps them hovering above the skies along with itself (for maximum of 4 turns), when the user finally releases the technique with a seal of confrontation the main blade releases a burst of chakra that pushes down the collected debris/metal/kunai and showers it across or at a particular part of the field with destructive strength. To prevent the satellite from being struck down prematurely, blaze luminous could be activated at any given moment to act as a shield. Any clouds above the sky would also rotate around the satellite creating a think of sheet of clouds to further dampen the damage.
    -Note: Requires Fusion Sword.
    -Usable twice per conflict.
    PHP:
    [B]Magnetic Satellite (Jishaku Eisei)[/B]
    [SPOILER]Rank: S
    Type: Offensive/Defensive/Supplementary 
    Range: Long 
    Chakra cost: 20/turn
    Damage Points: N/a 
    Description: The user grabs the buster and launches it hard high above the ground where it splits up hovers above within the sky. The swords position themselves horizontally around the first blade while the first blade itself remains at the center vertically with its edge faced down. Like Wing Blade technique the satellite could control its movements and direction using gyroscopic methods allowing it to move freely across the skies by spinning and rotating. When the user commands, the satellite uses the magnetic core of the first blade to release strong tractor beams to pull over metallic objects. Over the turns the satellite collects objects and keeps them hovering above the skies along with itself [B](for maximum of 4 turns)[/B], when the user finally releases the technique with a seal of confrontation the main blade releases a burst of chakra that pushes down the collected debris/metal/kunai and showers it across or at a particular part of the field with destructive strength. To prevent the satellite from being struck down prematurely, blaze luminous could be activated at any given moment to act as a shield. Any clouds above the sky would also rotate around the satellite creating a think of sheet of clouds to further dampen the damage.    
    -Note: Requires Fusion Sword. 
    -Usable twice per conflict.[/SPOILER]



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  • Railgun (Rerugan)
    Type: Offensive
    Rank: S
    Range: Mid-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: Railgun is a buster sword technique that uses the main blade and an ordinary kunai to create a powerful projectile. The use unlocks the main blade and hooks a kunai near the hilt, using the sword’s ability to generate electromagnetism he charges both ends of the sword to emit small electromagnetic fields that charges lorentz force between the swords where the kunai is held then using the same fields the user accelerates the kunai shooting out it , the user experiences a small kick back upon release. Because of the principle applied in the technique the kunai doesn’t loses trajectory even after traveling a very long distance despite being shot with great force and speed making this technique incredibly accurate and precise. Upon impact the kunai deals non chakra based, kinetic damage strong enough to push back and kill a large summon suffice to say a human wont survive either. That said, the technique’s own precision and force can become a drawback, it cannot be used in close proximity or else the user won’t able to escape the techniques own force and it requires the user to be stationary with a good footing to take aim, given the precision of the technique minor disturbances can cause the user to miss an opponent who is already at a long distance. The projectile can be tracked by 3T (and above or similar) but the overal complex procedure of the technique takes some time to perform and prepare, making the effectiveness of the technique relative to the situation and the opening the user might have found to use it. The projectile is a raw chakra projectile, heavily dense, capable of fighting in equal terms with any elemental nature.
    Note: Usable 2 times per battle
    PHP:
    [B]Railgun (Rerugan)[/B]
    [SPOILER]Type: Offensive
    Rank: S
    Range: Mid-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: Railgun is a buster sword technique that uses the main blade and an ordinary kunai to create a powerful projectile. The use unlocks the main blade and hooks a kunai near the hilt, using the sword’s ability to generate electromagnetism he charges both ends of the sword to emit small electromagnetic fields that charges lorentz force between the swords where the kunai is held then using the same fields the user accelerates the kunai shooting out it , the user experiences a small kick back upon release. Because of the principle applied in the technique the kunai doesn’t loses trajectory even after traveling a very long distance despite being shot with great force and speed making this technique incredibly accurate and precise. Upon impact the kunai deals non chakra based, kinetic damage strong enough to push back and kill a large summon suffice to say a human wont survive either. That said, the technique’s own precision and force can become a drawback, it cannot be used in close proximity or else the user won’t able to escape the techniques own force and it requires the user to be stationary with a good footing to take aim, given the precision of the technique minor disturbances can cause the user to miss an opponent who is already at a long distance. The projectile can be tracked by 3T (and above or similar) but the overal complex procedure of the technique takes some time to perform and prepare, making the effectiveness of the technique relative to the situation and the opening the user might have found to use it. The projectile is a raw chakra projectile, heavily dense, capable of fighting in equal terms with any elemental nature.
    Note: Usable 2 times per battle[/SPOILER]



Learned





  • (Ken Ki) Swordsman Spirit
    Rank: Forbidden
    Range: N/A
    Chakra cost: 50
    Damage: N/A (-5 for each turn, max of -20)
    Description: A power that only can be awakened by the most experienced swordsman as a result of years of training and countless deathmatches. The basic is that the swordsman can overcome his own physical limits by using his own willpower to live. This can be compared to the fourth Inner Gate, however the effects are mainly for specific swordsman techniques. Thus the spirit is more or less the same as the fourth IG, but in HTH-combat the IG would still be a lot stronger than a swordsman, but in plain swordfighting the swordsman would be stronger than the IG:
    • The users stamina, speed, reflexes and strenght are increased tremendously. However this is mainly for swordtechniques (blocking projectiles, sword drawing, faster reaction time on incoming attacks, faster slashes etc.)
    • All sword jutsu's and techniques are increased with +20 damage
    • Taijutsu techniques are increased with +10 damage
    • The user can endure a lot more pain than normally and fight without being bothered much with his injuries
    • If there are allied swordsman in short range of the user, they receive +5 damage for every sword jutsu and technique and they can indure more pain
    This is a step further than the Elder teachings: sixth sense where you de-activate your emotions. Though it may sound paradoxal, but the swordsman spirit is based on "living". This doesn't mean the user should fear death (then you would have gone a step back of the Elder) but actually have the desire to live and win while having no fear of death at all. As swordsman are often in near-death situations, as a result death has become a second nature. But when the user finds the will to live again, he awakens his Swordsman Spirit.
    As said before it is comparable to the fourth IG, however global seen the gate is a lot stronger as the spirit only focuses on certain aspects. The Spirit can be activated immediately.

    *Can only be taught by Caliburn*
    *Can only be used if learnedElder teachings: sixth sense by Kaito-sama himself*
    *The effect lasts only for 4 turns max*
    *Can only be used once per battle*
    *The user takes -5 damage for each turn*
    PHP:
    [B](Ken Ki) Swordsman Spirit [/B]
    [SPOILER]Rank: Forbidden
    Range: N/A
    Chakra cost: 50
    Damage: N/A (-5 for each turn, max of -20)
    Description: A power that only can be awakened by the most experienced swordsman as a result of years of training and countless deathmatches. The basic is that the swordsman can overcome his own physical limits by using his own willpower to live. This can be compared to the fourth Inner Gate, however the effects are mainly for specific swordsman techniques. Thus the spirit is more or less the same as the fourth IG, but in HTH-combat the IG would still be a lot stronger than a swordsman, but in plain swordfighting the swordsman would be stronger than the IG:
    •	The users stamina, speed, reflexes and strenght are increased tremendously. However this is mainly for swordtechniques (blocking projectiles, sword drawing, faster reaction time on incoming attacks, faster slashes etc.)
    •	All sword jutsu's and techniques are increased with +20 damage
    •	Taijutsu techniques are increased with +10 damage
    •	The user can endure a lot more pain than normally and fight without being bothered much with his injuries
    •	If there are allied swordsman in short range of the user, they receive +5 damage for every sword jutsu and technique and they can indure more pain
    This is a step further than the Elder teachings: sixth sense where you de-activate your emotions. Though it may sound paradoxal, but the swordsman spirit is based on "living". This doesn't mean the user should fear death (then you would have gone a step back of the Elder) but actually have the desire to live and win while having no fear of death at all. As swordsman are often in near-death situations, as a result death has become a second nature. But when the user finds the will to live again, he awakens his Swordsman Spirit.
    As said before it is comparable to the fourth IG, however global seen the gate is a lot stronger as the spirit only focuses on certain aspects. The Spirit can be activated immediately.
    
    *Can only be taught by Caliburn*
    *Can only be used if learnedElder teachings: sixth sense by Kaito-sama himself*
    *The effect lasts only for 4 turns max*
    *Can only be used once per battle*
    *The user takes -5 damage for each turn*[/SPOILER]


 
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Xylon

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Created
  • Storm Leg (Rankyaku)
    Rank; B
    Type; Attack
    Range; Short-long
    Chakra cost; 20
    Damage points; 40
    Description; A taijutsu technique where the user kicks towards the opponent, which makes a a sharp air blade moving towards the opponent that can cut through objects and can severely damage a human flesh.
    PHP:
    [B]Storm Leg (Rankyaku) [/B]
    [SPOILER]Rank; B 
    Type; Attack 
    Range; Short-long
    Chakra cost; 20
    Damage points; 40
    Description; A taijutsu technique where the user kicks towards the opponent, which makes a a sharp air blade moving towards the opponent that can cut through objects and can severely damage a human flesh.[/SPOILER]



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Learned


  • (Raigou Senjusatsu) - Amida Buddha's Welcoming One Thousand Arms of Death-
    * Rank:S-rank
    Type:Attack/Defense
    Range:Short-Long
    Chakra Cost:40
    Damage Points:80
    Description: Raigou Senjusatsu is a technique developed by Chiriku, the Fire Temple monk. The monks were practitioners of "Senzoku no Sai", the Sage Ability which granted them enlightenment. Chiriku and Asuma used this ability to focus their energy through the spectral Amida Buddha.By remaining still and forming their meditative positions, they can cause the Buddha to grow numerous arms which can strike out against their target.By focusing power, Chiriku could cause the Amida to change form and strike with greater impact.
    (Can only be used by one of the 12 guardians and once per battle)
    PHP:
    [B](Raigou Senjusatsu) - Amida Buddha's Welcoming One Thousand Arms of Death-[/B]
    [SPOILER]* Rank:S-rank
    Type:Attack/Defense
    Range:Short-Long
    Chakra Cost:40
    Damage Points:80
    Description: Raigou Senjusatsu is a technique developed by Chiriku, the Fire Temple monk. The monks were practitioners of "Senzoku no Sai", the Sage Ability which granted them enlightenment. Chiriku and Asuma used this ability to focus their energy through the spectral Amida Buddha. By remaining still and forming their meditative positions, they can cause the Buddha to grow numerous arms which can strike out against their target.By focusing power, Chiriku could cause theAmida to change form and strike with greater impact.
    (Can only be used by one of the 12 guardians and once per battle) [/SPOILER]


Goro's student to custom group: The 12 Ninja Guardians. Originally created by Devlin following the anime filler.
 
Last edited:

Xylon

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Created




  • Inverted World (Sakasa Seken)
    Rank: B
    Type; Supplementary
    Range; Short-Long
    Chakra cost; 20
    Damage points; n/a
    Description; Unique to Minato, The technique releases a circular barrier in the field 5 m huge in radius from the point where the sealing formula is placed. The primary function of the barrier is to use the refraction of light and invert the target’s sense of sight, like an optical illusion. The target reacts to instinct and mess up in directions and distance, a skilled enough user might be able to react to it with the right amount of time and opportunities. The barrier can only be detected by someone outside of it or by other sensory methods capable of detecting barriers like Byakugan or Rennigen. Normally it can’t be detected until its too late. The user has to go through training to get used to the senses within the barrier.
    Inverted World (Sakasa Seken)
    Rank: B
    Type; Supplementary
    Range; Short-Long
    Chakra cost; 20
    Damage points; n/a
    Description; Unique to Minato, The technique releases a circular barrier in the field 5 m huge in radius from the point where the sealing formula is placed. The primary function of the barrier is to use the refraction of light and invert the target’s sense of sight, like an optical illusion. The target reacts to instinct and mess up in directions and distance, a skilled enough user might be able to react to it with the right amount of time and opportunities. The barrier can only be detected by someone outside of it or by other sensory methods capable of detecting barriers like Byakugan or Rennigen. Normally it can’t be detected until its too late. The user has to go through training to get used to the senses within the barrier.



    - Rexii
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  • Flying Thunder God: Explosion (Hiraishin: Bakuha)
    Rank: A
    Type: Offensive
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 2 Tags= B-rank, 4 Tags= A-Rank, 8 Tags= S-Rank.
    Description: The technique transports explosive tags to a FTG seal. These explosive tags are altered by Minato to take advantage of his FTG technique. Minato rewrites the sealing in the explosive tags to ad the FTG seal formula into the explosive formula enabling him to teleport the explosive tags into an FTG seal. Minato can set the explosive tags to explode on arrival or when enemy chakra is nearby. The explosion is related to the amount of tags used and nothing else.
    Note:Usable 4 times in a battle
    Note:Can't be applied when the FTG seal is placed directly into someone
    Flying Thunder God: Explosion (Hiraishin: Bakuha)
    Rank: A
    Type: Offensive
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 2 Tags= B-rank, 4 Tags= A-Rank, 8 Tags= S-Rank.
    Description: The technique transports explosive tags to a FTG seal. These explosive tags are altered by Minato to take advantage of his FTG technique. Minato rewrites the sealing in the explosive tags to ad the FTG seal formula into the explosive formula enabling him to teleport the explosive tags into an FTG seal. Minato can set the explosive tags to explode on arrival or when enemy chakra is nearby. The explosion is related to the amount of tags used and nothing else.
    Note:Usable 4 times in a battle
    Note:Can't be applied when the FTG seal is placed directly into someone



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  • Space-Time: Heaven's Gate (Jikukan: Tenka)
    Rank: S
    Type: Offensive-Supplementary
    Range: Long
    Chakra Cost: 40
    Damage Points: N/a
    Description: Minato throws a hiraishin kunai high in the air attached with a tag/scroll. Upon reaching high enough, minato performs the Dragon seal and opens a space-time barrier that cover the sky of the entire feild (or a designated portion of it). Heaven's Gate is a collaboration of 2 space-time techniques, Summoning technique and Space-time barrier. It uses the space-time barrier as means summon objects with a tag/scroll that was attached to the kunai as the source. It releases weapons that were sealed inside the tag/scroll such as ninja tools and space-time kunai that burst out of the barrier like missles raining down over the area with enough strength to break through rock.
    Note: Usable 4 times per conflict.
    -Can only be used by Minato.
    Space-Time: Heaven's Gate (Jikukan: Tenka)
    Rank: S
    Type: Offensive-Supplementary
    Range: Long
    Chakra Cost: 40
    Damage Points: N/a
    Description: Minato throws a hiraishin kunai high in the air attached with a tag/scroll. Upon reaching high enough, minato performs the Dragon seal and opens a space-time barrier that cover the sky of the entire feild (or a designated portion of it). Heaven's Gate is a collaboration of 2 space-time techniques, Summoning technique and Space-time barrier. It uses the space-time barrier as means summon objects with a tag/scroll that was attached to the kunai as the source. It releases weapons that were sealed inside the tag/scroll such as ninja tools and space-time kunai that burst out of the barrier like missles raining down over the area with enough strength to break through rock.
    Note: Usable 4 times per conflict.
    -Can only be used by Minato.


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Learned

  • name : giji uraita ( false ceiling )
    Type: supplementary
    Rank: S
    Range: vast area
    Chakra Cost: 40
    Damage Points: n/a
    Description: user creates a chakra ceiling above the land almost 20 ft high and 500m wide which can stop all the rain jutsu’s all projectiles comming from the sky and many jutsu’s like chakra sensing rain.
    Note : can be used only 3 times in a battle
    ( only alimujtaba786 can teach this jutsu) [/ SPOILER] [JUTSU = PHP]
    PHP:
     [B] name: giji uraita (false ceiling) [/ B]giji uraita ( false ceiling )[/B]
    [SPOILER]Type: supplementary
    Rank: S
    Range: vast area
    Chakra Cost: 40
    Damage Points: n/a
    Description: user creates a chakra ceiling above the land almost 20 ft high and 500m wide which can stop all the rain jutsu’s all projectiles comming from the sky and many jutsu’s like chakra sensing rain.
    Note : can be used only 3 times in a battle
    ( only alimujtaba786 can teach this jutsu )[/SPOILER]
    [/JUTSU]

    • NAME: suji shihai : string control
      Rank: S
      Type:Attack/Defence
      Range:Short-Mid
      Chakra cost: 40
      Damage Points: 10 ( to user )
      Descripton: user makes chakra strings and then connect it to his own body parts ( this is used when his bones are broken ) to control his body part via chakra strings. as it forcefully makes use of broken part it damages user.
      NOTE: can only be used once a match
      NOTE: jutsu lasts for 3 turns
      ( only alimujtaba786 can teach this jutsu )
      PHP:
      [B]NAME: suji shihai : string control[/B]
      [SPOILER]Rank: S
      Type:Attack/Defence
      Range:Short-Mid
      Chakra cost: 40
      Damage Points: 10 ( to user )
      Descripton: user makes chakra strings and then connect it to his own body parts ( this is used when his bones are broken ) to control his body part via chakra strings. as it forcefully makes use of broken part it damages user.
      NOTE: can only be used once a match
      NOTE: jutsu lasts for 3 turns
      ( only alimujtaba786 can teach this jutsu )[/SPOILER]



    [*][*][*][*]
Yin-Yang release

Orbs of the Noble truths (Shitaidama 四諦)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.
PHP:
[B]Orbs of the Noble truths (Shitaidama 四諦)[/B]
[SPOILER]Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.[/SPOILER]
Approved here:

Yin Release: Star balls (Inton: Hoshi no tama)
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 60
Damage points: 60 (x1.5 upon contact with a living being)
Descriptions: Star balls is a Yin release technique that creates several small onion shaped and sized orbs of energy. The techniques gives of the appearance of white burning orbs. The term “Star balls” is a reference to the ability of foxes in japanese myth to create Onion Shaped balls of light before possessing a victim. The technique is activated using a tiger seal, following which a single or numerous star balls form around the user ready for use. By imbuing these balls with spiritual energy, the user, using the power of imagination develops a personality/consciousness within these balls. Upon release, the balls travel towards their intended target at high speeds. Being conscious they are able to dodge enemy techniques, move around enemy defences and seek their targets with peerless efficiency choosing to attack from angles the opponent may be defenseless from. Star balls possess the properties of hungry ghost technique. Upon contact with a being or object with chakra. The orbs erupt in white flames fueling themselves with opponents chakra. If the opponent decides to use a technique, the act of moulding chakra would fuel the flames to burn brighter preventing the actions. This means the target rarely walks away unharmed if struck. The techniques interactions with elemental and non elemental techniques is neutral, but the trait of hungry ghost reduces the rank of a technique that clashes with it by one. This only applies to techniques with an active flow of chakra in them or are composed of energy. Techniques that employ natural elements (i.e. kirin) or senjutsu are unaffected.
Note: Usable twice per battle. Makes 5 orbs
-Cannot use S rank and above Yin release techniques the following turn.

Yin Release: Birth of Void (Inton: Munashii tanjou)
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 50
Damage points: N/a
Description: Birth of Void is an advanced form of Bringer of Darkness genjutsu. The technique serves the same primary function but goes a step beyond to the point where it can no longer be classified as an illusionary technique. Like it's predecessor, Birth of Void begins with a tiger seal. The technique forms a miasmic darkness around the opponent that engulfs him in a spherical shape. The sphere retains an appearance similar to a Gudodama (Truth seeking ball) but engulfs the entirety of the target and at a relatively quick speed. Once trapped, the opponent has his or her senses blocked to the point of absolute numbness. A feeling of powerlessness flows with this numbness. The technique affects the basic 5 senses only, and so any extra sensory methods that involve a 6th form of sensing are retained however boosted senses are even more susceptible to this technique as the body is more reliant on them. The technique itself doesn't do any harm to its intended target in the process. The inside of the sphere appear similar to brings of darkness, in fact it is intended so to make targets, especially ones adept to use of genjutsu, assume that bringer of darkness was used. The technique is not a genjutsu however and cannot be dispelled using conventional genjutsu defences. The only way to counter the technique is to simply move out of the sphere’s area, shortly after which the sphere itself would disappear. Sphere extends to 5m ‘around the target’ (The exact math is; Measurement of the target + 5m ). Just walking out however isn't as simple. The extent of the numbness goes the point where the target would even begin to question whether or not he’s actually alive. The target won't be able to tell if he's standing straight or head down or if he or she is even standing. Numbness is always accompanied with powerlessness so walking proves to be an extremely difficult task. The fact that the target doesn't get any reception of movement, his limbs don't signal the feeling of movement due to numbness, make it harder as the target can never truly determine how much more force should he exert or how much force is he actually exerting. Though the technique is relatively quick in execution. It's not instantaneous and preemptive actions can result in a successful dodge.
Note: Usable twice per conflict.
-Numbness is an innate quality of the substance (darkness) itself. Therefore it can negate any defences based on not letting foreign chakra control internal components (i.e. techniques that block foreign chakra from seeping into user’s chakra system). The same rationale, helps target regain senses the moment they step out of sphere’s range.


Approved here :

Breath of the Shapeshifters (Tatazumai no ki)
Rank: B
Range: Short
Type: Offensive/Supplementary
Chakra Cost: 20
Damage Points: 40 (If applicable)
Description: Breath of the shapeshifters is the name of Yoru’s signature shapeshifting ability. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and it’s creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons. Yoru could stretch, expand and contract at will, as well as harden itself like high grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long range weapon such as a bow or even an adequate replacement for CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. Similarly, Yoru’s ability to shapeshift into a different weapon is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 40 chakra. While in weapon form, Yoru is incapable of using the rest of its abilities, with the only exception being chakra transfer technique. If allowed the property, user is able to conduct chakra and energies into Yoru without harm, and Yoru is able to reciprocate. Yoru’s ability to adapt properties is also voided as a humanoid/creature, i.e. Electricity could be channeled into Yoru without harm as a weapon, but as a humanoid he would get hurt and paralyzed. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide in the user’s shadow.
The name Breath of shapeshifters implies, a power or energy bestowed upon by the (orginal) shapeshifters. The technique is jokingly called Tanuki no jutsu (Racoon-dog technique), a pun on it’s name, Ta tazumai-no -ki. Tanuki in japanese lore are also renowned mischievous shapeshifters, with abilities that most closely resembles Yoru’s own.
https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-43#post-21163076


(Ninjutsu: Narisshumento) - Ninja Art: Nourishment
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A passive ability that is activated before or during the creation of a technique that requires the user to constantly focus in order to maintain it's form. By gesturing the 'Boar (亥, I)' hand seal, the user will infuse his next technique with an additional supply of chakra so that it may sustain itself on it's own accord. This ability grants the user the possibility to initiate his technique while quickly moving onto the next one without waiting for it's completion. The additionally released chakra would act as a pre-set mechanism that would finalize the shape manipulation of the technique in question. Prison/binding-like techniques will seemingly stay active while techniques that resemble some sort of life form (I.e Water Dragon Bullet) can be further manipulated to change their course of action at the cost of one of the user's jutsu per turn. The manipulation is done by a mental command, giving the chakra life-form a specific set of instructions. (I.e Launching itself towards the target and wrapping around them.) Terrain based techniques like pillars, spikes or even platforms will rise to their natural height while having the infused chakra linger for the previously mentioned turns. This will naturally force the opponent to overpower the chakra (Being B-Rank of that element) to then manipulate that source. Not only does this apply to terrain based but also water related techniques. With a simple mental command the user can prematurely end the technique if he so desires. Caution is required when using this technique as it could potentially endanger the user as well when using it with techniques such as 'Earth Release: Antlion Technique', with the potential of drastically and continuously sucking in the terrain.

⋩ Can be used two times on S-Ranks
⋩ Can not be used on Forbidden Techniques
⋩ The technique will self-sustain for three turns
⋩ Re-directing life-form based techniques counts as a move
⋩ Can not be used on stream-related techniques that require constant release from the mouth.

taught here : https://animebase.me/threads/be-the-yin-to-my-yang.724423/page-2


(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.

(Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting
Type: Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)

Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence drawn into the user’s being increases their physical speed, strength, and awareness allowing them to heightened feats of taijutsu. The user is able to perform taijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu while using Huquan. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user becomes unable to use any lower dantian techniques for the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized.
Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all three forms from this technique

(Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S
Range: N/A
Chakra Cost: 20 - 40
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

(Waidan) Golden Elixir
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: The Golden Elixir, also called the Elixir of Immortality is a fabled elixir that is said to grant one immortality. Jo Hayabusa created a concoction in his youth and named it after the fabled elixir. The concoction is a mixture of herbs and soil from Owatatsumi, the blood of the Hayabusa, and the combination of a Hayabusa’s chakra from all three dantian. The result is a fogless, blood red elixir that augments a Hayabusa’s Neidan techniques when touched or ingested. This elixir is stored within a sealed container that, when released, causes the chakra stored within it to overflow back into the user. This elixir increase the strength of a Hayabusa’s Neidan techniques through increasing the chakra output of their techniques.

Note: This elixir can be created by jounin ranked shinobi and higher. Dragon and Head Ninja can carry two elixirs while master ninja can carry three. All elixirs must be posted in one’s bios.
Note: Making the elixir happens outside of battle and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 elixirs that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be. This is a result of the user sealing that fixed amount inside their elixir. No elixir can contain more than 300 chakra.
Note: When an elixir is used, the chakra from the elixir adds to the user’s Neidan techniques every time they are used (by increments of 10) until the chakra is used up. The results of this increases a Neidan technique’s capabilities to match techniques of equivalent chakra.
Note: Hayabusa can also utilize the elixir to elongate a Neidan technique’s turn duration by one turn for every 100 chakra points contained in the elixir. However only one elixir can be used to achieve this per battle.
Note: If anybody other than a Hayabusa attempts to use the elixir they will lose chakra equivalent to what is in the elixir due to their inability to handle the chakra of the dantian.

(Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi
Type: Defensive/Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (-20 per turn)
Damage: N/A
Description: This is one of the Hayabusa’s most advanced Neidan techniques. This is one of the non-traditional techniques created by Reborn after mastering both fuinjutsu and Neidan. This technique makes use of Dragon Chakra’s inability of being sealed and extends this affect to the user and their techniques. The process for this sealing technique requires the user to first train and store up a large amount of their Dragon Chakra into a single point of their body (similar to Tsunade’s Yin Sealing technique). The focal point for the seal will form a unique symbol that resembles a black and white koi fish circling each other like the Yin-Yang symbol. The second part of this technique is the actual activation of the technique. The user will activate one half of the seal or one “koi” and apply one of the following affects.

Black Koi: The black koi seal resembles a black koi fish with white eyes, whiskers, and a white circle on its head. This half of the koi seal applies to the user’s being. By activating this technique, the user coats their entire body in their Dragon Chakra and thusly become completely immune to sealing techniques. Seals that have been applied to the user will disappear from existence and all future attempts to seal the user in any way will inevitably fail. This includes barriers and other methods that fall into the category that would otherwise seal the user or prevent them from using techniques and abilities due to being or having been sealed or suppressed. The major drawback to this technique is that this technique also erases any self-imposed sealing techniques that are dormant or active. Hayabusa Dragon Chakra is indiscriminate between native and foreign chakra sealing techniques. The second drawback is that: by using this technique it prevents the use of the other half of this technique. This half of the technique creates a paradox with the other half of the technique in that; this technique erases all seals applied to the user including self-imposed ones. The second half of this seal would be included in this clause. However, because the second seal is also Neidan it cannot have a seal applied to it either thus a paradox occurs. To prevent this paradox, the user uses all the chakra in the seal for this half, which would cause the second half to fade out on its own without actually affecting the technique. When this seal is activated the user’s body from the neck down will be completely engulfed in black. Their sclera will become black as well.

White Koi: The white koi seal resembles a white koi fish with black eyes, whiskers, and a black circle on its head. This half of the Koi seal pertains to the user’s techniques. By activating this technique, the user’s chakra flow increases exponentially due to the chakra from the seal rushing throughout their entire chakra system. This results in every technique used after the activation possessing a significant amount of the user’s Dragon Chakra. The implementation of Dragon Chakra will prevent the user’s techniques from being sealed. This pertains to all non-Neidan techniques and will be maintained for a period of 400 chakra used by the user. This does not prevent sealing techniques from being applied to the user that would prevent certain types of techniques like the previous half of the technique. However once a technique is used with this half of the technique activated, it cannot be sealed or blocked by barriers or other methods of sealing. Because of the exponential flow increase every non-Neidan technique would have additional chakra added to it (+20) which would inevitably cause the jutsu to end quicker as every technique will use more chakra than necessary. This is an unavoidable consequence of the technique in exchange for its other benefits.

Note: The black koi seal will remain active until otherwise deactivated. Once deactivated the technique cannot be used again for the duration of the match.
Note: The white koi seal will remain active until the chakra cap is depleted or otherwise deactivated. However, if the technique is deactivated before the chakra is depleted the white koi can be re-activated (turn cost) with the chakra cap being where the user last had it when the justu was deactivated.
Note: Only one half of the seal can be used per match: the black koi requires all of the chakra stored in the seal and erases the white koi. Since all the chakra in the seal is required for the black koi, using the white koi even minimally will prevent the black half.
Note: when using the black koi users are unable to use non-Neidan techniques above S-rank.
Note: To learn this technique the user must have completed Fuinjutsu and be Jounin rank (by the clan's rank).

learned: https://animebase.me/threads/falcon-takes-flight-again.721541/
Koi
Wuji
Elixir, Agent, Kobudo


Breath of the Shapeshifters (Tatazumai no ki)
Rank: B
Range: Short
Type: Offensive/Supplementary
Chakra Cost: 20
Damage Points: 40 (If applicable)
Description: Breath of the shapeshifters is the name of Yoru’s signature shapeshifting ability. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and it’s creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons. Yoru could stretch, expand and contract at will, as well as harden itself like high grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long range weapon such as a bow or even an adequate replacement for CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. Similarly, Yoru’s ability to shapeshift into a different weapon is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 40 chakra. While in weapon form, Yoru is incapable of using the rest of its abilities, with the only exception being chakra transfer technique. If allowed the property, user is able to conduct chakra and energies into Yoru without harm, and Yoru is able to reciprocate. Yoru’s ability to adapt properties is also voided as a humanoid/creature, i.e. Electricity could be channeled into Yoru without harm as a weapon, but as a humanoid he would get hurt and paralyzed. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide in the user’s shadow.
The name Breath of shapeshifters implies, a power or energy bestowed upon by the (orginal) shapeshifters. The technique is jokingly called Tanuki no jutsu (Racoon-dog technique), a pun on it’s name, Tatazumai-no-ki. Tanuki in japanese lore are also renowned mischievous shapeshifters, with abilities that most closely resembles Yoru’s own.

Yin Release: Star balls (Inton: Hoshi no tama)
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 60
Damage points: 60 (x1.5 upon contact with a living being)

Descriptions: Star balls is a Yin release technique that creates several small onion shaped and sized orbs of energy. The techniques gives of the appearance of white burning orbs. The term “Star balls” is a reference to the ability of foxes in japanese myth to create Onion Shaped balls of light before possessing a victim. The technique is activated using a tiger seal, following which a single or numerous star balls form around the user ready for use. By imbuing these balls with spiritual energy, the user, using the power of imagination develops a personality/consciousness within these balls. Upon release, the balls travel towards their intended target at high speeds. Being conscious they are able to dodge enemy techniques, move around enemy defences and seek their targets with peerless efficiency choosing to attack from angles the opponent may be defenseless from. Star balls possess the properties of hungry ghost technique. Upon contact with a being or object with chakra. The orbs erupt in white flames fueling themselves with opponents chakra. If the opponent decides to use a technique, the act of moulding chakra would fuel the flames to burn brighter preventing the actions. This means the target rarely walks away unharmed if struck. The techniques interactions with elemental and non elemental techniques is neutral, but the trait of hungry ghost reduces the rank of a technique that clashes with it by one. This only applies to techniques with an active flow of chakra in them or are composed of energy. Techniques that employ natural elements (i.e. kirin) or senjutsu are unaffected.
Note: Usable twice per battle. Makes 5 orbs
-Cannot use S rank and above Yin release techniques the following turn.


Yin Release: Birth of Void (Inton: Munashii tanjou)
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 50
Damage points: N/a
Description: Birth of Void is an advanced form of Bringer of Darkness genjutsu. The technique serves the same primary function but goes a step beyond to the point where it can no longer be classified as an illusionary technique. Like it's predecessor, Birth of Void begins with a tiger seal. The technique forms a miasmic darkness around the opponent that engulfs him in a spherical shape. The sphere retains an appearance similar to a Gudodama (Truth seeking ball) but engulfs the entirety of the target and at a relatively quick speed. Once trapped, the opponent has his or her senses blocked to the point of absolute numbness. A feeling of powerlessness flows with this numbness. The technique affects the basic 5 senses only, and so any extra sensory methods that involve a 6th form of sensing are retained however boosted senses are even more susceptible to this technique as the body is more reliant on them. The technique itself doesn't do any harm to its intended target in the process. The inside of the sphere appear similar to bringer of darkness, in fact it is intended so to make targets, especially ones adept to use of genjutsu, assume that bringer of darkness was used. The technique is not a genjutsu however and cannot be dispelled using conventional genjutsu defences. The only way to counter the technique is to simply move out of the sphere’s area, shortly after which the sphere itself would disappear. Sphere extends to 5m ‘around the target’ (The exact math is; Measurement of the target + 5m ). Just walking out however isn't as simple. The extent of the numbness goes the point where the target would even begin to question whether or not he’s actually alive. The target won't be able to tell if he's standing straight or head down or if he or she is even standing. Numbness is always accompanied with powerlessness so walking proves to be an extremely difficult task. The fact that the target doesn't get any reception of movement, his limbs don't signal the feeling of movement due to numbness, make it harder as the target can never truly determine how much more force should he exert or how much force is he actually exerting. Though the technique is relatively quick in execution. It's not instantaneous and preemptive actions can result in a successful dodge.
Note: Usable twice per conflict.
-Numbness is an innate quality of the substance (darkness) itself. Therefore it can negate any defences based on not letting foreign chakra control internal components (i.e. techniques that block foreign chakra from seeping into user’s chakra system). The same rationale, helps target regain senses the moment they step out of sphere’s range.

approved here : https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-43#post-21163076
 
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Xylon

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Created




  • Illusion Technique: Flying Thunder God ( Genjutsu: Hiraishin )
    Rank: B
    Type: Supplementary
    Range: All as long as within sight
    Chakra cost: 20
    Damage: N/a
    Description: The technique gives its target a quick illusion of the use of Flying thunder god technique. The user in front of the targets eyes would teleport anywhere to confuse the target, it would even create unreal seals to make the illusion seem realistic. Since it’s a quick illusion of a rather quick technique the genjutsu is quite difficult to detect because a genjutsu of teleportation is unexpected and the targets would commonly react on instincts and try to defend himself.
    -Can only be used 4 times per match
    Approved here:
    PHP:
    [B]Illusion Technique: Flying Thunder God ( Genjutsu: Hiraishin )[/B]
    [SPOILER]Rank: B 
    Type: Supplementary
    Range: All as long as within sight 
    Chakra cost: 20
    Damage: N/a
    Description: The technique gives its target a quick illusion of the use of Flying thunder god technique. The user in front of the targets eyes would teleport anywhere to confuse the target, it would even create unreal seals to make the illusion seem realistic. Since it’s a quick illusion of a rather quick technique the genjutsu is quite difficult to detect because a genjutsu of teleportation is unexpected and the targets would commonly react on instincts and try to defend himself.
    -Can only be used 4 times per match
    [/SPOILER]



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Xylon

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Learned


  • Kyochees hima) Summon Be gone
    Rank: A
    Chakra: 30
    Damage: N/A
    Discription: By focusing your chakra into the palm of your hand and slaming it into any solid surface you can then disrupt the summoning of a creature thats being summoned on that same surface.
    Note: only usable 1 times in battle.
    ( allowed by Jake)
    PHP:
    [B]Kyochees hima) Summon Be gone[/B]
    [SPOILER]Rank: A
    Chakra: 30
    Damage: N/A
    Discription: By focusing your chakra into the palm of your hand and slaming it into any solid surface you can then disrupt the summoning of a creature thats being summoned on that same surface.
    Note: only usable 1 times in battle.
    ( allowed by Jake)[/SPOILER]




Toads (Gama)

Learned

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

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


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

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


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

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


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

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


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

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


  • (Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will
    Rank: A
    Type: Summoning
    Range: Short
    Chakra cost: 30
    Damage Points: N/A
    Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.
    Note: Can only be summoned once
    Note: Can only fuse once with a sage
    Note: No other toad summonings on the field at the same time
    PHP:
    [B](Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will[/B]
    [SPOILER]Rank: A
    Type: Summoning
    Range: Short
    Chakra cost: 30
    Damage Points: N/A
    Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.
    Note: Can only be summoned once
    Note: Can only fuse once with a sage
    Note: No other toad summonings on the field at the same time[/SPOILER]



Senjutsu

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


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


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

    Note: Useable twice
    Note: Must be in sage/hawk mode
    Note: Reduces sage/hawk mode by 2 turns
    PHP:
    [B](Sennin hando) - Sage hand[/B]
    [SPOILER]Rank: S rank
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.
    
    Note: Useable twice [/SPOILER]


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

    Note: Useable once
    Note: Must be in sage mode
    Note: Depletes sage modes length by 2 turns.
    Note: User takes 40 damage in close range
    Note: User takes 20 damage at mid range
    PHP:
    [B](Sennin Dangan) - Sage art bullets[/B]
    [SPOILER]Type: Attack
    Rank: Forbidden
    Range: Short-long
    Chakra Cost: 50
    Damage Points: 90
    Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit.
    
    Note: Useable once
    Note: Must be in sage mode
    Note: Depletes sage modes length by 2 turns.
    Note: User takes 40 damage in close range
    Note: User takes 20 damage at mid range[/SPOILER]


  • (Seijin Hira no jutsu) - Buddhist palm technique
    Rank: A
    Type: Attack/Defence
    Range: All
    Chakra cost: 30
    Damage Points: 60
    Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control.
    Note: Can be used by all masters of natural energy
    Note: Must be able to control natural energy
    Note: Usable twice
    Note: No A rank or above Wind techniques the following turn.
    PHP:
    [B](Seijin Hira no jutsu) - Buddhist palm technique[/B]
    [SPOILER]Rank: A
    Type: Attack/Defence
    Range: All
    Chakra cost: 30
    Damage Points: 60
    Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control.
    Note: Can be used by all masters of natural energy
    Note: Must be able to control natural energy
    Note: Usable twice
    Note: No A rank or above Wind techniques the following turn. [/SPOILER]


  • (Seiji ketsugō) Sage binding
    Rank: S
    Type: attack
    Range: short - mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user will gather a large amount of natural energy out of the ground and make a layer of it around their target/targets, binding them in place, as the layer of sage chakra stops them from moving.
    Note: Useable twice
    Note: Reduces sage mode by 2 turns
    Note: Target must be on the ground.
    PHP:
    [B](Seiji ketsugō) Sage binding[/B]
    [SPOILER]Rank: S
    Type: attack
    Range: short - mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user will gather a large amount of natural energy out of the ground and make a layer of it around their target/targets, binding them in place, as the layer of sage chakra stops them from moving.
    Note: Useable twice
    Note: Reduces sage mode by 2 turns
    Note: Target must be on the ground.[/SPOILER]




Wyvern (Hiryu)


  • You must be registered for see images
    Summoning Animal: Wyvern (Hiryu)
    Scroll Owner: Xylon
    Other Users who have signed contract: None
    Summoning Boss if existing: None
    Other Summoning Animals tied to contract: None
    Description and Background: Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil.
    Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant.
    As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it.
    Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen.
    Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing.






    - Lord of Kaos
    - Vex
    -
    -
    -
    -


  • Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
    Rank: B
    Type: Supplementary/Summoning
    Range: Short
    Chakra cost: 20
    Damage Points: N/a
    Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

    Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

    Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

    Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

    Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

    Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
    -An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
    -Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).
    PHP:
    [B]Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu) [/B]
    [SPOILER]Rank: B
    Type: Supplementary/Summoning
    Range: Short
    Chakra cost: 20
    Damage Points: N/a
    Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:
    
    [U]Continental Wyvern:[/U] The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.
    
    [U]Piscine Wyvern:[/U] Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.
    
    [U]Brute Wyvern:[/U] Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.
    
    [U]Deviants:[/U] They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.
    
    Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
    -An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
    -Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).[/SPOILER]


Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range:
N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points:
N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


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

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

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

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.



Hebiātsu: Pitviper kurōn | Snake Arts: Pitviper Clone
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:

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

Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.
learned here: https://animebase.me/threads/xy-and-le-shady.726258/
 
Last edited:

Xylon

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Created



  • Sealing Technique: Dark Ecriture (Fuinjutsu: Yami no Chojutsu)
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30 (+10/turn)
    Damage Points: 10/ turn (to the user)
    Description: Dark Ecriture is a technique that allows the user to detect hidden seals within the users field of vision. The technique activates using a seal of confrontation following which many sealing formula appear around the users left eye. They then begin to sink inside using the lens which itself is a painful process where the user needs to keep his eye open. Once performed the seals inside the eye filter the users vision making everything appear grayscale. All seals however that are hidden or apparent starts to glow, the user is able to see the glow even if the seals are hidden behind objects or clothes. With added focus he is able to read them identifying their purpose.
    Note: Usable twice in battle, Lasts 4 turns.
    -Can only detect techniques up to its own rank.
    PHP:
    [B]Sealing Technique: Dark Ecriture (Fuinjutsu: Yami no Chojutsu)[/B]
    [SPOILER]Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30 (+10/turn)
    Damage Points: 10/ turn (to the user)
    Description: Dark Ecriture is a technique that allows the user to detect hidden seals within the users field of vision. The technique activates using a seal of confrontation following which many sealing formula appear around the users left eye. They then begin to sink inside using the lens which itself is a painful process where the user needs to keep his eye open. Once performed the seals inside the eye filter the users vision making everything appear grayscale. All seals however that are hidden or apparent starts to glow, the user is able to see the glow even if the seals are hidden behind objects or clothes. With added focus he is able to read them identifying their purpose.
    Note: Usable twice in battle, Lasts 4 turns.
    -Can only detect techniques up to its own rank.[/SPOILER]


    -Zero K
    -NK
    -Snackos
    -Detective L
    -
    -


  • Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai)
    Type: Supplementary/Defensive
    Rank: A
    Range: Short-Mid
    Chakra: 30 + Damage absorbed
    Damage:N/a
    Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
    The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
    Note: Last 2 turns, usable twice per conflict.
    Appearance:

    PHP:
    [B]Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai)[/B]
    [SPOILER]Type: Supplementary/Defensive
    Rank: A
    Range: Short-Mid
    Chakra: 30 + Damage absorbed
    Damage:N/a
    Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
    The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
    Note: Last 2 turns, usable twice per conflict.
    Appearance: [URL="http://images.wikia.com/codegeass/images/0/0c/Shinkiro_-_Absolute_Defense_System.png"]X[/URL][/SPOILER]


    -Vision
    -NK
    -Snackos
    -Moofy
    -Detective L
    -Lord of Kaos





Learned




  • (Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
    Type: Fuuin
    Rank: A
    Range: Short (mid range blast when released)
    Chakra: 30
    Damage: 60
    Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

    Note: Each seal can only be used once per battle.
    Note: Can only seal one jutsu per seal
    Note: Can only seal A rank and below
    Note: Must wait 1 turn to use this jutsu again
    Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
    Note: Can only seal one element, not elemental combinations.
    Note: Useable 3 times
    PHP:
    [B](Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic[/B]
    [SPOILER]Type: Fuuin
    Rank: A
    Range: Short (mid range blast when released)
    Chakra: 30
    Damage: 60
    Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
    
    Note: Each seal can only be used once per battle.
    Note: Can only seal one jutsu per seal
    Note: Can only seal A rank and below
    Note: Must wait 1 turn to use this jutsu again
    Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
    Note: Can only seal one element, not elemental combinations.
    Note: Useable 3 times[/SPOILER]



  • (Assaku Fuuin) Compression Seal
    Rank: S
    Range: Short
    Type: Attack/Defense
    Chakra: 40
    Damage: 80
    Description: When this tag comes into contact with a foreign chakra, the tag produces a sophisticated barrier which surrounds the chakra source and then rapidly compresses itself. The compression of this barrier can neutralize a jutsu or crush a physical being
    Note: Can only be activated 3 times
    PHP:
    [B](Assaku Fuuin) Compression Seal[/B]
    [SPOILER]Rank: S
    Range: Short
    Type: Attack/Defense
    Chakra: 40
    Damage: 80
    Description: When this tag comes into contact with a foreign chakra, the tag produces a sophisticated barrier which surrounds the chakra source and then rapidly compresses itself. The compression of this barrier can neutralize a jutsu or crush a physical being
    Note: Can only be activated 3 times[/SPOILER]



  • (Fūinjutsu: Tōtemu Bakuyaku) – Sealing Technique: Explosive Totem
    Rank: A-Rank
    Type: Offensive/Supplementary
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses chakra through his body, marking an object he's in physical contact with as a 'totem', causing the Kanji for 'explosion' to appear on the object. When the user activates it, the totem will use the chakra stored inside it to destabilize itself violently, causing an huge explosion of chakra.
    -Can only be used two times per battle.
    -Activating the totem does not count as a move if it's done immediately after the seal is applied. Otherwise, it counts as a move.
    -Can only be taught by Zero Kelvin.
    PHP:
    [B](Fūinjutsu: Tōtemu Bakuyaku) – Sealing Technique: Explosive Totem[/B]
    [SPOILER]Rank: A-Rank
    Type: Offensive/Supplementary
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses chakra through his body, marking an object he's in physical contact with as a 'totem', causing the Kanji for 'explosion' to appear on the object. When the user activates it, the totem will use the chakra stored inside it to destabilize itself violently, causing an huge explosion of chakra.
    -Can only be used two times per battle.
    -Activating the totem does not count as a move if it's done immediately after the seal is applied. Otherwise, it counts as a move.
    -Can only be taught by Zero Kelvin.[/SPOILER]



  • (Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
    Type: Supplementary
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: N/A
    Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

    Notes:
    -Can only be taught by Detective L
    -Can only be used twice per battle
    PHP:
    [B](Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement[/b]
    [spoiler]
    Type: Supplementary
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: N/A
    Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.
    
    Notes:
    -Can only be taught by Detective L
    -Can only be used twice per battle[/spoiler]


( Fūinjutsu: Zen’ei Sorakami ) – Sealing
Technique: Vanguard of the Sky God

Type: Defensive
Rank: A
Range: Short
Chakra: 30 ( -5 per turn )
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. The barrier is produced through hand motions, typically by reaching out to both the user’s sides. After initiating this technique a translucent barrier emerges from the user’s body and spans out to a maximum of short-range from the user; this forms a spherical defensive barrier construct around the user. The barrier carries with it special black sealing script atop it which bears an ornate appearance. The script, while remarkable, carries with it the ability to counter Wind, Wind KG/CE, and air-current based techniques. When techniques of this nature come in contact with the Vanguard the sealing script will initiate and seal the Wind-natured techniques within the barrier. Because this technique is effective against both Wind and air-current based techniques it can seal techniques like the Leaf Dragon God within it, given its nature as a manipulation of air currents through raw physical strength. This technique is useful for its speed making it an effective defense against techniques which manipulate the air currents around the user; when activated the barrier effectively pushes those currents away from the user allowing them to only take minimal damage.

Note: This technique can seal up to S-Rank Wind, Wind KG/CE, and air-current based techniques.
Note: This technique can be used two times per battle with two turns in between applications.

learned here : https://animebase.me/threads/we-lazy.767100/

Juinjutsu/Ototon: Morsmorde ) - Cursed Sealing Arts/Sound Release: Morsmorde
Show
Type: Defensive/Supplementary
Rank: S-rank
Range: Short
Chakra: 40 ( -10 per item marked and for communication, -20 per turn for barrier )
Damage: N/A
Description: This jutsu is based foremost on Fuuinjutsu such as the Tongue Twister Seal and the various types of Ototon Jutsu. The user creates a "cursed" seal on his arm called the Dark Mark, resembling a skull with a large intricate snake extending from it's mouth. This seal itself allows for a myriad of effect, the first and most basic ability being it allows the user to communicate with others who have been branded with the Dark Mark. Through simple touch and fueling of chakra, this allows the user to create a burning sensation which is procured through the intense vibrations resonating through the seal and being replicated in the sister seals marked across others. This acts as a sort of honing device, alerting those with the mark ( either as a group or individually ) to the user's location. In addition to this, the user is able to mark items with the Dark Mark, allowing him to summon the specific item should it be needed to him, much like a Reverse Summoning and Summoning: Lightning Blade Creation jutsu mixed. Up to 4 items can be marked each use. In addition to this base effect, the user is able to actively stimulate the seal and cause another effect. Through direct contact with the seal, the user releases sound vibrations through the seal and it erects a cursed barrier around the field. This barrier is designed not to harm, but to hinder and taunt the opponent; when erected, those within the barrier's 15 meter radius are left unable to enter or exit the barrier. The key to it's exit and entry is the seal on the user themselves, meaning only those with the Dark Mark are able to cross the barrier. Due to it's sealing abilities, it prevents the ability to use high level ninjutsu that require concentration, namely S rank and higher Ninjutsu ( this would encompass Kinjutsu, medjutsu, S/T jutsu, Fuuinjutsu, etc - various branches of Ninjutsu itself ) and Forbidden ranked Elemental Ninjutsu. To break the barrier itself, multiple walls (at least two) must be attacked with S ranked strength simultaneously.
Note: Barrier can only be erected twice per battle with at least a 2 turn break in between use. The barrier itself is of A rank strength.
Note: The communication aspect as well as basic summoning can be done an unlimited amount of times, as long as the jutsu is posted with each use and abiding by the 3 jutsu per turn rule.
Note: While the barrier is in effect, the user can only use Sound, Lightning or Wind and cannot use any other Fuuinjutsu techniques.

learned here: https://animebase.me/threads/vexxed.728973/
 
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  • Custom element japanese name: Hakkton
    Custom element english name: Radiation Release
    The element is based on: Fire + Lightning.
    Facts that prove the element to be possible (in the manga context): The idea behind the elements was basically the Great Ninja World Wars and our World War II. Radiation is basically transfer of energy through vacuum. Radiation usually comes as heat energy so it can be called a Advanced Fire nature like Blaze release, Lava release and Scorch release. Furthermore radiation also has a affinity of lightning. Like electromagnetic radiation.
    Idea behind its creation: The idea actually lies in Hakkton’s very definition. Radiation is a process in which energetic particles or energy or waves travel through a medium or space. The basics of manipulating radiation is chakra itself since its energy In our language, the user uses mental and physical energy to control other forms of energy and transfer it in the form of waves. This process at most cases ends up with heat energy. Now when comparing the elements of Narutoverse with our Universe, Fire release and Lightning release ends up the only elements which aren’t matter themselves. Which concludes that Radiation in Narutoverse originates from Fire release and can take the form of Lightning release as well.
    Radiation can be ionizing(Radiation with sufficiently high energy can ionize atoms ) and non-ionizing (Radiation with insufficient energy and can’t cause much of change). Ionizing radiation includes manipulation of Alpha particles, beta particles, gamma rays & X-rays (This does not however imply that radiation allows the user to control light/particles or any other element, radiation is strictly transfer of energy and can only achieve such results as byproduct of such a action. I.e. Using radiation to melt Ice is or freeze water can only happen if heat is transferred in or out of the water, the form and shape cannot be manipulated through radiation and the moment they are manipulated the process of Radiation ends and enters another process of Water Release/Ice release). Hakkton includes, transfer of heat energy in and out of an element with great efficiency. This does however have limitations and depends on the type of radiation used.
    Radiation has 4 basic types.
    • Alpha α - these are fast moving atoms. They have high energy, are usually close/mid range but due to their large mass, they can be stopped by anything Solid. Of course they can penetrate if applied enough force therefore rank and mass matters.
    • Beta β- these are fast moving electron, usually Mid range. Since electrons are might lighter than atoms, they are able to penetrate further. Ice Release (at a certain extent) and Wood Release can stop these electrons from passing through.
    • Gamma γ - these are photons, just like light, except of much higher energy, short-long range. Can penetrate even Wood and Ice release and even a few inches of steel. Steel release and other Metallic elements can stop this type however rank and mass still matters as a kunai/sword/some other weapon is and will always remain insufficient to stop radiation.
    Lastly, other radiation. This type includes basic supplementary uses of radiation. This type does not focus on offense or defense at all. It may use all types/forms of radiations. This includes Radioactive decay.

    Ionizing Radiation when used raw may harm the user. The following table defines how much damage the user sustains:
    E-C rank Technique: Any damage sustained would be Negligible.
    B rank Technique: Minor burns, and possible cell damage.
    A rank Technique: Severe burns, and cell damage
    S rank Technique: Severe Lethal burns and heavy cellular damage.
    Forbidden rank Technique: Death if unprotected.

    There are however ways gain protection if not immunity from such results.

    -Radiation can be contained in objects and there isn't a definite limit on how much chakra an object can contain. A user of Sealing/Forbidden art can contain a technique within another object with the help of transcription seals (Where you store a technique inside a seal. The technique trigger when the users defined conditions are met). Provided the user is away from the objects range. Radiation won't harm the user. +15 chakra cost on every technique used with protection.
    -Radiation of all forms are actually waves. When the user directs a technique towards the target. There are always chances some waves are misguided towards the user himself. In this case Sound release or any other alternative can protect the user. But note that this method only protects the user as he is able to match the frequency of the waves and only needs to defend against a few waves in total. +20 chakra cost on every technique used with protection.
    -User of Medical Ninjutsu can always heal their damage in the midst of battle.
    These countermeasures and damage are only need when the user performs ionizing radiation. These methods till aren't perfect, i.e. Containing radiation doesn't helps when using a Long range technique (Particularly Gamma). Using multiple ways at the same time is recommended for perfect defense. But even so, the chakra costs are abnormal which can be quite exhausting for the user himself.

    Hakkton can be a lethal weapon against Liquids and Gases and its effects varies from technique to technique. Therefore it is important, to consider the strengths and weaknesses of every technique separately not as a whole part of a single elements. An example is that Gamma radiation can be overly powered so logically it should have a higher rank and more restrictions. However, Gamma radiation may have a supplementary technique not deserving to be as restricted. This is in order to make it fair for other CE’s and restrict Op-ed use of radiation from students as well as to give ease to both me the moderator while making customs.
    Conditions to be able to use it: Great Chakra reserves, as both lightning and fire could consume a great deal of chakra. Mastery of both Fire and Lightning. And to ensure safe use. Sealing/Sound/Medical ninjutsu are also required.
    Is weak to: The given weaknesses only stop the waves from affecting you. Any other added damage is to be dealt with separately. For example; A blast, the given weaknesses would help defend against waves generated from it but not the blast itself.
    Alpha- Most Solid are able to stop these, but these need to have a certain density. Obviously clothes and kunais don’t protect you.
    Beta-Wood release, Ice release and elements that can be condensed severely like sand and Iron Sand.
    Gamma-Steel Release and other metallic elements.
    Is strong against: Radiation isn’t strong against a particular element. Its strength depends on how it is actually used.
    Co-creators (if any): Nocturnal
    Students i passed on this custom element: Vincent & Negative Knight

    P a t e n t C e r t i f i c a t e
    I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

    Xylon, our loyal member, gave on the date July 22th 2012 a request for a Patent on his custom element (Radiation); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

    Hakkton
    Powered by Caliburn
    Copyright 2012, Xylon, NarutoBase.net​

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



  • Alpha Power strike; Penetrate (Arufa isei dageki; kantsuu)
    Rank; S
    Type; Defense
    Range; Short-Mid
    Chakra cost; 50
    Damage points; N/A
    Description; The technique utilizes Alpha the weakest type of radiation to put in use forming a shock wave for the targets defense, Alpha radiation draws near helium atoms and puts them in an dense pressured form, and releases them at once making a huge shock wave penetrating everything in its way, except objects with a density extremely high and pressure enough to move such mass against the push. The incredible push of the shock wave is most of the times enough to block most of the attacks. When released the shockwave makes a chaotic disturbance in the surrounding.
    Note; Can only be used 4 times in a battle, 1 turn to recharge.
    -Defending up to A rank jutsus for the elements weak towards Radiation-
    PHP:
    [B]Alpha Power strike; Penetrate (Arufa isei dageki; kantsuu) [/B]
    [SPOILER]Rank; S 
    Type; Defense
    Range; Short-Mid 
    Chakra cost; 50 
    Damage points; N/A
    Description; The technique utilizes Alpha the weakest type of radiation to put in use forming a shock wave for the targets defense, Alpha radiation draws near helium atoms and puts them in an dense pressured form, and releases them at once making a huge shock wave penetrating everything in its way, except objects with a density extremely high and pressure enough to move such mass against the push. The incredible push of the shock wave is most of the times enough to block most of the attacks. When released the shockwave makes a chaotic disturbance in the surrounding.
    Note; Can only be used 4 times in a battle, 1 turn to recharge. 
    -Defending up to A rank jutsus for the elements weak towards Radiation-[/SPOILER]



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



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



  • Radiation Secret Technique: Draco (Hakkton Hijutsu: Ryu)
    Rank: S
    Type: Supplementary/Defensive
    Range: Short
    Chakra cost: 40 (15/turn)
    Damage Points: N/a
    Description: Draco is a radiation technique classified as hijutsu because the technique itself is not radiation element (disregarding the phase two) as it does not involve nature transformation. But rather it’s a body adaption developed by the users of the element. Due to the frequent use of Radiation chakra and constant exposure of it radiation as a defensive measure the body develops better melanocytes.
    Phase One: The user begins by performing tiger seal which fluctuates and circulates chakra around his body; the chakra activates the melanocytes into producing more melanin which secretes into the skin cells until the skin eventually turns pitch black. Increased melanin concentration within the skin gives the user immunity to radiation as a result of internal conversion and photoprotection.
    Phase Two: After gaining immunity, the user begins to circulate radioactive chakra through his body freely. As a result the skin hardens around the users limbs and cracks up slightly forming scale like structure, the fingers hardens and get more pointy forming claws. This change in looks along with black skin gives the user a Black Dragon like appearance which reflects the name of this technique. Due to the circulation of radiation chakra throughout the body all of users existing fire and lightning techniques gets stronger (Additional 20 Damage) and spreads ionizing radiation at an accelerated rate. All Earth, Water and Wind type techniques are released contaminated with radioactivity as a result breathing, drinking or touching the elements could result in acute radiation syndrome. The technique isn’t simultaneous activation of many different chakra natures but rather it initially circulates radioactive chakra within the body and then activates other natures which is why it is possible to use other elements while the mode lasts.
    Restrictions: Lasts 5 turns, usable twice.
    -Phase one remains in effect even after the technique ends, the users appearance slowly restores itself. Alternately a medical treatment or secreting the melanin (like ink) could restore the user.
    PHP:
    [B]Radiation Secret Technique: Draco (Hakkton Hijutsu: Ryu) [/B]
    [SPOILER]Rank: S
    Type: Supplementary/Defensive
    Range: Short 
    Chakra cost: 40 (15/turn) 
    Damage Points: N/a 
    Description: Draco is a radiation technique classified as hijutsu because the technique itself is not radiation element (disregarding the phase two) as it does not involve nature transformation. But rather it’s a body adaption developed by the users of the element. Due to the frequent use of Radiation chakra and constant exposure of it radiation as a defensive measure the body develops better melanocytes.
    Phase One: The user begins by performing tiger seal which fluctuates and circulates chakra around his body; the chakra activates the melanocytes into producing more melanin which secretes into the skin cells until the skin eventually turns pitch black. Increased melanin concentration within the skin gives the user immunity to radiation as a result of internal conversion and photoprotection. 
    Phase Two: After gaining immunity, the user begins to circulate radioactive chakra through his body freely. As a result the skin hardens around the users limbs and cracks up slightly forming scale like structure, the fingers hardens and get more pointy forming claws. This change in looks along with black skin gives the user a Black Dragon like appearance which reflects the name of this technique. Due to the circulation of radiation chakra throughout the body all of users existing fire and lightning techniques gets stronger (Additional 20 Damage) and spreads ionizing radiation at an accelerated rate. All Earth, Water and Wind type techniques are released contaminated with radioactivity as a result breathing, drinking or touching the elements could result in acute radiation syndrome. The technique isn’t simultaneous activation of many different chakra natures but rather it initially circulates radioactive chakra within the body and then activates other natures which is why it is possible to use other elements while the mode lasts. 
    Restrictions: Lasts 5 turns, usable twice. 
    -Phase one remains in effect even after the technique ends, the users appearance slowly restores itself. Alternately a medical treatment or secreting the melanin (like ink) could restore the user.[/SPOILER]


 
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  • Custom element japanese name: Kuraiton
    Custom element english name: Dark Release
    The element is based on: Large Amounts of Chakra (Yin Yang)
    Facts that prove the element to be possible (in the manga context):Yin Yang jutsus represent light and dark. For every light, there is darkness. Also, Darkness is a shade a property in which nothing can escape once trapped. The concept of it is to create a great amount of chakra that is extremely dense and powerful and represents the dark side of chakra. The potential of darkness growing is infinite and thus it can have infinite density (an example being black holes/dark matter). Thus, darkness becomes a usable element. Also, the 2nd Hokage (in the anime) used a genjutsu called “Bringer of Darkness” or “Infinite Darkness”. Another example is in the Naruto Shippuden Movie, one of the characters used Dark Chakra to perform some sort of Dark Medical jutsu, proving its possibility of existence.

    Darkness (also called lightlessness) is the absence of light. A dark object reflects fewer visible photons than other objects, and therefore appears dim in comparison. For example, matte black paint does not reflect visible light and appears dark, but white paint reflects all visible light and appears bright.[1] For more information see color.

    However; light cannot simply be absorbed without limit. Energy, like visible light, cannot be created or destroyed. It can only be converted from one type of energy to another. Most objects that absorb visible light reemit it as infrared light.[2] So, although an object may appear dark, it is likely bright at a frequency that a human being cannot see. For more information see thermodynamics.

    In astronomy and cosmology, dark matter is hypothetical matter that is undetectable by its emitted radiation, but whose presence can be inferred from gravitational effects on visible matter.[1] Dark matter is postulated to explain the flat rotation curves of spiral galaxies and other evidence of "missing mass" in the universe. According to present observations of structures larger than galaxies, as well as Big Bang cosmology, dark matter and dark energy account for the vast majority of the mass in the observable universe. The observed phenomena which imply the presence of dark matter include the rotational speeds of galaxies, orbital velocities of galaxies in clusters, gravitational lensing of background objects by galaxy clusters such as the Bullet Cluster, and the temperature distribution of hot gas in galaxies and clusters of galaxies. In the standard model of cosmology, dark energy currently accounts for 74% of the total mass-energy of the universe

    Idea behind its creation: Darkness; the 2nd/1st Hokage’s Bringer of Darkness Jutsu; Dark Matter, Yin & Yang
    Conditions to be able to use it: Must know how to use Yang energy, Have a Great amount of Chakra Control, and have Strong Chakra reserves.
    Is weak to: Light (if exposed to it directly), Fire (advanced forms), Wind (blows away darkness)
    Is strong against: Earth, lighting, chocolate, dry ice, mud and blood
    Co-creators (if any): ~Drake~ (Akira), Ragnaroc
    Students i passed on this custom element: Rei & ?

    ____________________​
    P a t e n t C e r t i f i c a t e
    I, Nexus of the Custom Elements Bureau, by the power invested in me by Versuvio and ZonDer, give u the following:

    RokuNR, our loyal member, gave on the date 24-June-2009 a request for a Patent on his custom element (Dark Release: Kuraiton);

    after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving RokuNR his rightfully earned patent on this element by the following;

    Kuraiton
    Powered by Nexus�
    Copyright �2009, RokuNR, NarutoBase.net​



  • (Kuraiton: Ryuyami)- Dark Release: Darkness Dragon
    Type: Attack
    Rank: A
    Range: Long
    Chakra Cost: 30
    Damage: 60
    Description: The user makes a dragon of pure dark energy and the dragon shoots out at the opponent and causes damage to the opponent. Requires a Dark Source.
    PHP:
    [B](Kuraiton: Ryuyami)- Dark Release: Darkness Dragon[/B]
    [SPOILER]Type: Attack
    Rank: A
    Range: Long
    Chakra Cost: 30
    Damage: 60
    Description: The user makes a dragon of pure dark energy and the dragon shoots out at the opponent and causes damage to the opponent. Requires a Dark Source.[/SPOILER]



  • (Kuraiton: Kurogarandou)- Dark Release: Dark Void
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage: N/A
    Description: The user creates a dark orb of infinite dark energy that can be used as a source for all darkness jutsus (if it is required).
    PHP:
    [B](Kuraiton: Kurogarandou)- Dark Release: Dark Void[/B]
    [SPOILER]Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage: N/A
    Description: The user creates a dark orb of infinite dark energy that can be used as a source for all darkness jutsus (if it is required).
    [/SPOILER]



  • (Kuraiton: Yami Koukyo)- Dark Release: Darkness Sewer
    Type: Attack/Supplementary
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: The user simply slams their hand on the ground and releases a massive amount of Dark Chakra that forms into a small dark circle under their palm. The dark circle quickly releases a massive 360 degree wave of darkness that surrounds the battlefield that begins to spiral and suck in the opponent. Once the opponent reaches the center of the darkness, it will all converge on them and crush them.
    ~Can only be used 3 times per battle.
    PHP:
    [B](Kuraiton: Yami Koukyo)- Dark Release: Darkness Sewer[/B]
    [SPOILER]Type: Attack/Supplementary
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: The user simply slams their hand on the ground and releases a massive amount of Dark Chakra that forms into a small dark circle under their palm. The dark circle quickly releases a massive 360 degree wave of darkness that surrounds the battlefield that begins to spiral and suck in the opponent. Once the opponent reaches the center of the darkness, it will all converge on them and crush them.
    ~Can only be used 3 times per battle.[/SPOILER]



  • (Kuraiton: Kurodobu)- Dark Release: Dark Drain
    Type: Defense
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage: n/a
    Description: The user creates a wall of dark energy and chakra in front of them to protect from attacks and when an attack comes to the wall, it gets sucked into a deep and dark void by the wall of darkness where it is destroyed. This defense can suck in almost any attack, be it solid, liquid, or gas.
    ~Can only be used 3 times per battle
    PHP:
    [B](Kuraiton: Kurodobu)- Dark Release: Dark Drain[/B]
    [SPOILER]Type: Defense
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage: n/a
    Description: The user creates a wall of dark energy and chakra in front of them to protect from attacks and when an attack comes to the wall, it gets sucked into a deep and dark void by the wall of darkness where it is destroyed. This defense can suck in almost any attack, be it solid, liquid, or gas.
    ~Can only be used 3 times per battle[/SPOILER]



  • (Kuraiton: Kurotama)- Dark Release: Dark Sphere
    Type: Attack
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: The user creates a medium-size, highly condensed sphere of pure dark energy that darkness circles from its center outwards. The user then shoots the sphere at the opponent and it explodes in a mass of dark energy, causing great damage to them. The sphere is very dense and has the power to blast through elements that it is strong against and continue toward the opponent.
    PHP:
    [B](Kuraiton: Kurotama)- Dark Release: Dark Sphere[/B]
    [SPOILER]Type: Attack
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: The user creates a medium-size, highly condensed sphere of pure dark energy that darkness circles from its center outwards. The user then shoots the sphere at the opponent and it explodes in a mass of dark energy, causing great damage to them. The sphere is very dense and has the power to blast through elements that it is strong against and continue toward the opponent.[/SPOILER]




Mystic Fire Release


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Shiraton | Mystic Fire Release
Custom Element Japanese Name:
Custom Element English Name: Mystic Fire Release
The Element is based on: Fire Release, Lightning Release & Fūinjutsu


Facts that prove the element to be possible (in the manga context):

Mystic Fire Release is composed of Fire Release and Lightning Release. The use of one’s Fire chakra grants it unique burning capabilities and properties while Lightning Release grants it an energetic and versatile form. The simultaneous combination of these element and their qualities gives birth to Mystic Fire Release, a magnificent plasma/energy. Mystic Fire Release is perhaps best compared to the existence of a basic skill within the broader category of Fūinjutsu. The Four Violet Flames Battle Encampment utilizes a violet barrier to produce special violet flames. Alone these violet flames possess no special or inherently powerful characteristics, they simply act like generic flames. However, with the manipulative abilities of Fire and Lightning Release the user becomes able to create their own specialized flame, Mystic Fire.

How it works:

The primary method of forming Mystic Fire from one’s own body involves the simultaneous combination of one’s Lightning and Fire chakras, with added characteristics of Fūinjutsu. In its purest essence Mystic Fire Release operates similarly to the Four Violet Flames Battle Encampment. Its union with Fūinjutsu is based on the principle that, while Fūinjutsu is not an elemental nature itself, it is a characteristic and organization of chakra granting it sealing, and unsealing, qualities.


The basic nature of Mystic Fire Release, by its composition, is an energy based element. Like Fire and Lightning Release, the element operates by concentrating chakra in an area, whether it is from one’s body, through the ground, or even in the air. Once concentrated the user vibrates the chakra, which is a product of Lightning and Fire Release, causing the air to ionize resulting in the creation of Mystic Fire. Like its parent elements, the generated plasma is able to take the form of bolts or fire, and can even be used in tangible forms by applying shape manipulation, much like concentrated Fire. However, most techniques retain the form of flames, which brings forth the name Mystic Fire.


In terms of its other physical characteristics the flames of Mystic Fire are quite similar to the flames of the Four Violet Flames Battle Encampment because of their neutrality to elemental natures and inherent strength against raw chakra. When a target is struck the flames will ignite and spread to engulf the target at high temperatures until extinguished, much like the black flames of Amaterasu being able to burn even fire itself. However, unlike typical Fire Release, the energy it not ‘hot’ in the normal sense; one who holds their hand near Mystic Fire will not feel heat as if they would with normal fire. The energy only produces a burning and searing sensation when coming in contact with a victim making them a somewhat deceptive elemental nature. Unlike normal Fire Release, Mystic Fire does not fuel itself by feeding off oxygen in the air. Because of this those who stand near high quantities of Mystic Fire do not suffer from oxygen deprivation. As previously mentioned Mystic Fire can be compressed, much like normal Lightning and Fire Release, to gain a form of solidity and tangibility in order to cause explosive damage and allowing them to punch through physical obstacles, should they be used in such a manner.


The most remarkable physical characteristic of Mystic Fire Release is its numerous colors. During its creation process, when the chakra is concentrated and the air is ionized, molecules release light (a process identical to Fire releasing light). Typically, the violet spectrum is naturally favored in Mystic Fire. However, chakra concentration varies from user to user causing the wavelengths produced by the molecules to rest anywhere within the visible spectrum of light. As such, Mystic Fire can effectively take on any color imaginable through the user’s control. However, because they are on the visible light spectrum the flames cannot have the properties of invisibility, transparency, or translucency, unless gained from an external technique. Additionally, through the sealing properties gained through its Fūinjutsu-based nature, the flames can also prevent light from emitting altogether resulting in absolute black coloration, much like a cosmic black hole. This is the same property which prevents heat from radiating from the flames. Mystic Fire, normally, only releases heat by conduction, this allows the flames to burn for longer periods of time or even continue to burn on top of water.


Fūinjutsu is frequently noted to possess elemental neutrality, in both barrier-based techniques as well as normal seals due to its characteristics, organization, structure, and its sealing nature. Mystic Fire's foundations in the Four Violet Flames Formation, and the flames which it produces, allows the elemental interactions of Mystic Fire to be simplified significantly. The flames and plasma produced are extremely similar to the flames created in Shishienjin. When used against energy based elements the element with the higher energy overpowers the other. When used against matter based elements it becomes a question of whether or not Mystic Fire has enough energy to burn through their chemical bonds of the opposing element (all matter changes state when exposed to enough energy). Through its foundations Mystic Fire is capable of storing immense amounts of energy in remarkably small areas. This causes clashes to become purely based on raw strength allowing Mystic Fire to retain absolute neutrality against all elemental natures, even if an opposing element possesses a natural strength against energy based elements, resistance to fire, lightning, or other plasmas; it is neutral to all and strong against raw chakra.


The strongest advantage to Mystic Fire is its nature and origin in Fūinjutsu, as well as the elemental natures of Fire and Lightning Release. Mystic Fire possesses unique burning and destructive capabilities, beyond what is normally possible through Fire or Lightning Release. It possesses remarkably high energy; noted to be a rather ‘rebellious’ elemental nature aiming to bring chaos to structure and disorder to order. Because Mystic Fire is born from the two highest energy-based elemental natures it is able to reproduce their characteristics in order to create an extremely efficient offensive against opposing Fūinjutsu, barrier techniques, and absorptive-based natures and techniques. Lightning Release is noted to be capable of entering Earth and ripping it apart from within. Fire Release is noted to possess potent external burning capabilities. With these two characteristics, along with its origins in Fūinjutsu, it creates a potent three-pronged offensive against the above techniques. The final prong, and arguably the most important, in the offensive, through its origins in Fūinjutsu, calls on the nature of techniques such the Barrier Shatter Technique and Sealing Technique: Sealing Release, as well as other highly disruptive Sealing techniques. This effectively makes Mystic Fire a very disruptive element able to strike at the core of techniques which aim to seal, consume, absorb, or block with barrier based techniques. It effectively gives it an inherent neutrality against techniques, meaning it will require absorption techniques of the same rank or above to seal/absorb them. This includes techniques and elemental natures such as Dark Release Absorption and Water Release Absorption.

Usage Examples:

(Shiraton: Kurohāto no Uchū) – Mystic Fire Release: Dark Heart of the Cosmos
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique is the most basic application of Mystic Fire Release allowing the user to release from any point on their body or from their body itself Mystic Fire. The Mystic Fire can take any color within the visible light spectrum. As a highly versatile energy the user can shape it however they please. They can form bolts, fire, waves, and even weapons. The energy can also be compressed creating a form of explosive damage allowing Mystic Fire to punch through physical obstacles. When it comes in contact with matter it will burn and spread over the target until extinguished, much like Amaterasu.
(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied techniques)
Damage: N/A
Description: Pillars of Creation is considered the sibling technique of Splendor of Orion and is the strongest Mystic Fire supplementary infusion technique. Pillars of Creation is designed to be used in conjunction with a full/partial body elemental or non-elemental transformation; this can be done when initiating the transformation or when the user is presently in it. This does not apply to all elemental transformations, only those which are considered energy based or ethereal in nature. This includes, but is not limited to, Fire Release, Lightning Release, Explosion Release, and even barrier-type Fūinjutsu. Pillars of Creation is based on the principles of infusion-type techniques, as such when utilized it the infusion occurs instantaneously and can be used within the same timeframe as a transformation. Typical techniques of this category involve an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. However, when a different chakra nature is utilized it forms a ratio between the technique’s base chakra and the infusion’s added chakra. The greater the infused chakra the greater the influence that the infusion holds; as such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Pillars of Creation can be used four times per battle. B and A-Rank applications count as one application and an S-Rank application counts as two applications. Despite counting as a second or third application this technique will still require one move, it simply reduces it from the total number of times Pillars of Creation can be used. The infusions are as followed:
First Pillar: is the B-Rank application of Pillars of Creation and is considered the weakest infusion. With an additional infusion of 10 chakra the user’s transformed state will gain the specialized characteristics of Mystic Fire Release. This means the user’s form will become naturally strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.

Second Pillar: is the A-Rank application of Pillars of Creation. With an additional infusion of 20 chakra the user’s transformed state will gain the strengths and weaknesses of Mystic Fire Release, being nearly converted in full. This means, along with the First Pillar’s effects, the user’s elemental transformation will become neutral to all elemental natures while also becoming strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.

Third Pillar: is the S-Rank application of Pillars of Creation and is considered the strongest and most dangerous infusion. With an additional infusion of 40 chakra the user’s transformed state will become a perfect union between Mystic Fire and the infused nature, elemental or non-elemental. As the most potent infusion the user’s elemental transformation will shift in appearance becoming Mystic Fire almost entirely, gaining a color of the user’s choice as well as the characteristics of Mystic Fire and its strengths and weaknesses.
Conditions to be able to use it:

User must have completed training in Fire Release and Lightning Release.

User must be Sage Rank or higher.


It is noted that to control the flames of Fire Release one must possess notably high skill in the elemental nature. This principle extends toward Mystic Fire Release as an even more advanced elemental nature going beyond Fire Release. As such, in order to control the flames and energy as well as grant them their counter-sealing properties, one must have completed training in basic Fūinjutsu in order to possess the skill necessary to do so.

Weak to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Strong to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Co-creator: Xylon

Students I pass this custom element on too: Scaze & Goetia
Approved Mystic Fire Release Techniques

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the concentrated plasma-based energy of Mystic Fire Release and allows the user to produce currents, bolts, streams, and waves of lightning-like Mystic Fire from the user’s body, through the ground, or even in the air. In the case of the energy being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Energy channeled through the ground is akin to lightning being channeled through the ground, rippling outward from its location created or directed through manipulation by the user. This technique can be concentrated allowing for the energy to take a more solidified state enabling it to punch through physical obstacles. Like its sibling technique Primordial Creation the energy by default adheres to the violet spectrum but can be manipulated to fit any color in the visible spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black energy. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.



Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:


The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.


Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: The Eyes of God, or sometimes referred to as the Helix nebulae, are two nebulae within the Milky Way galaxy. This technique is considered the sibling to Primordial Creation and the Dark Heart of the Cosmos. The Eyes of God allows the user to manifest creations imbued with a higher form of sentience on the battlefield. These creations are limited only by the rank applied and the user’s imagination. While animalistic creations are generally preferred they are not limited to this, allowing for a wide range of familiars. As familiars created from energy they are capable of flight, regardless if they possess wings or not. Familiars can only reach a maximum height of twenty meters. There exist two separate applications of the Eyes of God: forming and manifesting familiars on the battlefield or manifesting familiars as an ethereal guardian around one’s person. S-Rank usages of the Eyes of God, regardless of which application, can only be used two times per battle and cannot be used in consecutive turns. No S-Rank or above Mystic Fire on the turn an S-Rank familiar is deactivated. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. B-Rank applications require the user weave a single hand seal, two for A-Ranks and three for S-Ranks.


Single Helix (Tan’itsu Rasen Seiun): The Single Helix, named after the commonly known Helix nebula itself within the constellation Aquarius, is used to manifest creations on the battlefield with a higher degree of sentience. As creations with a higher degree of sentience these can be created anywhere on the battlefield including around the user’s own person, although this is a lesser used application. Familiars cannot be created within short-range of the opponent unless the user is present within that range as well, in which case familiars cannot be created within two meters of the opponent. These creations are limited only by the user’s imagination. The default abilities of creations made through the Single Helix allows them, at the user’s volition, to possess a concentrated state allowing the energy which they are composed of to take a physical form. The default abilities of creations made through the Single Helix allow them to utilize Mystic Fire techniques up to and including the rank of the created familiar. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. Because they are familiars which possess a higher degree of sentience they are capable of acting independent of their user’s concentration. Multiple familiars can be created and will follow normal splitting rules.

Double Helix (Nijūrasen Seiun): The Double Helix, named after the lesser known Double Helix Nebula near the core of the Milky Way, is used to manifest an ethereal guardian around one’s person. Like the Single Helix, this Guardian also possesses a higher degree of sentience and can act independently of the user’s concentration. These familiars, like its lesser versions, can be created within the limitations of the user’s imagination. The default abilities of creations made through the Double Helix allows them to utilize Mystic Fire techniques up to and including the rank of the created guardian. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. The guardian possesses a form of solidity, much like the concentration of energy found in other constructs, however this does not hinder the user’s techniques to pass through the guardian should the need arise.


Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with are left useless, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.


Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals are destroyed. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.

Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.


Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.



Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique stems from the Cygnus seal and is based on Primordial Creation. Ultraviolet Radiance utilizes chakra stored within the Cygnus seal in order to produce creations of Mystic Fire Release, much like those created in Primordial Creation. Should the Cygnus seal be void of chakra it can be directly drawn from the user’s own reserve. However, because of the Cygnus seal’s unique composition these flames are notably different from the typical flames created in Primordial Creation. They are granted remarkable chakra draining and sealing qualities. The flames can be produced from the user’s body, through the ground, or even in the air. Should the flames be produced in the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. The flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Ultraviolet Radiance can be used to simply create streams, fireballs, blasts, and waves of flame. By default the flames adhere to the violet spectrum of visible light, but they can seal their light entirely allowing them to appear much like the black flames of Amaterasu. Because of their unique chakra draining and sealing qualities the flames are able to consume the chakra of opposing techniques and targets in order to supply the Cygnus seal. Ultraviolet Radiance’s draining capabilities reflect the chakra it is granted; for example, should an A-Rank flame be produced it will be capable of draining 30 chakra. This occurs when striking a target directly. The chakra drained will be stored within the Cygnus seal. Alternatively, when clashing with opposing techniques the flames of Ultraviolet Radiance will act to seal the technique’s chakra within the Cygnus seal. For example, an A-Rank Radiance flame will be able to seal A-Rank and below techniques and be neutralized, respecting Absolute Neutrality. The remains of the chakra-void technique will be burned away by the Mystic Fire, leaving nothing behind in the case of a complete neutralization. The flames of Radiance can be weakened; should an A-Rank flame seal a B-Rank technique it will be weakened to B-Rank. While the flames possess ranked damage, the rules of sealing take precedence in technique clashes. Thus, the ranked damage simply is applied when striking an unranked target or opponent and inflicting the physical damage applied. Applications of Ultraviolet Radiance above C-Rank require a single handseal, two for above B-Rank and three for above A-Rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns; in the same turn and next turn that the S-Rank application is used the user is unable to use Mystic Fire Release above A-Rank. The user cannot boost the chakra of this technique in any way.



Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: N/A (Depends, +20 chakra to the applied technique)
Damage: N/A (Depends)
Description: Considered the sibling of Ultraviolet Radiance and based on the use of the Cygnus Loop seal, Cosmic Transience is based on Mystic Fire’s characteristics of sealing and unsealing. This technique is usable after the user has sealed a technique with Ultraviolet Radiance, or other techniques that have stored chakra within the seal, and stored it within the Cgynus Seal; this makes it unusable with chakra that the user has already integrated with their chakra reserves. In simple terms, it enables the user to, rather than integrating the chakra into their own systems, reserve it upon another as an attack. These techniques which are absorbed are released as blasts, beams, and basic shapes of raw Mystic Flames upon chosen targets. Because techniques which have been absorbed by Ultraviolet Radiance lose all characteristics and inherent abilities, simply being converted to raw chakra within the Cygnus Seal, they are merely released as raw blasts of Mystic Flames with an additional infusion of 20 chakra. These blasts possess the same chakra, increased by 20, and damage as the absorbed technique and can be split and manipulated as the user desires. Once used, Cosmic Transience cannot be used for three turns and, in the following turn, the user is unable to use Mystic Fire Release above A-Rank. These flames do not possess the absorption properties of Ultraviolet Radiance.

22. Mystic Fire Release


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Shiraton | Mystic Fire Release
Custom Element Japanese Name:
Custom Element English Name: Mystic Fire Release
The Element is based on: Fire Release, Lightning Release & Fūinjutsu


Facts that prove the element to be possible (in the manga context):

Mystic Fire Release is composed of Fire Release and Lightning Release. The use of one’s Fire chakra grants it unique burning capabilities and properties while Lightning Release grants it an energetic and versatile form. The simultaneous combination of these element and their qualities gives birth to Mystic Fire Release, a magnificent plasma/energy. Mystic Fire Release is perhaps best compared to the existence of a basic skill within the broader category of Fūinjutsu. The Four Violet Flames Battle Encampment utilizes a violet barrier to produce special violet flames. Alone these violet flames possess no special or inherently powerful characteristics, they simply act like generic flames. However, with the manipulative abilities of Fire and Lightning Release the user becomes able to create their own specialized flame, Mystic Fire.

How it works:

The primary method of forming Mystic Fire from one’s own body involves the simultaneous combination of one’s Lightning and Fire chakras, with added characteristics of Fūinjutsu. In its purest essence Mystic Fire Release operates similarly to the Four Violet Flames Battle Encampment. Its union with Fūinjutsu is based on the principle that, while Fūinjutsu is not an elemental nature itself, it is a characteristic and organization of chakra granting it sealing, and unsealing, qualities.


The basic nature of Mystic Fire Release, by its composition, is an energy based element. Like Fire and Lightning Release, the element operates by concentrating chakra in an area, whether it is from one’s body, through the ground, or even in the air. Once concentrated the user vibrates the chakra, which is a product of Lightning and Fire Release, causing the air to ionize resulting in the creation of Mystic Fire. Like its parent elements, the generated plasma is able to take the form of bolts or fire, and can even be used in tangible forms by applying shape manipulation, much like concentrated Fire. However, most techniques retain the form of flames, which brings forth the name Mystic Fire.


In terms of its other physical characteristics the flames of Mystic Fire are quite similar to the flames of the Four Violet Flames Battle Encampment because of their neutrality to elemental natures and inherent strength against raw chakra. When a target is struck the flames will ignite and spread to engulf the target at high temperatures until extinguished, much like the black flames of Amaterasu being able to burn even fire itself. However, unlike typical Fire Release, the energy it not ‘hot’ in the normal sense; one who holds their hand near Mystic Fire will not feel heat as if they would with normal fire. The energy only produces a burning and searing sensation when coming in contact with a victim making them a somewhat deceptive elemental nature. Unlike normal Fire Release, Mystic Fire does not fuel itself by feeding off oxygen in the air. Because of this those who stand near high quantities of Mystic Fire do not suffer from oxygen deprivation. As previously mentioned Mystic Fire can be compressed, much like normal Lightning and Fire Release, to gain a form of solidity and tangibility in order to cause explosive damage and allowing them to punch through physical obstacles, should they be used in such a manner.


The most remarkable physical characteristic of Mystic Fire Release is its numerous colors. During its creation process, when the chakra is concentrated and the air is ionized, molecules release light (a process identical to Fire releasing light). Typically, the violet spectrum is naturally favored in Mystic Fire. However, chakra concentration varies from user to user causing the wavelengths produced by the molecules to rest anywhere within the visible spectrum of light. As such, Mystic Fire can effectively take on any color imaginable through the user’s control. However, because they are on the visible light spectrum the flames cannot have the properties of invisibility, transparency, or translucency, unless gained from an external technique. Additionally, through the sealing properties gained through its Fūinjutsu-based nature, the flames can also prevent light from emitting altogether resulting in absolute black coloration, much like a cosmic black hole. This is the same property which prevents heat from radiating from the flames. Mystic Fire, normally, only releases heat by conduction, this allows the flames to burn for longer periods of time or even continue to burn on top of water.


Fūinjutsu is frequently noted to possess elemental neutrality, in both barrier-based techniques as well as normal seals due to its characteristics, organization, structure, and its sealing nature. Mystic Fire's foundations in the Four Violet Flames Formation, and the flames which it produces, allows the elemental interactions of Mystic Fire to be simplified significantly. The flames and plasma produced are extremely similar to the flames created in Shishienjin. When used against energy based elements the element with the higher energy overpowers the other. When used against matter based elements it becomes a question of whether or not Mystic Fire has enough energy to burn through their chemical bonds of the opposing element (all matter changes state when exposed to enough energy). Through its foundations Mystic Fire is capable of storing immense amounts of energy in remarkably small areas. This causes clashes to become purely based on raw strength allowing Mystic Fire to retain absolute neutrality against all elemental natures, even if an opposing element possesses a natural strength against energy based elements, resistance to fire, lightning, or other plasmas; it is neutral to all and strong against raw chakra.


The strongest advantage to Mystic Fire is its nature and origin in Fūinjutsu, as well as the elemental natures of Fire and Lightning Release. Mystic Fire possesses unique burning and destructive capabilities, beyond what is normally possible through Fire or Lightning Release. It possesses remarkably high energy; noted to be a rather ‘rebellious’ elemental nature aiming to bring chaos to structure and disorder to order. Because Mystic Fire is born from the two highest energy-based elemental natures it is able to reproduce their characteristics in order to create an extremely efficient offensive against opposing Fūinjutsu, barrier techniques, and absorptive-based natures and techniques. Lightning Release is noted to be capable of entering Earth and ripping it apart from within. Fire Release is noted to possess potent external burning capabilities. With these two characteristics, along with its origins in Fūinjutsu, it creates a potent three-pronged offensive against the above techniques. The final prong, and arguably the most important, in the offensive, through its origins in Fūinjutsu, calls on the nature of techniques such the Barrier Shatter Technique and Sealing Technique: Sealing Release, as well as other highly disruptive Sealing techniques. This effectively makes Mystic Fire a very disruptive element able to strike at the core of techniques which aim to seal, consume, absorb, or block with barrier based techniques. It effectively gives it an inherent neutrality against techniques, meaning it will require absorption techniques of the same rank or above to seal/absorb them. This includes techniques and elemental natures such as Dark Release Absorption and Water Release Absorption.

Usage Examples:

(Shiraton: Kurohāto no Uchū) – Mystic Fire Release: Dark Heart of the Cosmos
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique is the most basic application of Mystic Fire Release allowing the user to release from any point on their body or from their body itself Mystic Fire. The Mystic Fire can take any color within the visible light spectrum. As a highly versatile energy the user can shape it however they please. They can form bolts, fire, waves, and even weapons. The energy can also be compressed creating a form of explosive damage allowing Mystic Fire to punch through physical obstacles. When it comes in contact with matter it will burn and spread over the target until extinguished, much like Amaterasu.
(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied techniques)
Damage: N/A
Description: Pillars of Creation is considered the sibling technique of Splendor of Orion and is the strongest Mystic Fire supplementary infusion technique. Pillars of Creation is designed to be used in conjunction with a full/partial body elemental or non-elemental transformation; this can be done when initiating the transformation or when the user is presently in it. This does not apply to all elemental transformations, only those which are considered energy based or ethereal in nature. This includes, but is not limited to, Fire Release, Lightning Release, Explosion Release, and even barrier-type Fūinjutsu. Pillars of Creation is based on the principles of infusion-type techniques, as such when utilized it the infusion occurs instantaneously and can be used within the same timeframe as a transformation. Typical techniques of this category involve an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. However, when a different chakra nature is utilized it forms a ratio between the technique’s base chakra and the infusion’s added chakra. The greater the infused chakra the greater the influence that the infusion holds; as such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Pillars of Creation can be used four times per battle. B and A-Rank applications count as one application and an S-Rank application counts as two applications. Despite counting as a second or third application this technique will still require one move, it simply reduces it from the total number of times Pillars of Creation can be used. The infusions are as followed:
First Pillar: is the B-Rank application of Pillars of Creation and is considered the weakest infusion. With an additional infusion of 10 chakra the user’s transformed state will gain the specialized characteristics of Mystic Fire Release. This means the user’s form will become naturally strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.

Second Pillar: is the A-Rank application of Pillars of Creation. With an additional infusion of 20 chakra the user’s transformed state will gain the strengths and weaknesses of Mystic Fire Release, being nearly converted in full. This means, along with the First Pillar’s effects, the user’s elemental transformation will become neutral to all elemental natures while also becoming strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.

Third Pillar: is the S-Rank application of Pillars of Creation and is considered the strongest and most dangerous infusion. With an additional infusion of 40 chakra the user’s transformed state will become a perfect union between Mystic Fire and the infused nature, elemental or non-elemental. As the most potent infusion the user’s elemental transformation will shift in appearance becoming Mystic Fire almost entirely, gaining a color of the user’s choice as well as the characteristics of Mystic Fire and its strengths and weaknesses.
Conditions to be able to use it:

User must have completed training in Fire Release and Lightning Release.

User must be Sage Rank or higher.


It is noted that to control the flames of Fire Release one must possess notably high skill in the elemental nature. This principle extends toward Mystic Fire Release as an even more advanced elemental nature going beyond Fire Release. As such, in order to control the flames and energy as well as grant them their counter-sealing properties, one must have completed training in basic Fūinjutsu in order to possess the skill necessary to do so.

Weak to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Strong to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Co-creator: Xylon

Students I pass this custom element on too: Scaze & Goetia
Approved Mystic Fire Release Techniques

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the concentrated plasma-based energy of Mystic Fire Release and allows the user to produce currents, bolts, streams, and waves of lightning-like Mystic Fire from the user’s body, through the ground, or even in the air. In the case of the energy being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Energy channeled through the ground is akin to lightning being channeled through the ground, rippling outward from its location created or directed through manipulation by the user. This technique can be concentrated allowing for the energy to take a more solidified state enabling it to punch through physical obstacles. Like its sibling technique Primordial Creation the energy by default adheres to the violet spectrum but can be manipulated to fit any color in the visible spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black energy. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.



Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:


The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.


Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: The Eyes of God, or sometimes referred to as the Helix nebulae, are two nebulae within the Milky Way galaxy. This technique is considered the sibling to Primordial Creation and the Dark Heart of the Cosmos. The Eyes of God allows the user to manifest creations imbued with a higher form of sentience on the battlefield. These creations are limited only by the rank applied and the user’s imagination. While animalistic creations are generally preferred they are not limited to this, allowing for a wide range of familiars. As familiars created from energy they are capable of flight, regardless if they possess wings or not. Familiars can only reach a maximum height of twenty meters. There exist two separate applications of the Eyes of God: forming and manifesting familiars on the battlefield or manifesting familiars as an ethereal guardian around one’s person. S-Rank usages of the Eyes of God, regardless of which application, can only be used two times per battle and cannot be used in consecutive turns. No S-Rank or above Mystic Fire on the turn an S-Rank familiar is deactivated. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. B-Rank applications require the user weave a single hand seal, two for A-Ranks and three for S-Ranks.


Single Helix (Tan’itsu Rasen Seiun): The Single Helix, named after the commonly known Helix nebula itself within the constellation Aquarius, is used to manifest creations on the battlefield with a higher degree of sentience. As creations with a higher degree of sentience these can be created anywhere on the battlefield including around the user’s own person, although this is a lesser used application. Familiars cannot be created within short-range of the opponent unless the user is present within that range as well, in which case familiars cannot be created within two meters of the opponent. These creations are limited only by the user’s imagination. The default abilities of creations made through the Single Helix allows them, at the user’s volition, to possess a concentrated state allowing the energy which they are composed of to take a physical form. The default abilities of creations made through the Single Helix allow them to utilize Mystic Fire techniques up to and including the rank of the created familiar. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. Because they are familiars which possess a higher degree of sentience they are capable of acting independent of their user’s concentration. Multiple familiars can be created and will follow normal splitting rules.

Double Helix (Nijūrasen Seiun): The Double Helix, named after the lesser known Double Helix Nebula near the core of the Milky Way, is used to manifest an ethereal guardian around one’s person. Like the Single Helix, this Guardian also possesses a higher degree of sentience and can act independently of the user’s concentration. These familiars, like its lesser versions, can be created within the limitations of the user’s imagination. The default abilities of creations made through the Double Helix allows them to utilize Mystic Fire techniques up to and including the rank of the created guardian. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. The guardian possesses a form of solidity, much like the concentration of energy found in other constructs, however this does not hinder the user’s techniques to pass through the guardian should the need arise.


Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with are left useless, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.


Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals are destroyed. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.

Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.


Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.



Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique stems from the Cygnus seal and is based on Primordial Creation. Ultraviolet Radiance utilizes chakra stored within the Cygnus seal in order to produce creations of Mystic Fire Release, much like those created in Primordial Creation. Should the Cygnus seal be void of chakra it can be directly drawn from the user’s own reserve. However, because of the Cygnus seal’s unique composition these flames are notably different from the typical flames created in Primordial Creation. They are granted remarkable chakra draining and sealing qualities. The flames can be produced from the user’s body, through the ground, or even in the air. Should the flames be produced in the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. The flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Ultraviolet Radiance can be used to simply create streams, fireballs, blasts, and waves of flame. By default the flames adhere to the violet spectrum of visible light, but they can seal their light entirely allowing them to appear much like the black flames of Amaterasu. Because of their unique chakra draining and sealing qualities the flames are able to consume the chakra of opposing techniques and targets in order to supply the Cygnus seal. Ultraviolet Radiance’s draining capabilities reflect the chakra it is granted; for example, should an A-Rank flame be produced it will be capable of draining 30 chakra. This occurs when striking a target directly. The chakra drained will be stored within the Cygnus seal. Alternatively, when clashing with opposing techniques the flames of Ultraviolet Radiance will act to seal the technique’s chakra within the Cygnus seal. For example, an A-Rank Radiance flame will be able to seal A-Rank and below techniques and be neutralized, respecting Absolute Neutrality. The remains of the chakra-void technique will be burned away by the Mystic Fire, leaving nothing behind in the case of a complete neutralization. The flames of Radiance can be weakened; should an A-Rank flame seal a B-Rank technique it will be weakened to B-Rank. While the flames possess ranked damage, the rules of sealing take precedence in technique clashes. Thus, the ranked damage simply is applied when striking an unranked target or opponent and inflicting the physical damage applied. Applications of Ultraviolet Radiance above C-Rank require a single handseal, two for above B-Rank and three for above A-Rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns; in the same turn and next turn that the S-Rank application is used the user is unable to use Mystic Fire Release above A-Rank. The user cannot boost the chakra of this technique in any way.



Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: N/A (Depends, +20 chakra to the applied technique)
Damage: N/A (Depends)
Description: Considered the sibling of Ultraviolet Radiance and based on the use of the Cygnus Loop seal, Cosmic Transience is based on Mystic Fire’s characteristics of sealing and unsealing. This technique is usable after the user has sealed a technique with Ultraviolet Radiance, or other techniques that have stored chakra within the seal, and stored it within the Cgynus Seal; this makes it unusable with chakra that the user has already integrated with their chakra reserves. In simple terms, it enables the user to, rather than integrating the chakra into their own systems, reserve it upon another as an attack. These techniques which are absorbed are released as blasts, beams, and basic shapes of raw Mystic Flames upon chosen targets. Because techniques which have been absorbed by Ultraviolet Radiance lose all characteristics and inherent abilities, simply being converted to raw chakra within the Cygnus Seal, they are merely released as raw blasts of Mystic Flames with an additional infusion of 20 chakra. These blasts possess the same chakra, increased by 20, and damage as the absorbed technique and can be split and manipulated as the user desires. Once used, Cosmic Transience cannot be used for three turns and, in the following turn, the user is unable to use Mystic Fire Release above A-Rank. These flames do not possess the absorption properties of Ultraviolet Radiance.
Graviton | Force Release
Custom element Japanese name:
Custom element English name: Force Style (Literally Tractor release)
The element is based on: Fire Release (Katon), Earth Release(Doton) and Lightning Release (Raiton)
Facts that prove the element to be possible (in the manga context): Earth release governs the forces of matter as the most basic matter based element. Fire release generates energy vibrating particles and separating them where lightning release is used to generate waves and attract matter. The properties are adopted when generating tractors.
In the manga:
  • Deva Path of the rennigen, manipulates gravity. Although force style is entirely different , read applications.
  • Storm release, Gale style: Generates laser beams and manipulates them.
  • Magnet release: Generates magnetism that works similarly. Force styles attraction and repulsion is more direct.
Above are elements with similar applications as that of Force style. Besides that force is a universal concept that extends even to narutoverse.

How it works: Force Style is a type of particle manipulation (similar to dust release) that activates Earth, Fire and Lightning natures simultaneously to generate Force chakra using which consists of particles known as Gravitons.

Gravitons are massless particles that govern force (Attraction, Repulsion and Gravity). When concentrated together they generate a light as a byproduct. is used to collect to Gravitons at a single point forming tractor particle beams.


  • Light is generally the indicator of most Force techniques. Force chakra is effective where the lights beams hits or very close surroundings. NOWHERE else, user cannot freely manipulate force anywhere in the field. It requires collecting gravitons in an area which generates light and that would be an indicator whenever.
  • Light will not simple erupt out of nowhere, it would travel.
There are several applications of Fore style and tree types of tractors which generally sums up the entirely concept of this element(*Additional techniques are made simply by using chakra manipulation, shape manipulation and chakra flow to form a variety of beams/techniques)
-Repulsors: Repulsors are beams that generate repellent force on the areas it hits, the force generated affects the element in question on a molecular level pushing it away with absolute force. The beams only affect matter based objects.
-Attractors: Attractors are beams that generate attractive force on objects it make contact with, pulling the object towards the origin of the beam.



  • Force is always variable to the amount of gravitons used, more concentration of gravitons result in a brighter light. Rank determines the effectiveness and potential of the techniques not the force itself.
-Null beams: A special type of beams the eliminate all kinetic energy within an object, the affect is also molecular as other beams. The effect of these beams generates a sort of suspended animation stopping any moving “matter” at its place.

  • The beams themselves aren’t lethal, they may generate bone breaking strength that might kill from pain. But never the kill on contact lethal.
Excess concentration of Gravitons and their light also produce heat and electrical currents, the user can use these as means to harm opponents while pushing them away or paralyze targets whiling pulling them in, or vice versa.

  • Normal Force light is Golden-yellowish in color, the addition of heat or electricity by changes in ratio changes the color of light from Red to Blue respectively.
The last application Force Style is to flow force chakra and gravitons in objects..
-Supplementary usage: Supplementary uses of force style allow manipulation of friction movement and breaking. Force chakra could be channeled into objects, like channeling a kunai with force chakra making it radiate energy. When launched the tractor generated around it pushes away other matter completely removing the force of friction causing it to maintain the speed at which it was launched at. With the incredible momentum generated and speed the force of impact can be strong enough to shatter steel simply with a kunai. The simple combination of shuriken clone technique further enhances the damage potential. Similar effects could be gained by channeling force chakra in your body or someone else’s.



  • Common means of channeling force chakra into objects are beams, physical contact or Fuinjutsu. Equipment or customs weapons are more complicated methods.
Like Sound release users develop better hearing, Force style users are more sensitive to force: Being able to detect the slightest changes in their body or objects around them that are being pushed/pulled or undergoing any changes. To further enhance the potentials of Force release users learn to use their body as gyroscopes(I.e. spinning and revolving themselves in mid-air to move without the need of applying any significant force. This method could be used to enhance bodily movements; objects such as swords/chakrams could be used as extensions. These methods are primarily used to allow control over body/objects (i.e projectiles) when the friction has been removed. Like changing the direction of a thrown kunai slightly when its moving fast and unaffected by friction, by spinning it in a direction. Kunai could be thrown in a spinning manner to follow curved route to its target, users develops incredible efficiency at this after undergoing through “a special training”.

Usage Examples:
Repulsor Beam
Rank: A
Type: Attack/Defense
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: An ordinary repulsor beam. <Add detailed decription>
Pillar technique
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/a
Description; The user slams his hand on the ground channeling chakra around the ground erupting several repellant pillar of graviton that form a complete 360 degree shield of light that repels matter


Divergent Beam
Rank: B
Type: Attack-Defend
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user faces his palm forward and releast a diverse beam that expands and diverges as it proceeds. The beam pushing/pulling ability can be tampered with by manipulating graviton density.



Unnamed Armor technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost; 40
Damage points: 80
Decription: The user channels force chakra across his body, his body begins to radiated with a glow. The glow pushes away most matter away from the user eliminating the force of friction dramatically increasing the users speed. The user releases tractors from his palms, elbows, knees and other joints to take flight and manipulate himself in the air with the help of propellant generated from repulsors. This method could be used to increase the momentum of users punches and kicks, with the reduction in friction body movements are much easier and the user gains flexibility of moves. At the point of impact force chakra could be released from the tips of punches/kicks to create a repulsor the moment contact is made creating devastating punches.
Conditions to be able to use it:
Mastery of:

  • Fire Release
  • Earth Release
  • Lightning Release
  • Chakra Manipulation
  • Special training
Is weak to:

  • Energy based elements (only)
  • Lightning release
  • Fire release
  • Others (Scorch release, blast release [not including explosive clay] etc)
Is strong against:
Matter based elements

  • Earth Release
  • Wind Release
  • Water Release
  • Others (Matter based elements such as Steel release and CE's based on matter)
Others

  • Dust release (capable of pushing on a molecular scale, even molecular dust)
  • Kinetic energy (overthrows kinetic energy with force, Null beams are particularly effective)
  • Techniques that materialize energy into a tangible form (Such as susanoo that’s energy based yet tangible)
Co-creator: Wesobi
Students I passed this custom element on too: Drackos
Approved Force Release Techniques

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80 / N/A
Description: Surrounding Heaven, named after the Milky Way galaxy, encompasses the basic applications of Force Release: the manipulations of the three forces of gravity. This technique produces masses of Gravitons; these masses are generally released as linear beams from the user’s body or a source of the user’s chakra. However, Gravitons can be further shaped to fit the user’s needs at any given time. The configurations they can take on are limited to basic geometric shapes. All Gravitons produced create light; this light can vary in coloration. By default the beams appear a golden-yellowish color. With the addition of heat or electricity the beams can shift in color becoming either red or blue, respectively. All applications of this technique derive their primary source of damage from the powerful gravitational force generated by this technique. Should the user desire one can utilize an alternate application allowing the beams to produce no damage and simply pull, push, or nullify a target. Masses of Gravitons can be split in order to strike multiple targets, following normal splitting rules. The user is even capable of producing a full body release of these beams, creating a defensive shockwave which can nullify, repel, or even attract depending on what is used. Masses of Gravitons, particularly projectiles, can operate in different methods, all explained below depending on the type of Force used. Beams and masses can be sustained over multiple turns, requiring the user expend chakra in order to do so.
Alcyone (Arushiōne): this application embodies the manipulation of the attractive forces of gravity. The primary source of damage stems from the powerful gravitational force this technique can exert. For example, when a target is attracted it can be crushed, contorted, or destroyed. Masses of Gravitons produced are generally formed in beams which can travel great distances to reach their target. Alternatively these Gravitons can be shaped into projectiles which can be launched as such. When a mass of Gravitons strikes a target it will inflict its gravitational damage in the instance of impact while pulling its target toward the source of the Gravitons. When a target is gripped by a sustained beam of Gravitons it can be thrown in arc-like motions, although ultimately it will be pulled closer to the source regardless.

Polaris (Hokkyokusei): this application embodies the repulsive forces of gravity. The primary source of damage stems from the bone crushing force as well as harmful heat or electricity added to it. Masses of Gravitons produced are generally formed in beams which can travel great distances to reach their target. Alternatively these Gravitons can be shaped into projectiles which can be launched as such. When a mass of Gravitons strikes a target it will inflict its gravitational damage in the instance of impact while pushing its target away from the source of the Gravitons. When a target is gripped by a sustained beam of Gravitons it can be thrown in arc-like motions or placed elsewhere, although ultimately it will be pushed further from the source regardless.

Libertas (Jiyū): this application embodies the nullification forces of gravity. Targets struck by Nullification Gravitons are caught in a suspended animation; this reflects the complete loss of all kinetic energy. The primary source of damage stems from the bone crushing force it is capable of exerting on those captured in its influence. Unique to Libertas is the behavior of the masses of Gravitons produced. Masses of Gravitons produced are generally formed in beams which can travel great distances to reach their target. Alternatively these Gravitons can be shaped into projectiles which can be launched as such. When a mass of Gravitons strikes a target it will inflict its gravitational damage in the instance of impact while catching it in suspended animation. Like Polaris and Alcyone, Libertas is capable of moving those within beams of Gravitons freely and without resistance. Unique to Libertas is the behavior of the capture; sustained beams of Gravitons will hold a target indefinitely. Upon the beam’s release the target will be caught in suspension until a full body surge equivalent to the rank applied is utilized. This is also true for projectile based Graviton attacks. S-Rank applications of this technique (regardless of the type) can only be used three times per battle and no S-Rank or above Force in the user's next turn.
 
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Sound Ninjutsu

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Sound Release: Resonance (Ototon: Kyoshin)
Rank: S
Type: Offensive
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: Resonance is a damage dealing sound release technique. After performing a series of hand seals, the user focus on index and middle finger to write two circular seals in the air until they form into glyphs. These glyphs then move on the ground and the air until they position themselves appropriately to strike the correct area. The user then performs a seal of confrontation to activate the technique, following which both glyphs release a strong sound wave in between their vicinity. The waves are of the same resonance which results in a reaction, the aftermath is a huge concussive blast which spreads horizontally 360 degrees crushing everything with a tremendous force.
Note: Requires Sound Release and Fuuinjutsu.
-Usable twice/battle.
-Cannot use S rank sound release the following 2 turns.
-Visual Description of the glyph (Ignore the vertically laid ones beside the person, the only one above him and below):
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PHP:
[B]Sound Release: Resonance (Ototon: Kyoshin)[/B]
[SPOILER]Rank: S
Type: Offensive
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: Resonance is a damage dealing sound release technique. After performing a series of hand seals, the user focus on index and middle finger to write two circular seals in the air until they form into glyphs. These glyphs then move on the ground and the air until they position themselves appropriately to strike the correct area. The user then performs a seal of confrontation to activate the technique, following which both glyphs release a strong sound wave in between their vicinity. The waves are of the same resonance which results in a reaction, the aftermath is a huge concussive blast which spreads horizontally 360 degrees crushing everything with a tremendous force.
Note: Requires Sound Release and Fuuinjutsu.
-Usable twice/battle.
-Cannot use S rank sound release the following 2 turns.
-Visual Description of the glyph (Ignore the vertically laid ones beside the person, the only one above him and below):
[SPOILER][IMG]http://i704.photobucket.com/albums/ww43/Darknessbeyond/amaterasuformulahundred.png[/IMG][/SPOILER][/SPOILER]
Ototon: Gyakusetsu Takanari | Sound Release: The Ringing Paradox
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30/seal
Damage Points: 5 damage to the user for every seal released.
Description: is an intelligent seal applied at the backside of the user’s ears. The seal detects abnormalities in the users senses and releases itself whenever needed, upon release the sound chakra stored inside creates a ringing noise which awakens the user from sleep or breaks any genjutsu(up to A rank, 2 seals have to be released to break through an S rank) casted over the user.
Note: Up to 4 seals could be applied over the user’s body per battle, and user’s hearing suffers slight after every release.
-Must know sound release and sealing techniques.



PHP:
[B]Ototon: Gyakusetsu Takanari | Sound Release: The Ringing Paradox[/B]
[SPOILER]Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30/seal
Damage Points: 5 damage to the user for every seal released.
Description: is an intelligent seal applied at the backside of the user’s ears. The seal detects abnormalities in the users senses and releases itself whenever needed, upon release the sound chakra stored inside creates a ringing noise which awakens the user from sleep or breaks any genjutsu(up to A rank, 2 seals have to be released to break through an S rank) casted over the user.
Note: Up to 4 seals could be applied over the user’s body per battle, and user’s hearing suffers slight after every release.
-Must know sound release and sealing techniques.[/SPOILER]
Ototon: Nyu-Seken | Sound Release: The New World
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage:
Description: The user start to focus his ototon chakra into his index finger. He then twitches it slightly, and by doing so sends a slight sound wave at the opponents eye. Because of the vibrations in the sound, the opponents eyeballs start to vibrate, causing it to distort the opponent's vision.
Note: Can only be taught by Wesson
Note: Can only be used twice per battle
Note: The distortion of the opponent's eyes lasts 2 turns
Note: Can't use other sound based techniques in the same turn.



Ototon: Nyu-Seken | Sound Release: The New World
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage:
Description: The user start to focus his ototon chakra into his index finger. He then twitches it slightly, and by doing so sends a slight sound wave at the opponents eye. Because of the vibrations in the sound, the opponents eyeballs start to vibrate, causing it to distort the opponent's vision.
Note: Can only be taught by Wesson
Note: Can only be used twice per battle
Note: The distortion of the opponent's eyes lasts 2 turns
Note: Can't use other sound based techniques in the same turn.

PHP:
[B]Ototon: Nyu-Seken | Sound Release: The New World[/B]
[SPOILER]Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage:
Description: The user start to focus his ototon chakra into his index finger. He then twitches it slightly, and by doing so sends a slight sound wave at the opponents eye. Because of the vibrations in the sound, the opponents eyeballs start to vibrate, causing it to distort the opponent's vision.
Note: Can only be taught by Wesson
Note: Can only be used twice per battle
Note: The distortion of the opponent's eyes lasts 2 turns
Note: Can't use other sound based techniques in the same turn.[/SPOILER]
(Sonido) - Sound Ceremony
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai). The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .
Note: Usable 3 times per conflict.

-Effective against solid elements (i.e. steel, and crystal) upto its own rank. Distorts the shape of liquid substances and allows the user to step off them, even when submerged.
-If used to attack the enemy on the first or second step, the damage is reduced to ½ and only causes mild numbness to the targets body (apart from the damage itself).
-The damage of the technique does not root from hindering sound waves. The area of effect of the destructive waves is circular of the same radial range as the travel distance (10,20 or 25m). Surface/objects caught between multiple waves is crushed into finer grain.
-Requires mastery of Sound ninjutsu and taijutsu.
-Visual depiction:

PHP:
[B](Sonido) - Sound Ceremony [/B]
[spoiler]Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai). The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .
Note: Usable 3 times per conflict.

-Effective against solid elements (i.e. steel, and crystal) upto its own rank. Distorts the shape of liquid substances and allows the user to step off them, even when submerged.
-If used to attack the enemy on the first or second step, the damage is reduced to ½ and only causes mild numbness to the targets body (apart from the damage itself).
-The damage of the technique does not root from hindering sound waves. The area of effect of the destructive waves is circular of the same radial range as the travel distance (10,20 or 25m). Surface/objects caught between multiple waves is crushed into finer grain. 
-Requires mastery of Sound ninjutsu and taijutsu.
-Visual depiction: [URL="http://i704.photobucket.com/albums/ww43/Darknessbeyond/melodyofthewarfare2.png"]X[/URL]
-Approved:
Taught to: Lord of Kaos, Nathan, Shady Doctor


( Ototon: Avada Kedavra ) - Sound Release: Avada Kedavra
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: 90 ( -40 to user )
Description: The Avada Kedavra jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Generally considered the most fatal of the three, the Avada Kedavra is the jutsu associated with Death, as that is it's primary effect and objective. Beginning by channeling large amounts of Ototon chakra, the user begins releasing this chakra in two waves; the first wave is released by the uttering of the word "Avada". By speaking this word, the user releases several Hindering Sound waves of high frequencies, but low energy, causing waves to affect the target, causing localized paralyzation of certain parts of the target's body. This is achieved through the sound waves vibrating intensely and causing the targeted body part to be affected by alternating waves, essentially preventing movement ( the chosen body part can be limbs, such as the arm or legs, organs, such as liver or tongue, or even small digits, such as fingers and toes ). This doesn't include the heart nor lungs, however. While this effect is immediate, it's main goal is to prevent the target from moving while the latter, more destructive part of the jutsu is released towards the opponent. Upon speaking the word "Kedavra", a low frequency but high energy sound wave is released from the user's hand or weapon, moving towards the enemy. What is unique about this wave is that it is clearly visible in the form of a bright green wave that appears like a jet of light. Accompanying this bright wave, the sound of rushing wind can be heard, almost as if an invisible force was rushing through the air, though this is just the sound created that occupanies the Ototon jutsu. As the bright green wave travels, it causes no noticeable damage on contact with a foe, it's effect being more internal than external. Upon hitting a sentient, living target, the wave passes through the body of the target, causing high level vibrations in the targeted area, enough to cause minute and cellular destruction of such a level that the area is left unusable, it's cells fractured beyond normal repair ( this does not include high level Medjutsu, like Sakura's Yin Seal ). Upon ripping through a target, the sound wave forces a target backwards 10 meters, causing greater damage. The damage the user takes pertains to mostly the arms, preventing high ranking Taijutsu of A rank and above the same turn.

Note: This jutsu can only be used twice per battle but only once against each opponent
Note: After each usage, the user must wait at least 3 turns before using again.
Note: After using, the user is left unable to use any Ototon jutsu above A rank the rest of that turn and S rank and above next turn.

( Ototon: Cruciatus Jutsu ) - Sound Release: Cruciatus Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The Cruciatus Jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Considered the most sadistic of the three, the Cruciatus Jutsu is associated with Pain, as that is it's primary effect and objective. Beginning by channeling high amounts of Ototon chakra, the user begins by releasing this chakra through the usage of a lone word. Upon speaking the word "Crucio", the user triggers a high frequency, but low energy wave to be released, casting a genjutsu on the target, casting excruciating pain on the victim. As the genjutsu is cast, the target doesn't see his surroundings change at all, only the user speaking the words and feeling as if pressure is pushing on the body, seeing slight ripples emanating from the user, causing the target to potentially believe this is a projectile approaching the target that is causing damage. Considering the fact that this curse doesn't physically harm the victim, it only stimulates pain receptors, overloading the with such high signals that it impairs motor abilities over time, the concept of pain being so high that they cannot physically move. While seemingly lasting a long time due to the echoing of the user's voice in the genjutsu, the actual illusion lasts only 2 turns, causing pain the entire process, but should the user subject an opponent to it for more than a turn, the target's mind will be broken, causing them to become vegetative, and comatose.

Note: Note: This jutsu can only be used 3 times a battle, lasting 2 turns each use.
Note: After each usage, the user must wait at least 2 turns before using again.



(Ototon: Niji Parusu) - Sound Release: Secondary Pulse
Rank: C
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 15 (-5 )
Damage Points: N/A
Description: A pulse based jutsu used to copy and sustain other Sound frequencies, Secondary pulse has no power to do damage of its own, whether physical or mental. The main and only aspect of this jutsu is to be used as support for other Sound techniques, mimicking their frequency when they're used and preserving that frequency continuously throughout battle. Due to its special function, it can however only be used with jutsus that are defensive and/or supplementary, making it a mostly defensive/supplementary aid to those who use it. To make up for this, however it is able to sustain two frequencies with the user paying -5 chakra point for per a single turn. In addition, it has the ability to change the frequency of jutsus its used on in order to effect different things. For example, a frequency which effects techniques of A-ranked can be altered so that it specifically works on C-ranked jutsus. This ability only works to lower the frequency to deal with lower ranked techniques, and cannot work to amplify sound jutsus, meaning something A-ranked will not be able to change its frequency to S-ranked, but must be kept at the same frequency, or go down lower to B/C/D-ranks. Altering frequency simply changes the frequency so that the sound is able to work on different techniques of the same and/or lower ranks, and has no other purpose.~ Can only be taught by Erzo. This jutsu - once used - lasts a total of five turns, once those 5 turns are up, the user must wait a turn before being to use this jutsu again. Due to its simple nature, it can be used alongside a Sound jutsu which fit the criteria needed for this to work (in the same time frame), but other wise consumes its own spot in time-frame if activated independently. When used to change frequency (either same rank or lower) it counts as one of the moves per turn.

learned here: https://animebase.me/threads/tbh-f-erzo.749840/
 
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Fuuin Genkotsu | Sealing Fist

Type:Fuuintaijutsu

Background:After unravelling and analysing the advantages and disadvantages of sealing techniques (fuuinjutsu), I noticed it was very easily combinable with taijutsu. I came on the idea after finishing my fuuinjutsu training, as well as watching the working of the Gentle Fist of the Hyuuga. This fighting style is similar to it, but is actually much more profound, refined and advanced than the Gentle Fist.

Description on the Abilities and Inner Workings of the Style: Fuuin Genkotsu has two aspects to it. It has the ability to increase the users own taijutsu techniques, as well as the ability to decrease those of the opponent. Depending on the situation, the user can easily switch from one intention to the other. It is also so that the users primarily work with seals. Being said, they have seal all over their own body as well as the ability to place certain seals onto the opponent, and thus weakening them to the desired point in order to take full advantage. Because fuuinjutsu and taijutsu alone both have such a wide variety, the same can be said about this fighting style, meaning that the only restriction to actually come up with moves is the mind (and the restrictions put up by the moderators). Hence, it is also hard to say the effects beforehand, though some can be made.

Additional effects and Restrictions:
Restrictions:
-User must have received proper training in fuuinjutsu and taijutsu to be eligible.
-If taught to someone else, they must receive a training session dedicated to learning the style and its characteristics alone, loose from any kind of jutsu.
-The user needs to have finished Fuuinjutsu Training up to A-Rank to learn this style.
Additional effects:
-The user is able to empower his own physical capabilities, as well as restricting those of the opponent
-As for some techniques, the user is able to activate an attack by simply being in the vicinity, rather than actually hitting the opponent. They must still create the movements though.
-Can be used as offensive and defensive measurement
-If received the training and permission by nexus, (I’m not sure if this one is possible, so I’ll ask Nexus later on) one can incorporate medical skills into the technique to optimize it.

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

Wesobi, our loyal member, gave on the 5th of March, 2012 a request for a Patent on custom fighting style Sealing Fist. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Fuuin Genkotsu
Powered by Scorps
Copyright 2012, Wesobi , NarutoBase.net

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Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle

Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: /
Description:The Sealing Fist: Seal of the Wild Jungle is a dormant technique that consists of a giant seal that encompasses 3 main areas, all connected and intertwined into a massive high rank seal. The core of the seal is in the chest of the user which then branches out into both hands and connects to a secondary seal located in the forehead. Each part is connected and share the same core which is connected to the users chakra circulatory system directly. This connection is how the seal is fueled for the most part. The seal is consisted of 3 unlocks:

Unlock the Courage of a Bull: The first and most basic ability, though one of the most beneficial. When the user unlocks this part of the seal, the outside core of the seal fuels chakra through the branches to power the user's speed and physical power. The user gains a boost in speed and strength, becoming physically able to do incredible physical feets, like creating small craters upon the impact of falling kicks or punches, and gaining the speed similar to that of Sage Taijutsu Specialist. His reflexes are enough to keep up with his speed and adapt his movement to it. This unlock can dispel genjutsu up to B-Rank upon activation. Not only that, but when used by Jyuuken users, they will have a much more chakra at their disposal, making it far easier and faster to perform the signature Hyuuga moves, as well as exerting more chakra due to the rush of chakra.

Restrictions and Abilities:
Note: Can be used 1 time per battle and lasts 3 turns
Note: Activation costs as 1 jutsu
Note: When this is active and the user uses Jyuuken techniques, the techniques will cost 20 more chakra, but will do +10 damage
Note: Strong Fist gets +10 damage due to the drastic increase in strength.
Note: While the seal is active the user is left unable to use Wind and Lightning techniques and KG based on them.

Unlock the Pride of the Puma: The second one of the three unlocks, created in such a fashion that it can be used offensively as well as defensively. The user activates the branches of the seal alone, and when he does so, the chakra releases over his body, sending it to his hands and feet. These will start to burn dark purple, much like Orochimaru’s fingertips when he restricted the chakra flow of Naruto. Next to that, the Kanji for “repel” will appear on every foot and palm of the user. The user can then use taijutsu moves and stances (both from strong fist style as well as other styles) to fend of Ninjutsu techniques (elemental or not) up to A-Rank (within reason, as one needs to take consideration of the size of the technique). The chakra unlocked on the branch seals will repel incoming techniques and projectiles, regardless of nature or characteristics. This enables the user to defend himself from almost anything but, if used to attack an enemy with Taijutsu, it will cause the punches and kicks of the user to deal +20 damage as they will repel the enemy with tremendous might.

Restrictions and Abilities:
Note: Can be used 2 times per battle and lasts 2 turns each time
Note: Activation costs as 1 jutsu
Note: Taijutsu techniques will get the repel function which boosts damage to +20

Unlock the Determination of the Hippopotamus: The third of the three unlocks, consists of the core of the seal itself and takes use of all the branches of the seal. This is the most defensive unlock of the three. Upon unlocking this, the core of the seal opens completely and the Kanji for "Gateway" is formed in the Left Palm and the kanji for "Blessing" is formed on the Right Palm. This unlock makes the seal work as a pathway for foreign chakra, capable of absorbing chakra through the Gateway and returning it through the Blessing. It can, in alternative, reroute that chakra into itself, sealing it in the core. In reality, this unlock enables the user to absorb up to F-Rank techniques while converting the chakra into a raw version of what was absorbed (absorbing a fire jutsu produces a raw fire stream, absorbing water produces a raw water jet, etc etc) with little shape manipulation but the same strength. If the user decides to seal that chakra in the core, he can double the duration of one of the other two unlocks.

Restrictions and Abilities:
Note: Can only be used 2 times per battle.
Note: Absorbing, Releasing and Sealing the absorbed chakra all counts a technique, meaning that this unlock always costs 2 moves.
Note: In the turn its active, the user can't mold chakra above A-Rank.
Note: Can be unlocked with either the Courage of the Bull or the Pride of the Puma activated.
Note: When used to seal away chakra with one other unlock, it doubles the duration of that unlock.
Note: Absorbing an F-Rank technique can only be done once and disables the use of any part of the seal (meaning, its unlocks) and leaves the enemy unable to mold anything above S-Rank for 2 turns.

General Restrictions
Note: This seal must be present in the bio to be usable
Note: User needs to have learned Fuuin Genkotsu | Sealing Fist
Note: Can only be taught by Wesobi

PHP:
[B]Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle [/B]

[SPOILER]Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: /
Description:The Sealing Fist: Seal of the Wild Jungle is a dormant technique that consists of a giant seal that encompasses 3 main areas, all connected and intertwined into a massive high rank seal. The core of the seal is in the chest of the user which then branches out into both hands and connects to a secondary seal located in the forehead. Each part is connected and share the same core which is connected to the users chakra circulatory system directly. This connection is how the seal is fueled for the most part. The seal is consisted of 3 unlocks:

Unlock the Courage of a Bull: The first and most basic ability, though one of the most beneficial. When the user unlocks this part of the seal, the outside core of the seal fuels chakra through the branches to power the user's speed and physical power. The user gains a boost in speed and strength, becoming physically able to do incredible physical feets, like creating small craters upon the impact of falling kicks or punches, and gaining the speed similar to that of Sage Taijutsu Specialist. His reflexes are enough to keep up with his speed and adapt his movement to it. This unlock can dispel genjutsu up to B-Rank upon activation. Not only that, but when used by Jyuuken users, they will have a much more chakra at their disposal, making it far easier and faster to perform the signature Hyuuga moves, as well as exerting more chakra due to the rush of chakra.

Restrictions and Abilities:
Note: Can be used 1 time per battle and lasts 3 turns
Note: Activation costs as 1 jutsu
Note: When this is active and the user uses Jyuuken techniques, the techniques will cost 20 more chakra, but will do +10 damage
Note: Strong Fist gets +10 damage due to the drastic increase in strength.
Note: While the seal is active the user is left unable to use Wind and Lightning techniques and KG based on them.

Unlock the Pride of the Puma: The second one of the three unlocks, created in such a fashion that it can be used offensively as well as defensively. The user activates the branches of the seal alone, and when he does so, the chakra releases over his body, sending it to his hands and feet. These will start to burn dark purple, much like Orochimaru’s fingertips when he restricted the chakra flow of Naruto. Next to that, the Kanji for “repel” will appear on every foot and palm of the user. The user can then use taijutsu moves and stances (both from strong fist style as well as other styles) to fend of Ninjutsu techniques (elemental or not) up to A-Rank (within reason, as one needs to take consideration of the size of the technique). The chakra unlocked on the branch seals will repel incoming techniques and projectiles, regardless of nature or characteristics. This enables the user to defend himself from almost anything but, if used to attack an enemy with Taijutsu, it will cause the punches and kicks of the user to deal +20 damage as they will repel the enemy with tremendous might.

Restrictions and Abilities:
Note: Can be used 2 times per battle and lasts 2 turns each time
Note: Activation costs as 1 jutsu
Note: Taijutsu techniques will get the repel function which boosts damage to +20

Unlock the Determination of the Hippopotamus: The third of the three unlocks, consists of the core of the seal itself and takes use of all the branches of the seal. This is the most defensive unlock of the three. Upon unlocking this, the core of the seal opens completely and the Kanji for "Gateway" is formed in the Left Palm and the kanji for "Blessing" is formed on the Right Palm. This unlock makes the seal work as a pathway for foreign chakra, capable of absorbing chakra through the Gateway and returning it through the Blessing. It can, in alternative, reroute that chakra into itself, sealing it in the core. In reality, this unlock enables the user to absorb up to F-Rank techniques while converting the chakra into a raw version of what was absorbed (absorbing a fire jutsu produces a raw fire stream, absorbing water produces a raw water jet, etc etc) with little shape manipulation but the same strength. If the user decides to seal that chakra in the core, he can double the duration of one of the other two unlocks.

Restrictions and Abilities:
Note: Can only be used 2 times per battle.
Note: Absorbing, Releasing and Sealing the absorbed chakra all counts a technique, meaning that this unlock always costs 2 moves.
Note: In the turn its active, the user can't mold chakra above A-Rank.
Note: Can be unlocked with either the Courage of the Bull or the Pride of the Puma activated.
Note: When used to seal away chakra with one other unlock, it doubles the duration of that unlock.
Note: Absorbing an F-Rank technique can only be done once and disables the use of any part of the seal (meaning, its unlocks) and leaves the enemy unable to mold anything above S-Rank for 2 turns.

General Restrictions
Note: This seal must be present in the bio to be usable
Note: User needs to have learned Fuuin Genkotsu | Sealing Fist
Note: Can only be taught by Wesobi[/SPOILER]

Trick Archery

(Torikkuācherī) - Trick Archery

Type: Fuuin-Buki-Ninjutsu

Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village

Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched.

The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style.

Example Techniques:

(???) - Grasp of the Archer
Type: Offensive
Rank: S-Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive.

(???)
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace.

(???)
Type: Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks.

Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi.

General appearance of the wrist launchers [ ]


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

Joker, our loyal member, gave on the 30th of June 2016, a request for a Patent on the Custom Fighting Style Torikkuācherī | Trick Archery. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Torikkuācherī | Trick Archery
Powered by Lord of Kaos
Copyright 2016, Joker, NarutoBase.net

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(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (seal is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.

Note: Can only be used thrice per battle.
learned here: https://animebase.me/threads/trickshot-ibby.722802/
 
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Spirits of Balance | Onryōdō
Type:Fuinjutsu & Ninjutsu (Yin-Yang release)
Background:
Onryodo was developed from studying traditional practices of . It is based on the Chinese philosophies of Wu Xing and Yin and yang, It was accepted as a practical system of divination. These practices were influenced further by Taoism, Buddhism and Shintoism and evolved in a developed system after Second Great Ninja World War. Daimyo of nations accepted practitioners in the court. The practices were foul and involved rituals to resurrect the souls of the dead (御霊信仰 Goryō Shinkō). After the events of . Xylon realized the origin of such abnormalities, and left of a journey to find all the Sages. He investigated, interrogated and annihilated each and every one. He realized the threat of these foul practices shall always remain, and started the development of a method to counter act the modern examples. Hence the development of Onryodo, the followers of Skill were titled Onryoji by Xylon himself.
NOTE: While applications of fuinjutsu involve the appearances to take the form spirits, or ghost. The style itself does not involve any manipulation of souls, let alone any kinds of Resurrection or communication with the dead. Its appearances as Sai would prefer to use his artworks as a sealing technique and B would use ink as means to generate seals.
For the sake of "theme" i'd prefer to use the term or . Meaning are not literal and aren't meant to abuse a culture in the process.

Description on the Abilities and Inner Workings of the Style:
Onryodo is a unique range of strong fuinjutsu that uses Yin and Yang release simultaneously along with Fuinjutsu. The style requires the user to train and develop his consciousness. Years of meditation from Yin-Yang training gives the user a strong mind. Specially during Yin release practices. Using Fuinjutsu and Energy manipulation skill, user eventually separates a part of his consciousness for combat uses. This part of the users mind assumes an appearance and turns into the users inner world (Only a small fraction of it in the end). The appearance of this world varies from person to person, their personalities and changes in the users emotional balance. Much like how naruto fights and converses with Kurama in his inner world. Years of practice perfects this talent, until its fit for usage in actual combat.
When the style is used in fuinjutsu, it easily overpowers other techniques because Yin-Yang energies are used to source the power of the seals. The seals are intelligent on their own and balance the Yin-Yang ratio of the chakra to combat any method to break down a seal. (Since they involve delicate numbering, arrays, and steady balance of energy applied.
Examples involve:
  • Sai’s Sealing technique: Hidden Tiger Staring Bullet using emotional energy as a source of strength for the seal. Example from filler episode.
  • Tsunade’s Collaboration Fuinjutsu Four Corner Sealing Barrier which heavily emphasize upon chakra control to maintain a barrier which once successfully erected is even able to contain the three tails. Example from filler arc.
  • Orochimaru and Jiraiya’s Five Symbols Seal & Five Symbols Unseal are examples of seals that tamper the targets balance of chakra. Example from Manga)
The practitioner of Onryodo, places heavy protection on his separated consciousness. Like Pein places fuinjutsu over his Six paths to prevent intel leak. This step is countermeasure against any mental instability. The steps to follow are:
  • Separate a very small fraction of your consciousness
  • Lock this part of your mind and seal of any connection between the world and your actual consciousness and access this only while using your techniques.
  • Place a mental seal over this portion, keeping it accessible only to the user himself. Attempts to breach this section of your mind by any foreign chakra forces are blocked off.
    (Reference taken from Inoichi Yamanaka’s attempt to access Pein’s animal path)
  • If the mental seal is broken, a counter measure is prepared. The foreign power that breached the defenses is affected by a chakra disturbance that changes the balance of his chakra. If the Yin ratio is higher, the mental ability gets stronger at the cost of weakening the body this result is the victim breaking up due to physical weakness. In the opposite case, physical energy overpowers mental resulting in a mental instability causing the victim to lose further ability to break the mental barrier.
Apart from preventing any foreign forces from entering a delicate part of the users consciousness. The technique also prevents any incidents caused by the users own mistakes. Like imagination developed in this world going wild eventually acquiring a larger portion of the users mind. This could result in development of second personalities and mental incapability incapacitating the user until he recovers himself.

After this training and preparations, the user is able to perform the actual techniques. Most techniques follow two steps, either in an ascending or descending order. These steps are
  • Yang to Yin technique (Yo to In no jutsu), where physical matter is sealed within the separated consciousness instead of scrolls or anything else. This removes the need to carry around objects. When summoned back they appear as they were left before sealing took place. This is a passive skill.
  • Yin to Yang technique (In to Yo no jutsu), where objects sealed within the consciousness are released back into a physical form. The inner world is also used to host imagination, which is accumulated within the body as spiritual energy. When released, these imagination takes appearance and fulfill the purpose they were designed for (Seperate technique for each)
Example Technique:

Spirits of Balance: 47 Ronin (Onryodo:Shi-jū-shichi-shi)
Rank: S
Range: Short-Long
Type: Defensive/Offensive/Supplementary
Chakra cost: 40
Damage Points: N/a
Description: The technique requires placing a seal over the users body that collects huge masses spiritual energy from the user and stores it up over the period of time. When released the seal uses Yin to Yang chakra manipulation and manifests the spiritual energy into the users imagination of a story: The revenge of the Forty-seven Ronin (四十七士 Shi-jū-shichi-shi), also known as the Forty-seven Samurai, the Akō vendetta, or the Genroku Akō incident (元禄赤穂事件 Genroku akō jiken). Where a group 47 samurai who were made Ronin, and avenged their General. The spiritual energy amasses together and forms in 47 spirits of Samurai with a dark aura equipped with swords and straw hats. The spirits are intangible, they don’t dessipitate when hit with objects or techniques that disrupt chakra and are inexcusably only effective on Resurrection techniques, Ritualistic techniques and other Spirits related/Spiritual technique. These samurai are incredibly strong and hunts the products of such techniques down with relative ease. When the target is hit by the Samurai’s sword(s) they are sealed within it. The Samurai then grab their own swords, and out of guilt of murder they commit Seppuku, with the suicide the souls of the target are released from the swords and are guided by the Samurai’s spirit in to the Outer World plains.
Restriction: Usable once per conflict.

Additional effects and Restrictions:
+Removes the need to carry scrolls or any other equipment for sealing purposes.
-Objects sealed inside consciousness will have to be summoned during combat, which counts as a move. At double the chakra cost.
+All of users Fuinjutsu are raised up by 1 rank (with the exception of forbidden rank), due to the addition of Yin and Yang energies in the sealing mix (look at the introduction of Description where it explains how energy affects fuinjutsu).
-In order to use the above ability, Onryodo must be the default CFS of the biography, and all fuinjutsu used with Yin-Yang addition have double the actual chakra cost, and doubled recoil damage.
+Increased Mental defense against Genjutsu, Yamanaka hiden or similar abilities.
-Must know Yin-Yang release. Cannot use Onmyoton, Inton or Yoton in the same turn where Onryodo was used.

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

Xylon, our loyal moderator, gave on the date November the 14th of 2012 a request for a Patent on Custom Fighting Style (Spirits of Balance). I, Nexus of the Custom Fighting Style Bureau, by the power invested in me by NarutoBase, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Onryōdō
Powered by Nexus
Copyright 2012, Xylon, NarutoBase.net

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Spirits of Balance: 47 Ronin (Onryodo:Shi-jū-shichi-shi)
Rank: S
Range: Short-Long
Type: Defensive/Offensive/Supplementary
Chakra cost: 40
Damage Points: N/a
Description: The technique requires placing a seal over the users body that collects huge masses spiritual energy from the user and stores it up over the period of time. When released the seal uses Yin to Yang chakra manipulation and manifests the spiritual energy into the users imagination of a story: The revenge of the Forty-seven Ronin (四十七士 Shi-jū-shichi-shi), also known as the Forty-seven Samurai, the Akō vendetta, or the Genroku Akō incident (元禄赤穂事件 Genroku akō jiken). Where a group 47 samurai who were made Ronin, and avenged their General. The spiritual energy amasses together and forms in 47 spirits of Samurai with a dark aura equipped with swords and straw hats. The spirits are intangible, they don’t dessipitate when hit with objects or techniques that disrupt chakra and are inexcusably only effective on Resurrection techniques, Ritualistic techniques and other Spirits related/Spiritual technique. These samurai are incredibly strong and hunts the products of such techniques down with relative ease. When the target is hit by the Samurai’s sword(s) they are sealed within it. The Samurai then grab their own swords, and out of guilt of murder they commit Seppuku, with the suicide the souls of the target are released from the swords and are guided by the Samurai’s spirit in to the Outer World plains.
Restriction: Usable once per conflict.



PHP:
[B]Spirits of Balance: 47 Ronin (Onryodo:Shi-jū-shichi-shi)[/B]
[SPOILER]Rank: S
Range: Short-Long
Type: Defensive/Offensive/Supplementary 
Chakra cost: 40 
Damage Points: N/a 
Description: The technique requires placing a seal over the users body that collects huge masses spiritual energy from the user and stores it up over the period of time. When released the seal uses Yin to Yang chakra manipulation and manifests the spiritual energy into the users imagination of a story: The revenge of the Forty-seven Ronin (四十七士 Shi-jū-shichi-shi), also known as the Forty-seven Samurai, the Akō vendetta, or the Genroku Akō incident (元禄赤穂事件 Genroku akō jiken). Where a group 47 samurai who were made Ronin, and avenged their General. The spiritual energy amasses together and forms in 47 spirits of Samurai with a dark aura equipped with swords and straw hats. The spirits are intangible, they don’t dessipitate when hit with objects or techniques that disrupt chakra and are inexcusably only effective on Resurrection techniques, Ritualistic techniques and other Spirits related/Spiritual technique. These samurai are incredibly strong and hunts the products of such techniques down with relative ease. When the target is hit by the Samurai’s sword(s) they are sealed within it. The Samurai then grab their own swords, and out of guilt of murder they commit Seppuku, with the suicide the souls of the target are released from the swords and are guided by the Samurai’s spirit in to the Outer World plains. 
Restriction: Usable once per conflict.[/SPOILER]
Spirits of Balance: Reaper’s Wisps (Onryodo: Shinigami no Shiranui)
Rank: S
Type: Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: N/a
Description: The user release performs a series of hand seals (alternatively, release a seal that generates the technique) that forms six Will-o-Wisp’s around floating around the user. These wisps revolve around the user playfully making echoing sounds in little girls voice, the user is able to manipulate them to surround other people/objects similar to Scorch release: Extremely Steaming Murder. The wisps are harmless to humans, summoning animals and other beings, they act upon the users will or independently towards incoming threats. When released towards an object, upon impact the wisp burst into a huge white flame, the burning is fast but not instantaneous and anything that’s burned by the wisps (even water and fire itself, and nothing alive as stated above), is sealed inside the users consciousness until release. The technique is one of the several sealing methods of Onryodo, and takes the form of Will-o-wisps which is translated as Shiranui, the word shiranui also has the literal meaning of unknown fire which explains concept of the technique.
Note: Last 4 turns, can only make 6 wisps per use.
-Usable twice.
-Can seal techniques up to S rank.



PHP:
[B]Spirits of Balance: Reaper’s Wisps (Onryodo: Shinigami no Shiranui)[/B]
[SPOILER]Rank: S
Type: Defensive
Range: Short-Long
Chakra cost: 40 
Damage Points: N/a 
Description: The user release performs a series of hand seals (alternatively, release a seal that generates the technique) that forms six Will-o-Wisp’s around floating around the user. These wisps revolve around the user playfully making echoing sounds in little girls voice, the user is able to manipulate them to surround other people/objects similar to Scorch release: Extremely Steaming Murder. The wisps are harmless to humans, summoning animals and other beings, they act upon the users will or independently towards incoming threats. When released towards an object, upon impact the wisp burst into a huge white flame, the burning is fast but not instantaneous and anything that’s burned by the wisps (even water and fire itself, and nothing alive as stated above), is sealed inside the users consciousness until release. The technique is one of the several sealing methods of Onryodo, and takes the form of Will-o-wisps which is translated as Shiranui, the word shiranui also has the literal meaning of unknown fire which explains concept of the technique. 
Note: Last 4 turns, can only make 6 wisps per use.
-Usable twice. 
-Can seal techniques up to S rank.[/SPOILER]
 
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Onmyokuen (Yin-Yang Fists)
Type: Taijutsu/Ninjtaijutsu

Background: Onmyoken is a hybrid fighting style developed to follow the principles of and to aid the use in Yin-Yang release. When Master Zenryouku and Master Xylon completed their respective training they each got involved in individual self-study. Master Zen practiced spirituality while Master Xylon concentrated on worldly concepts.
At the end of the journey, it was required to further to teachings and concepts and hence the development of the Onmyoken. For the creation of a detailed fighting style based on the power of balance, it was important to realize the Yin and Yang elements of taijutsu. The study of Strong fist and Gentle fist helped and hence the development of Yinken and Yanken. Similar to its sister ninjutsu alternative the masters made up two distinct fighting natures which when combined made up the true technique of tai. Although, by nature Yinken and Yanken are similar to Gentle fist and Strong fist, they follow entirely new basis for their use.

Description on the Abilities and Inner Workings of the Style: Onmyoken is largely based on the use of energy, users and the opponents. The use of energy is what differs Yinken and Yanken. The following steps are generally followed:

-Identifying the attack: Monitoring energy flow by movement and stance
-Stance: Controlling energy using a stance. Much like Hand seals.
-Approach: Soft or Hard

Onmyoken users have deep knowledge of Biomechanics and energy flow, and they make steady of use that. Martial arts are mostly divided as Soft or hard. This difference is based on their approach of fighting. Hard martial arts depend on years of training to be able to exert more force and achieve stronger feats. They meet force with force. While on the other hand, soft technique relies on using opponents techniques against them, or evading techniques or defending them by applying minimum energy. This is the primary difference in Yinken and Yanken, but technically speaking any soft or hard martial art could be classified as such. Yinken or Yanken are not classes rather individual styles. Stance plays an important role in most martial arts, Onmyoken uses a variety of stances. Similar to how hand seals are used manipulation of chakra. Stance plays a similar role by allowing effective manipulation of energy through a variety of positions which are further used in Yinken or Yanken.
All of the above could be explained using the example of an ordinary movement: A punch, to be performed effectively the user takes stance, pulls his hand behind and thrusts it forward. Simple as it seems, how the technique works? When the user pulls his hand he bends his waist, then swift leans himself in the action of punching. This cycles energy from the waist up to his shoulders, his elbow, wrists and finally the fist. The energy is transferred from the punch to the targets body which is damage. A more effective stances manipulates energy more effectively. More difficult maneuvers require knowledge of stretch muscles and pressure points within the body.

Yanken

Yang based, Strong fist, Hard approach. Loosely based on 8 extremes fist bajiquan/Hakyokuken, although hard approach some Hyuuga principles are used. Like bagua, as the name suggest 8 extremes fist. This style is stationary and movements involve techniques that work in all 8 directions leaving no blind spots. Fists, elbows, knees and shoulders are used and stances are such that pull energy from within the ground. As the energy chain is roughly double the size of an ordinary movement the effect multiplies accordingly (Chain: Ground>ankles>knees>hips>waist>shoulders>elbows>wrist>fist). The larger the chain, the more effective the attack as such a fully effective fist blast could have such explosive energy that could easily shatter rock (But requires equal concentration and all energy pulled from the ground is focused on one attack which when dodged could turn the tide for the user). The style supports techniques that strengthen physical body, in the case of Nintaijutsu, Yang release is used to strengthen the body in various ways.

YinKen

Yin based, Gentle fist, Soft approach. Loosely based on Chop-Hanging Fist Piguaquan, some techniques of Wing chun. Open Palm fighting, rich in movements and acrobatics. Makes greater use of Biomechanics instead of energy chains, stances focus positioning the users body to the users advantage and techniques generally redirect the force received from the targets attacks against them. Common techniques involve striking the pressure points slowly rendering the body useless. Defensive techniques also focus on minimum force, such as the pushing palm skill. Which redirects the strikes away from the users direction requiring minimum force. Techniques like Byakugan and integrated use of Jyuuken empower this style. When used as Nintaijutsu Yin release is used to constantly strike the users spiritual side sapping away his will to fight ensuring victory while causing minimum harm to physical body itself.

Onmyoken

Makes simultaneous use Yinken and Yanken together, uses technique of both styles together in newer Hybrid stances. The newer stances involve:
-Weight Alteration
With the use of soft and hard style techniques together, it was important to shift body weight within moments to switch from hard to soft technique. This technique could also be used as method to add more weight to attacks for increasing damage caused.
-Changing the center of gravity
New stances involve new types of movements which includes more acrobatic moves, these moves to be performed effectively requires changing the center of gravity within the body. This is achieved along with weight alteration, the product of this is faster more swifter flips, extended air time and more distance covered in jumps. With the center of gravity changed, energy could also be redirected to different corners of the body to make effective attacks even in mid-air.

Additional effects and Restrictions:
Additional effects:
-Manipulation of energies within the body and the opponents.
-Keen physical and spiritual knowledge.
-Flexibility of moves. Uniqueness gained when combined with each individuals abilities.
Restrictions:
-Must know Yin-Yang release
-Must learn one of the first two styles first, then the other following a 2 months break and lastly, Onmyoken.
-Until Onmyoken is mastered only one of the two can be used in a single battle.
-No submissions involved

ideas for custom fighting style with the help of Zenryoku

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

Xylon, our newish moderator, gave on the date August the 2nd of 2012 a request for a Patent on Custom Fighting Style (Yin-Yang Fists). I, Nexus of the Custom Fighting Style Bureau, by the power invested in me by NarutoBase, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Onmyokuen
Powered by Nexus
Copyright 2012, Xylon, NarutoBase.net

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Given name: Mugetsu (無月, Moonless Sky)
Gender: Male
Age: 20
Clan: Hayabusa

Looks:


Mugetsu is a fairly tall, lean-built young man with peach skin and dark brown eyes. Mugetsu had short hair with a spiky hair texture around the time of Warring States era, since then he has had different hair lengths and currently his hair extend till waist length. Mugetsu has a sturdy muscular build with the appearance of a man in his early 20’s. His attire includes a bluish-gray, bandage around his torso, right arm, neck, and over the nose and mouth in mask fashion, not much different from Muu. The bandages cover fuuinjutsu he employs in battle (from CFS) with black, flame-like markings spread across his chest and around his left arm, and the remains of a tattered black cloak cover his lower body.


Identity and Personality:


Mugetsu is a complicated person to say the least; His political alignment is neutral and he has ideologies which regularly conflicts with that of his clan’s. This caused Mugetsu to turn to his nomadic ways. Subconsciously, he seeks to relate more with his clansmen, but on the surface he keeps himself distracted, in worldly affairs. During his year’s Mugetsu explored several villages and adopted their cultures. He’s empathetic but lacks the ability to show it. At the same time he has also proved himself to have a general disregard for individual lives to forward his agenda, this seems to root from his long age and a perspective he gained from his experiences and living in two different eras. He would do what must be done in his eyes. In battle, Mugetsu is calm, collected and analytical. His nomadic ways and long age resulted in an extraordinary knowledge pool, Mugetsu has an extensive set of skills and techniques. He's also a skilled knowledge hunter always himself informed of the ninja world and noteworthy individuals. Mugetsu is tactile, capable of thinking several moves ahead as well as perceptive.





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Birthplace: Castle of Dragon
Allegiance: Himself, Hayabusa Village ( ? )​


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Ninja Rank: Sage of Tactics (3000 Chakra)

Chakra Natures:

● Yin Release ● Yang release ● Yin-Yang Release
● Water Release ● Fire Release ● Wind Release ● Lightning Release ● Earth Release
● Radiation Release ● Dark Release ● Sound Release ● Force Release

Blood Contracts
● Wyvern ● Snakes

Others:
● Neidan
● Ninjutsu ● Genjutsu ● Taijutsu
● Fuuinjutsu ● Kinjutsu

Fighting Style(s):
● Strong Fist
● Sealing Fist
● Spirits of Balance
● Yin-Yang Fist




Specialty:
Yin-Yang Release: Mugetsu is a master of Yin-Yang Release. Mugetsu's signature ability, Yin release and Yang release are the fundamental natures of chakra. All of Mugetsu's enhanced specialties root back to Yin-Yang release in one way or another. To summarise, Yin-Yang release enhances Mugetsu's spirituality, physique, chakra manipulation, perception (sensory) and even fuuinjutsu. He can use elemental ninjutsu in better succession. Mugetsu also possess greater chakra reserves, his ninjutsu consumes less chakra, and he can avoid self-sustained damage from forbidden ranked techniques. Muugetsu is one of oldest user's of Yin-Yang release alive. His mastery allows him to manifest his will into a creation.

Chakra Natures: Mugetsu doesn't have preferences when it comes to elemental ninjutsu. But despite that he has an undeniable talent for Lightning release and Fire release. Apart from their offensive natures, Mugetsu finds that the subtle qualities of the elements could be used in constructive ways. He's mastered and invented waveform ninjutsu from Lightning and Other natures which he employs in the form of Sound release and Radiation release. Mugetsu can also use the elements in conjunction with Yin-Yang release to use Dark release. Mugetsu's mastery in Fire and Lightning release allow him to use elements that have the natures in their make up with much more efficiency and faster execution speed. Lightning Release is Mugetsu’s primary affinity.

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Fuuinjutsu: Although Mugetsu did not inherit any of the Uzumaki abilities, hiden or fuiinjutsu (other than what is usable by normal shinobi), he did retain the natural aptitude for fuuinjutsu. Mugetsu's prowess in fuuinjutsu as an individual is arguably better than an Uzumaki in many instances. Mugetsu possess a deep understanding of the workings of Seals and Barriers. He learned to incorporate fuuinjutsu with Taijutsu using Sealing Fist. Mugetsu employed Yin-Yang release to further improve his fuuinjutsu, Mugetsu can use Yin to Yang and Yang to Yin manipulation to create spiritual beings that can perform powerful seals, the ability was dubbed Spirits of Balance. The unique fighting style allows Mugetsu to passively boost his Fuuinjutsu and related techniques by 1 rank to a maximum of S rank. It also allows Mugetsu to seperate a section of his consciousness to be used for sealing and storing objects. Mugetsu’s body is covered with sealing marks used for his fuinjutsu related fighting styles.

Taijutsu and Bukijutsu: Mugetsu is a master in hand to hand and weapons combat. His fighting style puts an emphasis on speeds and reactions. Being a Yang release Master makes him more resistant to physical damage such as normal taijutsu and blunt weapons (freeform and up to B-Rank techniques). Mugetsu can employ elemental techniques with taijutsu to perform nintaijutsu. He's spent years training with a monk named Zenryoku at the fire temple, and can use their fighting techniques. Mugetsu is also an expert swordsmen, weapons user and a marksman. His signature weapon is the Fusion swords which he keeps sealed inside his consciousness (Via Spirits of Balance) and passively summons it at the beginning of battle or whenever needed. His mastery in kenjutsu is on par with his use of Taijutsu. He further honed his skills during his travels with a wandering Swordsman named Caliburn. Mugetsu has awakened his inner Swordsmen's Spirit and Sixth Sense. He's also displayed the ability to use other weapons with peerless proficiency. He can use and manipulate ,using chakra , the bandages that cover his body. This aids him in techniques such as the reverse lotus and fuuinjutsu. Mugetsu being a master in Fuuinjutsu and Taijutsu can use his abilities in constructive ways, an example would be using B rank Sealing tag with Front lotus to ensure a successful hit. Finally, Mugetsu's prowess in shurikenjutsu and long range weapons is distinguishable. He possess great depth perception and spatial awareness as well sensitivity to changes in the surroundings. This allows him to aim his weapons from an extremely long range accounting for factors such environmental and wind conditions. Mugetsu carries numerous kinds of sealing tags and kunai marked with seals.


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Weapon:
Fusion Swords
The Fusion Swords is a six-piece sword, having an interlocking mechanism, the 6 swords themselves serves a variety of purposes and comes in different shapes and sizes thus suited best weapon for different combat situations, when fused together the form a broad sword which in status surpass all the other component swords.

Main Blade:
Also known as the 1st blade, resembles an exaggerated two-handed sword in its shape and appearance, despite its apparent size and weight. It consists of a long hilt wrapped in a red material, a distinctively large handguard which the other swords are locked into, a wide length of blade, and an equally long but thinner length ending in a point. The main blade is the only sword among the six that is double-sided. The main blade apparently has 2 different forms, One with the blade of the sword appearing to be one solid length of metal except for the transition between the wide and thin halves. In the second, the blade is pulled in two lengthwise; the edges are locked apart and a complex inner portion of the sword is visible.
Hollow Blade:
The hollow blade does not have an inner core as the main blade sword. Rather, it is essentially (though not exactly) a thick sheet of metal folded in a V-shape when looked from above, the edge of the sword being the bottom point of the V, with its lower one-third of its length wrapping around a red double-hilt. The hollow blade is locked onto the front edge of the main blade, where it snugly covers that entire edge of the main blade, and its own edge serves as the striking point for the assembled sword.
Back Blades:
The back blades are identical long swords, mirror images of each other, with one straight edge and one saw toothed edge, with a long black hilt for each. These two swords are attached to the back of the main blade, on both sides of the main blades back edge, with the saw-tooths pointed forward toward the hollow blade. The addition of these two swords completes the trapezoidal silhouette of the fusion swords.
Side Blades:
The side blades are identical, mirror image dagger-like swords, though they are still quite long. They are singled edged, with a gear-like mechanism between the hilt and the blade that allow them to fold up like a switchblade. It is in this folded form that the two sides blades are locked onto the two sides of the assembled sword, with their edges turned forward toward the main blade at the front of the sword. In addition, one of the two blades can be quickly ejected from the assembly if needed. The side blade in unassembled form serves a projectile like purpose, if thrown away the can be controlled by the magnetic core of the 1st blade, to redirect them, though in a rough manner showing that the control over it is really weak and cannot always be count on.
Buster Sword:
The fully assembled form of the fusion auxiliary blades, has the looks of a broad sword, The assembled form of the fusion swords is a heavy sword, most suited to crushing, and is not necessarily intended to serve the role of a slicing weapon as a nodachi would be. It is capable of being used for slicing, however being able to cleanly slice through rebar reinforced concrete with it. Although its appearance is as stout and sturdy, In overall when compared to the other swords, the buster is indestructible (literally or virtually), where destroying the other blades may seem easy, buster can completely resist out the pressure with its unique form, it space vacancies through out the fused blade though weakens the its offensive power, absorbs damage in critical situations.
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Mugetsu carrier two regular sized katana with him at all times.
Kokuryumaru- One of Hayabusa’ sacred weapons. The sword belonged Mugetsu’s father, Shunden. It held an ancient beast, which was unsealed and defeated by Mugetsu, following which the sword lost its abilities. Mugetsu keeps it as a family heirloom. The sword itself is of the finest quality. A named weapon, with the bone of a dragon at its core. The sword is ageless, capable of surviving thousand of years without losing form. Suitable weapon for a Hayabusa. Kokuryuumaru is a sharp blade and an excellent conductor of chakra and elements. Other than that it is little more than an ornate weapon.
Nameless sword- Muugetsu carries another naked katana with no hilt. Mugetsu is comfortable using it with bandages. Like kokuryuumaru. This sword is sharp and an excellent conductor of chakra.



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Mugetsu was born during the warring states era. He was the offspring of Shunden Hayabusa and a concubine. His mother was an Uzumaki, who died at childbirth, Mugetsu grew up lacking a mother figure but had his older brother Hayate with whom he shared an inseparable bond. Shunden became the leader of Hayabusa at a young age. Stories of his bravery were widespread, among one of them was the sealing of an Evil fiend. Shunden decreed the construction of Castle of the Dragon, a sacred ground for Hayabusa to this date. Mugetsu learned Neidan from his father starting at a young age and showed great promise. Shunden died in a castle fire when Mugetsu was 10, Hayate assumed leadership of the clan. The elders declared Hayate too hotheaded to be leader and sent him on a journey to attain clarity. Mugetsu was declared interim leader by Hayate and confined inside the castle. His decision was unobjected, Mugetsu's kinsmen were shocked by the death of Shunden and elders wanted to ensure a line of succession in case Hayate failed. In his eyes, Mugetsu's role was reduced to a figurehead with ceremonial duties. The village cut ties from the outside world after Shunden's death, Elders believed it would serve the village best to stay isolated. Mugetsu grew up looking at a world tearing itself apart. Overtime he grew more and more frustrated, more and more vocal. Until the fateful day, Mugetsu ventured out of the village. Mugetsu sneaked out past the village guard, and walked to the nearby Hanabi village. Upon arrival he witnessed the beginning of a yearly festival, to honor the Gods the people released sky lanterns from all over the village in a brilliant display of dancing lights. Mugetsu was in love.. with the world itself. The 16 year old dove right in to celebrate with everyone else, he met another shinobi and made a friend that night. The young lad would summon rats and use them to steal goodies during a night full of joy and mischief. It was the happiest day of Mugetsu's life, until he heard a scream. As Mugetsu turned around he saw people getting hacked and ripped by mysterious men, bandits had attacked the village. Within moments the village was engulfed in a sea of flames right before Mugetsu's eyes. He saw his young shinobi friend dive into battle without hesitation. The question was, what should he do? He knew he had to avoid participation, to keep his village from being noticed by the outside world, he was forbidden to even leave the village premise. It was the proper thing to do, but it wasn't what he wanted to do. Perhaps it was his lineage that prompted him to be more involved, or maybe it was the fact that peace was destroyed before his very eyes. Mugetsu dove into battle, and in an unforgettable display of power, wiped out the bandits killing nearly a hundred of them. The village guard walked in as Mugetsu laid wounded on the ground watching his friend gravely injured. He was dragged back to the village and treated. Upon regaining consciousness he was summoned by the village elders. Mugetsu calmly walked inside the room and noticed Hayate had returned.

Mugetsu: You requested me..
Elder: Sit down lad.
Mugetsu: When did you return brother?
Hayate: You will refer to me as My Lord in here.
Young Lady: Be lenient Hayate... he's still a kid.
Hayate: Lady Kaguya, do not protect him. He needs to learn actions have consequences, especially as a leader.
Kaguya: Leadership was a burden he did not choose for himself.
Elder: Taiji. Tell me what it is boy!
Mugetsu: I know what Taiji is
Hayate: Then what made you think you could sneak past unnoticed?
Mugetsu: I didn't.. thought i was going unnoticed..
Elders: Those bandits were affiliated with the Vigoor Empire. Same group that attacked the castle the night our Lord Shunden died. This would be seen as an attack of aggressions. You've jeopardized the peace we spent years establishing.
Mugetsu: You call hiding and turning a blind eye on the world peace?!?
Hayate: Behave boy!
Elder: You went overboard with your powers! Our clan teaches restraint.
Mugetsu: You preach ignorance! Ignorance kept our weapons wasted!
Hayate: I've heard enough. You're stripped off your title, named and privileges as a member of the head family. You will be locked up until a proper tribunal, that will decide your fate.

Mugetsu was locked up, lying in a cell waiting for the day his punishment would be decided. In the dark of the night, Kaguya freed Mugetsu and told him to escape. Kaguya was a Shrine Maiden and an oracle of the Wadatsukami, she went back to the shrine and raised her Taiji to the point where every Hayabusa in the village noticed her. Mugetsu escaped while the entire clan, including Hayate were distracted. He took one of his father's swords Kokuryuumaru, by breaking the seal to the Castle's vault. By morning, Hayate was made aware of Mugetsu's escape and theft but before he could act on it, he received word of aggressive action by the Vigoor Empire. Hayate prepared for battle as Mugetsu ran further away.

A year later, Mugetsu was under the tutelage of Master Roku. His school was allied with the Senju, in their ongoing battle against the Uchiha. Master Roku was a reknown user of Yin-Yang release, Mugetsu trained vigorously under him and honed his skills in ninjutsu. He was noticed by an adult Hashirama Senju, who noticed his desire for a peaceful world, not unlike his own. Mugetsu became more and more politically involved with Senju, perhaps because he shared a blood relation with them. Mugetsu trained at the fire temple, along with a monk named Zenryoku and travelled the lands with a wandering Swordsman named Caliburn. He learned their talents, and refined his skills. By the time he was 19, he had all but forgotten his clan and his clansmen, except his brother. Mugetsu believed he was misunderstood, but leadership bound Hayate, so he had to stay away. In a battle, a distracted Mugetsu found himself in a somewhat peculiar situation. An ongoing battle had left trials of bodies, of Uchiha and Senju alike. Mugetsu found himself in the presence of an older Uchiha Kunoichi, who urged him to run away. Before Mugetsu could grasp the situation they were attacked from above by another Uchiha. The individual introduced himself as Zanji. During the initial battle Mugetsu deduced that the man had a dangerous ideology, the kunoichi explained the he betrayed his own clan and that his allegiances lie with himself alone. After an extended battle Mugetsu and the Kunoichi managed to exhaust Zanji and corner him near a waterfall. Mugetsu went for the final blow but an unexpected use of Ice release caught him off guard. Zanji was member of Uchiha as well as the Yuki Clan. Zanji noticed the katana Mugetsu used and recognized it as Kokuryuumaru, he went for the kill but the kunoichi jumped in for the rescue and dived down the waterfall along with Mugetsu. An exhausted Zanji escaped with Kokuryuumaru. When Mugetsu woke up, he saw his wounds mended by the kunoichi.

Mugetsu: Who are you?
Kunoichi: … Rei.

Mugetsu closed his eyes and rested. In the coming month, Mugetsu worked on his recovery. Despite life threatening injuries, he healed at an accelerated pace due to Rei’s Medical knowledge. Rei was also knowledgeable Yin-Yang release and trained Mugetsu in it. Mugetsu subconsciously substituted her with the mother he never had. His peace wouldn’t last however, Zanji had tracked them down. Mugetsu had something he required. Zanji confronted the duo in a forest as they travelled between villages.

Zanji: We meet again boy.
Zanji glared at the duo and showed them Kokuryuumaru
Zanji: You had so much power at your disposal kid! It makes me laugh... you never realised it?... Let me show you. Kuraokami!
Zanji had activated his Mangekyou Sharingan, sometime between Mugetsu’s recovery. Both his Kekkei Genkai combined to compliment each other. Zanji used his dojutsu to flash freeze Rei from the head down and pinned down Mugetsu.
Zanji: Don’t even bother trying woman. It’s True Ice, it doesn’t melt or break just like how Amaterasu can’t be extinguished.
Rei: Ugh! Don’t you dare Zanji!
Zanji stabbed Mugetsu in the stomach with Kokuryuumaru. His blood was needed to break the seal that bound an ancient beast within the sword. In a flash of lightning a 100m tall Draconic beast emerged. It was all white in color, had bat like wings, two legs and a barbed tail.
Zanji: So you’re Naga! Haha! Funny they call you the Black Dragon!

Zanji established a contract, following which Naga’s eyes too the form of 3 tomoe Sharingan. Rei activated his Mangekyou and used Izanagi to escape the ice. She helped an unconscious Mugetsu, left him at safety and went to fight Zanji. By the Mugetsu woke up Naga was still on rampage. He went into the forest to find Rei, but found a dead Zanji and Rei nearby with her body skewered in True ice. Rei’s eyes had lost her light so she couldnt escape or undo any damage. She knew there was no way she’d live. With her dying breaths, she used a technique to transfer her knowledge to Mugetsu. A parting gift of complete Yin-Yang release. In how sorrow, Mugetsu wasn’t in complete control of his powers and subconsciously gave birth to Yoru (His creation) without realizing it. Mugetsu stood up and used the entirety of his powers to attack Naga. Mugetsu used Neidan despite not having complete control of it. He ultimately killed Naga and unintentionally established a blood contract with the Wyverns. However, his powers went berserk and Mugetsu lost control of his own existence. Yoru witnessed it’s master disappear. Madara and Hashirama arrived at the scene right at the end of it. Yoru had his master’s memories and shared what had happened. Madara and Hashirama established a shrine around the area of Mugetsu’s disappearance. Gave Rei a proper burial and took Zanji’s body.

Hashirama: Today would be the day he turns 20… He just turned into a man.
Madara: Always the kids with you… you’re a Pedo.
Hashirama: And you’re the Lord of Chaos.

An unknown time later, the shrine was discovered by one Rin’ne Hayabusa, who noticed the sword Kokuryuumaru. Upon approaching it, he was confronted by the Shrine’s guardian, Yoru. After noticing a small signature of Dragon chakra from Yoru (lingering chakra of Mugetsu). Rin’ne searched for Taiji in the area and released Mugetsu from his own trap.



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Won: 0

Lost: 0​

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Given name: Mugetsu (無月, Moonless Sky)
Gender: Male
Age: ? (Presumably more than or about a 100 years) / Physically 21
Clan: Hayabusa

Appearance:
Eyes: Red
Hair: Black, Long
Body type: Lean
Skin: Fair
Unique identifier(s):
●Blueish-Gray Bandage across the torso, right arm, neck and lower face.
●Tattered black cloak over the lower body.
●Fuuinjutsu scripts and flame like markings across the body.
●Eyes turn Amber when excited.​

Identity and Personality:
Mugetsu is a complicated person to say the least; His political alignment is neutral and he has ideologies which regularly conflicts with that of his clan’s. This caused Mugetsu to turn to his nomadic ways. Subconsciously, he seeks to relate more with his clansmen, but on the surface he keeps himself distracted, in worldly affairs. During his year’s Mugetsu explored several villages and adopted their cultures. He’s empathetic but lacks the ability to show it. At the same time he has also proved himself to have a general disregard for individual lives to forward his agenda, this seems to root from his long age and a perspective he gained from his experiences and living in two different eras. He would do what must be done in his eyes. In battle, Mugetsu is calm, collected and analytical. His nomadic ways and long age resulted in an extraordinary knowledge pool, Mugetsu has an extensive set of skills and techniques. He's also a skilled knowledge hunter always himself informed of the ninja world and noteworthy individuals. Mugetsu is tactile, capable of thinking several moves ahead as well as perceptive.​



Kin: Shunden Hayabusa, Unknown Uzumaki Mother, Hayate Hayabusa, Ryuu Hayabusa, Rinne Hayabusa, Other clansmen.


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Birthplace: Castle Of The Dragon
Allegiance: Himself​


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Classification: Sage of Yin & Yang (3000 Chakra)
Rank: Jounin

Chakra Natures:

● Yin Release ● Yang release ● Yin-Yang Release
● Water Release ● Fire Release ● Wind Release ● Lightning Release ● Earth Release
● Radiation Release ● Dark Release ● Force Release

Blood Contract(s):
● Wyvern ● Snakes

Others:
● Neidan ● Sound Ninjutsu
● Ninjutsu ● Genjutsu ● Taijutsu
● Fuuinjutsu ● Kinjutsu

Fighting Style(s):
● Spirits of Balance
● Sealing Fist
● Yin-Yang Fist
● Trick Archery
● Others
● Strong Fist
● Hayabusa Kobudo​






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Specialty:
Yin-Yang Release : Mugetsu is a master of Yin-Yang Release. Mugetsu's signature ability, Yin release and Yang release are the fundamental natures of chakra. All of Mugetsu's enhanced specialties root back to Yin-Yang release in one way or another. Mugetsu's skill in chakra control exceeds that of a Medical ninja, which allows him to use less chakra (-10 points up to B-rank, -15 for A-rank and above) for all non Yin/Yang Release specific techniques. He is able to passively sense chakra and its nature, as well as identify different chakra signatures. Mugetsu is also able to manipulate multiple chakra natures at the same time.
● Yang Release (Yoton) : Mugetsu's mastery of Yang release gives him a sturdier body, greater stamina, heightened vitality and increased chakra reserves. He's immune C rank and below damage and resistant to Taijutsu and blunt weapons up to B rank. Forbidden rank and below techniques that harm the user, does not affect him.
● Yin Release (Inton) : Mugetsu's mastery of Yin release gives him heightened spirituality. Mugetsu's natural affinity for Genjutsu allows him to use Genjutsu Kai without any hand seals. Heightened spirituality gives him the ability to sense and detect Genjutsu up to A rank.

Spirits of Balance: Mugetsu's primary fighting style is called Onryodo (Spirits of Balance). The style combines Fuuinjutsu and Yin-Yang release to evoke spirits and employ them in fuuinjutsu. Mugetsu did not inherit Uzumaki Fuuinjutsu but he did display a natural aptitude for the sealing arts. His talents combined with knowledge of Yin-Yang release manifested in the form Onroydo, which grants him: Passive empowerment of Fuuinjutsu (+1 rank, with the exception of Forbidden ranked techniques) should he wish, but twice the chakra cost. As well a pocket dimension in his conscience that grants him the ability to seal objects/person with medium such as a scroll. This also makes him more aware of Genjutsu and resistant to Yamanka and similar techniques

Nature Transformation: Mugetsu is a master of elemental ninjutsu, completing training in Basic 5 natures at a young age. He has no elemental preferences in elements but has an undeniable talent in energy and plasma based elements. Mugetsu pioneered Waveform Ninjutsu, contributing to the development of Sound ninjutsu and later into a chakra nature, Radiation release. His affinities are:
● Lightning Release (Raiton): Can use all techniques using 1 Hand seal.
● Fire Release (Katon): Can use all techniques using 1 Hand seal.

Taijutsu and Bukijutsu: Mugetsu is a master in hand to hand and weapons combat. He is classified a Taijutsu master, having completed his Taijutsu training (Including complete NB taijutsu) as well leg weights training. His style puts an emphasis on speed and stealth. He is capable of using Nintaijutsu as well variations of Ninjutsu and Bukijutsu in close quarters. In addition to being a master of Taijutsu, Mugetsu has unmatched skill in weapons combat as well. Aside from traditional ninja tools, he has mastered the use of a wide array of weapons, ranging from bows to kusarigama. His prowess in shurikenjutsu and long range weapons is distinguishable. He possess great depth perception and spatial awareness as well sensitivity to changes in the surroundings. This allows him to aim his weapons from an extremely long range accounting for factors such environmental and wind conditions. Mugetu's mastery in Kenjutsu is on par with his mastery in Taijutsu. Mugetsu is a seasoned swordsman with a rare ability to awake his Inner Swordsman Spirit allowing him to compete with users of the Eight Inner Gates in hand to hand combat.

(Ken Ki) Swordsman Spirit
Rank: Forbidden
Range: N/A
Chakra cost: 50
Damage: N/A (-5 for each turn, max of -20)
Description: A power that only can be awakened by the most experienced swordsman as a result of years of training and countless death matches. The basic is that the swordsman can overcome his own physical limits by using his own willpower to live. This can be compared to the fourth Inner Gate, however the effects are mainly for specific swordsman techniques. Thus the spirit is more or less the same as the fourth IG, but in HTH-combat the IG would still be a lot stronger than a swordsman, but in plain swordfighting the swordsman would be stronger than the IG:
• The users stamina, speed, reflexes and strength are increased tremendously. However this is mainly for sword techniques (blocking projectiles, sword drawing, faster reaction time on incoming attacks, faster slashes etc.)
• All sword jutsu's and techniques are increased with +20 damage
• Taijutsu techniques are increased with +10 damage
• The user can endure a lot more pain than normally and fight without being bothered much with his injuries
• If there are allied swordsman in short range of the user, they receive +5 damage for every sword jutsu and technique and they can endure more pain
This is a step further than the Elder teachings: sixth sense where you de-activate your emotions. Though it may sound paradoxical, but the swordsman spirit is based on "living". This doesn't mean the user should fear death (then you would have gone a step back of the Elder) but actually have the desire to live and win while having no fear of death at all. As swordsman are often in near-death situations, as a result death has become a second nature. But when the user finds the will to live again, he awakens his Swordsman Spirit.
As said before it is comparable to the fourth IG, however global seen the gate is a lot stronger as the spirit only focuses on certain aspects. The Spirit can be activated immediately.

*Can only be taught by Caliburn*
*Can only be used if learned Elder teachings: sixth sense by Kaito-sama himself*
*The effect lasts only for 4 turns max*
*Can only be used once per battle*
*The user takes -5 damage for each turn*


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Hayabusa Lineage: Born a Hayabusa, Mugetsu was born with extraordinary abilities. His chakra is a mixture of Physical, Spiritual and piece of Wadatsukami energy granting him access to a unique brand of Ninjutsu called Neidan. Mugetsu cannot be perceived using any extrasensory methods including chakra sensing and forms of it. He has complete awareness of all things directly related to his existence as well as enhanced Spirituality. The status effects of all Spiritual/Mental techniques against Mugetsu are reduced by 1/2. A few times per battle, he can actively resist any Spiritual technique used against him at the cost of 1 move (barring Yin and MS level techniques)

Sound Ninjutsu: Mugetsu is a master of Sound ninjutsu giving him an acute sense of hearing.

Gyroscopic Movement: In addition to spatial awareness granted to him from mastery in Bukijutsu. Mugetsu can use gyroscopic movements in his weapons as well as his own body. Like Sound release users develop better hearing, Force style users are more sensitive to force: Being able to detect the slightest changes in their body or objects around them that are being pushed/pulled or undergoing any changes. As such, Mugetsu is capable of moving even when under circumstances it is hard to do so (i.e. being suspended in air). Mugetsu employs this knowledge in shurikenjutsu as well.
Wing Blade (Kirihane)
Rank: A
Type: Supplementary
Range: Short-mid
Chakra: 30/per turn
Damage: N/a
Description: Used with Fusion Swords, the technique causes the blades to levitate behind the users body mimicking wings, Wings of Blades to exact. Usage of this technique greatly increases the efficiency of the user as he does not have to carry all blades, they move along with him, they can be used in different combinations and they can be left at any part of the move and they will automatically return to their positions. The technique also serves the purpose of giving the user wings and the ability to freely levitate in the air with complete superiority in aerial movement. The blades each are positioned specifically as wings. When infused with lightning chakra they emit electromagnetic waves, by putting them in different frequency’s they create a force enough to levitate user in the air. The height is determined by how much chakra is used and the movement can be controlled by Gyroscopical methods, like spinning the swords at their positions. This flight method is better than most others because it doesn’t requires, any drag or pull, no need for gliding, it can stay in a stationary position whilst maintaining flight and it isn’t affected by the angle or air density/pressure.
Note: Can only be used with Fusion Swords or with any other suitable alternate.
-Lasts 5 turns. Usable twice.

Fuuinjutsu: Mugetsu's body has the following seals (Related to CFS or Curse seal only)

( Ura Shishō Fūinjutsu ) - Reverse Four Symbols Sealing Technique
Rank: S-Rank
Type: Offensive
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: This is a sealing jutsu that is placed upon the users body, setting it to activate on the users death. It seals everything within a large, nearby, spherical into the users body.
Note: Can only be activated upon the users death.
Note: The placement of this seal must be stated on the user's biography.

( Juinjutsu/Ototon: Morsmorde ) - Cursed Sealing Arts/Sound Release: Morsmorde
Type: Defensive/Supplementary
Rank: S-rank
Range: Short
Chakra: 40 ( -10 per item marked and for communication, -20 per turn for barrier )
Damage: N/A
Description: This jutsu is based foremost on Fuuinjutsu such as the Tongue Twister Seal and the various types of Ototon Jutsu. The user creates a "cursed" seal on his arm called the Dark Mark, resembling a skull with a large intricate snake extending from it's mouth. This seal itself allows for a myriad of effect, the first and most basic ability being it allows the user to communicate with others who have been branded with the Dark Mark. Through simple touch and fueling of chakra, this allows the user to create a burning sensation which is procured through the intense vibrations resonating through the seal and being replicated in the sister seals marked across others. This acts as a sort of honing device, alerting those with the mark ( either as a group or individually ) to the user's location. In addition to this, the user is able to mark items with the Dark Mark, allowing him to summon the specific item should it be needed to him, much like a Reverse Summoning and Summoning: Lightning Blade Creation jutsu mixed. Up to 4 items can be marked each use. In addition to this base effect, the user is able to actively stimulate the seal and cause another effect. Through direct contact with the seal, the user releases sound vibrations through the seal and it erects a cursed barrier around the field. This barrier is designed not to harm, but to hinder and taunt the opponent; when erected, those within the barrier's 15 meter radius are left unable to enter or exit the barrier. The key to it's exit and entry is the seal on the user themselves, meaning only those with the Dark Mark are able to cross the barrier. Due to it's sealing abilities, it prevents the ability to use high level ninjutsu that require concentration, namely S rank and higher Ninjutsu ( this would encompass Kinjutsu, medjutsu, S/T jutsu, Fuuinjutsu, etc - various branches of Ninjutsu itself ) and Forbidden ranked Elemental Ninjutsu. To break the barrier itself, multiple walls (at least two) must be attacked with S ranked strength simultaneously.
Note: Barrier can only be erected twice per battle with at least a 2 turn break in between use. The barrier itself is of A rank strength.
Note: The communication aspect as well as basic summoning can be done an unlimited amount of times, as long as the jutsu is posted with each use and abiding by the 3 jutsu per turn rule.
Note: While the barrier is in effect, the user can only use Sound, Lightning or Wind and cannot use any other Fuuinjutsu techniques.


Spirits of Balance: 47 Ronin (Onryodo:Shi-jū-shichi-shi)
Rank: S
Range: Short-Long
Type: Defensive/Offensive/Supplementary
Chakra cost: 40
Damage Points: N/a
Description: The technique requires placing a seal over the users body that collects huge masses spiritual energy from the user and stores it up over the period of time. When released the seal uses Yin to Yang chakra manipulation and manifests the spiritual energy into the users imagination of a story: The revenge of the Forty-seven Ronin (四十七士 Shi-jū-shichi-shi), also known as the Forty-seven Samurai, the Akō vendetta, or the Genroku Akō incident (元禄赤穂事件 Genroku akō jiken). Where a group 47 samurai who were made Ronin, and avenged their General. The spiritual energy amasses together and forms in 47 spirits of Samurai with a dark aura equipped with swords and straw hats. The spirits are intangible, they don’t dessipitate when hit with objects or techniques that disrupt chakra and are inexcusably only effective on Resurrection techniques, Ritualistic techniques and other Spirits related/Spiritual technique. These samurai are incredibly strong and hunts the products of such techniques down with relative ease. When the target is hit by the Samurai’s sword(s) they are sealed within it. The Samurai then grab their own swords, and out of guilt of murder they commit Seppuku, with the suicide the souls of the target are released from the swords and are guided by the Samurai’s spirit in to the Outer World plains.
Restriction: Usable once per conflict.

Spirits of Balance: Reaper’s Wisps (Onryodo: Shinigami no Shiranui)
Rank: S
Type: Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: N/a
Description: The user release performs a series of hand seals (alternatively, release a seal that generates the technique) that forms six Will-o-Wisp’s around floating around the user. These wisps revolve around the user playfully making echoing sounds in little girls voice, the user is able to manipulate them to surround other people/objects similar to Scorch release: Extremely Steaming Murder. The wisps are harmless to humans, summoning animals and other beings, they act upon the users will or independently towards incoming threats. When released towards an object, upon impact the wisp burst into a huge white flame, the burning is fast but not instantaneous and anything that’s burned by the wisps (even water and fire itself, and nothing alive as stated above), is sealed inside the users consciousness until release. The technique is one of the several sealing methods of Onryodo, and takes the form of Will-o-wisps which is translated as Shiranui, the word shiranui also has the literal meaning of unknown fire which explains concept of the technique.
Note: Last 4 turns, can only make 6 wisps per use.
-Usable twice.
-Can seal techniques up to S rank.

Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle

Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: /
Description:The Sealing Fist: Seal of the Wild Jungle is a dormant technique that consists of a giant seal that encompasses 3 main areas, all connected and intertwined into a massive high rank seal. The core of the seal is in the chest of the user which then branches out into both hands and connects to a secondary seal located in the forehead. Each part is connected and share the same core which is connected to the users chakra circulatory system directly. This connection is how the seal is fueled for the most part. The seal is consisted of 3 unlocks:

Unlock the Courage of a Bull: The first and most basic ability, though one of the most beneficial. When the user unlocks this part of the seal, the outside core of the seal fuels chakra through the branches to power the user's speed and physical power. The user gains a boost in speed and strength, becoming physically able to do incredible physical feets, like creating small craters upon the impact of falling kicks or punches, and gaining the speed similar to that of Sage Taijutsu Specialist. His reflexes are enough to keep up with his speed and adapt his movement to it. This unlock can dispel genjutsu up to B-Rank upon activation. Not only that, but when used by Jyuuken users, they will have a much more chakra at their disposal, making it far easier and faster to perform the signature Hyuuga moves, as well as exerting more chakra due to the rush of chakra.

Restrictions and Abilities:
Note: Can be used 1 time per battle and lasts 3 turns
Note: Activation costs as 1 jutsu
Note: When this is active and the user uses Jyuuken techniques, the techniques will cost 20 more chakra, but will do +10 damage
Note: Strong Fist gets +10 damage due to the drastic increase in strength.
Note: While the seal is active the user is left unable to use Wind and Lightning techniques and KG based on them.

Unlock the Pride of the Puma: The second one of the three unlocks, created in such a fashion that it can be used offensively as well as defensively. The user activates the branches of the seal alone, and when he does so, the chakra releases over his body, sending it to his hands and feet. These will start to burn dark purple, much like Orochimaru’s fingertips when he restricted the chakra flow of Naruto. Next to that, the Kanji for “repel” will appear on every foot and palm of the user. The user can then use taijutsu moves and stances (both from strong fist style as well as other styles) to fend of Ninjutsu techniques (elemental or not) up to A-Rank (within reason, as one needs to take consideration of the size of the technique). The chakra unlocked on the branch seals will repel incoming techniques and projectiles, regardless of nature or characteristics. This enables the user to defend himself from almost anything but, if used to attack an enemy with Taijutsu, it will cause the punches and kicks of the user to deal +20 damage as they will repel the enemy with tremendous might.

Restrictions and Abilities:
Note: Can be used 2 times per battle and lasts 2 turns each time
Note: Activation costs as 1 jutsu
Note: Taijutsu techniques will get the repel function which boosts damage to +20

Unlock the Determination of the Hippopotamus: The third of the three unlocks, consists of the core of the seal itself and takes use of all the branches of the seal. This is the most defensive unlock of the three. Upon unlocking this, the core of the seal opens completely and the Kanji for "Gateway" is formed in the Left Palm and the kanji for "Blessing" is formed on the Right Palm. This unlock makes the seal work as a pathway for foreign chakra, capable of absorbing chakra through the Gateway and returning it through the Blessing. It can, in alternative, reroute that chakra into itself, sealing it in the core. In reality, this unlock enables the user to absorb up to F-Rank techniques while converting the chakra into a raw version of what was absorbed (absorbing a fire jutsu produces a raw fire stream, absorbing water produces a raw water jet, etc etc) with little shape manipulation but the same strength. If the user decides to seal that chakra in the core, he can double the duration of one of the other two unlocks.

Restrictions and Abilities:
Note: Can only be used 2 times per battle.
Note: Absorbing, Releasing and Sealing the absorbed chakra all counts a technique, meaning that this unlock always costs 2 moves.
Note: In the turn its active, the user can't mold chakra above A-Rank.
Note: Can be unlocked with either the Courage of the Bull or the Pride of the Puma activated.
Note: When used to seal away chakra with one other unlock, it doubles the duration of that unlock.
Note: Absorbing an F-Rank technique can only be done once and disables the use of any part of the seal (meaning, its unlocks) and leaves the enemy unable to mold anything above S-Rank for 2 turns.

General Restrictions
Note: This seal must be present in the bio to be usable
Note: User needs to have learned Fuuin Genkotsu | Sealing Fist
Note: Can only be taught by Wesobi

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Yoru ( Night 夜 )
In all reported instances, Mugetsu was spotted with a strange creature(s?). The origins of the creature are unknown, however earliest dates of it's sightings date since before Mugetsu and some say 'it' was a Shrine Guardian. The creature appears pitch black with the extraordinary ability to shapeshift, unlike any ninjutsu previously encountered. There is a definite relation between Mugetsu' and the said creature, as the creature appears to have some of Mugetsu's own unique ninjutsu.
Chakra 2000 / Health 1500
Yoru is the physical manifestation of Mugetsu’s will made conscious by Yin-Yang release. Born the day Mugetsu vanished from existence, as a byproduct of Mugetsu’s uncontrolled power. Yoru documented the events of the fateful day, and guarded Mugetsu’s shrine for countless years until Rinne Hayabusa pulled Mugetsu back in existence.
Physiology: Yoru’s body is entirely composed of a black substance much like Black Zetsu. The substance is unlike any known material or element, it is given form via Yin release and made alive via Yang release. Yoru is a shapeshifter, with its malleable body, it is capable of taking any form it or it’s master desires (Refer to submitted technique). Yoru tends to hide in Mugetsu’s shadow, inside his clothing or over his body like a tribal tattoo or a sealing mark. But otherwise appears in a humanoid form, with a sensory and chakra system as developed as a human being. This means that despite its malleable physiology, Yoru is capable of being under the effects of genjutsu, feel pain or be struck by attacks aimed at the chakra system like Jyuuken. Yoru has a male as well as female voice, depending on its assumed identity, it can converse as a female as well as male or with both voices at the same time. Being composed of Yin-Yang release, Yoru is able to use it’s body as a source for Dark release (which is composed of Yin-Yang release as well), and retains a resistance to radiation release by the same logic as Step#1 of Radiation Release : Draco ( does not carry the benefits of mode ).
Chakra Natures: Radiation release, Dark release and Force release
Special Ability: Yin-Yang release
Passive: Chakra transfer ability
Note: At close proximity, Yoru retains Mugetsu’s Wujin whenever he is actively using it, so not reveal his presence when Mugetsu’s wishes to mask it. At a range Yoru is normally detectable.

Breath of the Shapeshifters (Tatazumai no ki)
Rank: B
Range: Short
Type: Offensive/Supplementary
Chakra Cost: 20
Damage Points: 40 (If applicable)
Description: Breath of the shapeshifters is the name of Yoru’s signature shapeshifting ability. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and it’s creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons. Yoru could stretch, expand and contract at will, as well as harden itself like high grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long range weapon such as a bow or even an adequate replacement for CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. Similarly, Yoru’s ability to shapeshift into a different weapon is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 40 chakra. While in weapon form, Yoru is incapable of using the rest of its abilities, with the only exception being chakra transfer technique. If allowed the property, user is able to conduct chakra and energies into Yoru without harm, and Yoru is able to reciprocate. Yoru’s ability to adapt properties is also voided as a humanoid/creature, i.e. Electricity could be channeled into Yoru without harm as a weapon, but as a humanoid he would get hurt and paralyzed. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide in the user’s shadow.
The name Breath of shapeshifters implies, a power or energy bestowed upon by the (orginal) shapeshifters. The technique is jokingly called Tanuki no jutsu (Racoon-dog technique), a pun on it’s name, Tatazumai-no-ki. Tanuki in japanese lore are also renowned mischievous shapeshifters, with abilities that most closely resembles Yoru’s own.

Weapon(s): Mugetsu keeps an arsenal of weapons, inside Yoru ready to use ranging from his Custom weapon(s) to sealing and explosive tags as well as other traditional ninja tools.
Kokuryumaru- A family heirloom, converted by Mugetsu into a Muramasa blade.
Original Description:
One of Hayabusa’ sacred weapons. The sword belonged Mugetsu’s father, Shunden. It held an ancient beast, which was unsealed and defeated by Mugetsu, following which the sword lost its abilities. Mugetsu keeps it as a family heirloom. The sword itself is of the finest quality. A named weapon, with the bone of a dragon at its core. The sword is ageless, capable of surviving thousand of years without losing form. Suitable weapon for a Hayabusa. Kokuryuumaru is a sharp blade and an excellent conductor of chakra and elements. Other than that it is little more than an ornate weapon.
Long Sword of the Demon Blacksmith (Muramasa no tachi)
Type: Weapon
Weapon rank: S
Range: Short
Chakra cost(s):
-30/turn the sword is unsheathed.
-30/Quickdraw used
Damage Chart:
Quickdraw(Short range)-A rank, 60
Quickdraw with a movement enhancing technique-S rank. 80
Description: Muramasa no tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern ninjutsu & kenjutsu techniques to generate effective strikes with overwhelming damage output.
The sword is a “Tachi” not a Katana, with chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from lightning release, but may involve other elements if used with a Custom jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of lightning chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade.
However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.
Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge.
-Appearance: & .

Naked Sword: Aside from Kokuryumaru, Mugetsu carries a naked sword with him at all times.
Wrist Launchers: A part of Yoru, always remains dormant with Mugetsu even Yoru separates. When needed, it takes the form of wrist launchers Mugetsu uses in his fighting style techniques or long range weapon techniques. Being a user of trick archery, Mugetsu has sharper reflexes.

Leg Weights: Having completed leg weights training, Mugetsu carries them at all times. Upon release, Mugetsu's running speed is raised by x2 and becomes untraceable to naked eye. His leg based Taijutsu gain an additional +20 Damage.
(Katai Omori) Leg Weights
Type: Weapon/Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinetely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

Bandages: Mugetsu is capable of using his bandages as weapon for basic taijutsu. The cloth can be used as Medium for fuuinjutsu.

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Record(s)

Victories: 1
Loses: 0

Change-log

● Template reformat.
● Added Leg Weights. Permission from Detective L in VMs
● Added Muramasa, Removed Fusion Swords. Permission from Delta in VMs
● Added CFS Fuuinjutsu. No changes from last time except inclusion. I was permitted to include CFS based Fuuin in biographies.
● Added Trick Archery.
● Added Yoru, Yin Yang creation



trick archery :
Mystic fire
 
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