Yānks' Customs.

Yanks

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Welcome to my CJ thread
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These are my Customs; No one is allowed to post in here, except for a mod and any spam will be reported. If you are interested in one of my customs, just VM me and we'll talk about it.
 

Yanks

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1. (Katon: Ke-shō Doroppukikku) - Fire Release: Singeing Dropkick

Taught to: noni1997 [ ], Ace. [ ], Sanji.. [ ], Andrej [ ], Hashirhamha [ ], Joker [ ] (FULL)

2. (Suiton: Nijū inpakuto) - Water Release: Dual Impact

Taught to: Shino500 [ ], BlackCrow [ ], noni1997 [ ], Sudharsan [ ], Sasuke56 [ ], Layoola [ ] (FULL)

3. (Katon: Dangan Oikakete) - Fire Release: Chasing Bullets

Taught to: FeeLPaiN [ ], Ace. [ ], Zánda [ ], Sasuke56 [ ], BlackCrow [ ], Fūjin [ ] (FULL)

4. (Katon: Isonrin Baindo) - Fire Release: Five-Ringed Bind

Taught to: Joker [ ], -Best- [ ], Tybone [ ], Xicer [ ]

5. (Katon: Nan Hōchō) - Fire Release: Flame Cleaver

Taught to: Zephkiel [ ], Noni [ ], Godly Jr [ ], Joker [ ], Andrej [ ], Neji Hyūga [ ] (FULL)

6. (Koinsuramu) – Coin Slam

Taught to:

7. (Shi Rōru) – Death Roll

Taught to: -Vegeta [ ]

8. (Genjutsu: Korera no subete en tsukurimasu) – Illusionary Arts: All These Squares Make a Circle

Taught to: Reserved [x]

My Customs: 9
Customs learnt: 23
Total: 32
 
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Yanks

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My Creations:
1.) (Katon: Ke-shō Doroppukikku) - Fire Release: Singeing Dropkick
Rank: B
Type: Attack
Range: Short- Mid
Chakra: 20
Damage: 40
Description: The user after performing the required hand seals Dragon→Horse→Rat→Hare→Tiger, sends fire chakra into their dominant foot and uses shape manipulation to create a flaming pillar that rises them up 5 meters into the air and detaches from the ground. After doing so, the user immediately performs a quick front flip, with the fire still attached to their foot and does an aerial drop kick. When the user’s leg is lowered from doing such kick, the long pillar of fire slams to the ground and incinerates their opponent upon impact.
Note: Must be taught by Yānks.
Note: Can only be used 3 times per battle
Approval [ ]

3.) (Katon: Dangan Oikakete) - Fire Release: Chasing Bullets
Rank: A
Type: Offensive
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user first performs a series of three hand seals Dog→Horse→Tiger and then gathers up a lot of fire chakra in their chest. Afterwards, via mouth or hand, they fire off a barrage of several [about 8-10], but small fireballs hot enough to scorch the ground at their opponent. However, instead of hitting them directly [which makes the target believed that they missed], the mass of fireballs gather all around the opponent and seemingly appear to floating. Finally, with the use of a single hand seal [like the one Deidera uses to create explosions], the user directs all the intense fireballs towards their opponent and explodes on contact & engulfs them in flames.
Note: Must be taught by Yānks.
Note: Can only use three times per battle
Approval [ ]

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

5.) (Katon: Nan Hōchō) - Fire Release: Flame Cleaver
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Similar to the Wind Return technique, this technique is meant to counter a Fire jutsu launched against the user. While channeling their chakra into the ground, the user will weave the necessary hand seals [Ram → Snake]. After doing so, they will clap their hands together, which results in a 3 meter tall flame pillar quickly emerging from the ground, 2 meters in front of the user. When the opponent's fire technique comes into contact with the pillar, it will automatically spilt in two; thus splitting the opponent's fire technique in two & is directed away from the user.

◊ Must be taught by Yānks
◊ Can only be used 3x per battle
◊ Can only block Fire techniques up to A-Rank
◊ Can't be used to defend against multi-projectile techniques
Approval [ ]​

--

Techniques Learnt:
(Katon: Ume no Kaki)- Fire release: Rope of fire
Type:Attack
Rank:B
Range:Short-Mid
Chakra:20
Damage:40
Description:The user will exhale a condensed fireball the size of about the humans stomack into the air above him.Then he will attach a rope of chakra from his fingers to the fireball and once he does that he will be able to swing the fireball around as a mace.The fireball upon impact with an solid object will explode in a sudden burst of flames,big enough to engulf someones whole body in fire.
~Note:Can be used twice per battle.
~Note:The user must wait 2 turns before using it again
Learned here [ ]

(Katon: Shōnetsu Jigoku) - Fire Release: Blazing Hell
Type: Offensive/Defensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user molds a small amount of chakra in their hands and then flicks it into a small ball of fire towards the enemy. The purpose of the technique is not to strike an enemy, but to make sure it reaches near the area they are currently on. Once the small ball of fire comes into contact with the ground, it’ll immediately grown by the user focusing chakra into it by making one handseal (Like Deidara does to expand his clay) and surround the target in a complete circle. There is a small five second delay before the flames begins to ignite and erupt into a huge column of fire, reaching up to twenty feet high. The heat generated from the flames is so hot that anything coming into contact with the column will be burned instantly, with the high temperature of the flames the ground heats up, slowly turning into lava. This technique is mostly used to trap an opponent inside a blazing fire like prison and it is large enough to encompass one or two people. Suffocation is possible and likely should they not be able to escape, as the flames will quickly devour all available oxygen.
*Note*: Can be used TWICE a battle
*Note*: Lasts for three turns.
*Note:* No A rank or above Fire element the following turn
*Note:* Must Learn from ~Sanji~
Learned here [ ]

(Katon: Kuzuryūjin) - Fire Style: Nine-headed Dragon Array
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: After stabbing the user's sword into the ground and by inserting his katon chakra into the ground, he/she will make 8 lines of flames around the sword each line is 1 meter long and between each 2 adjacent lines 45 degrees angle. 8 dragons will emerge out of the 8 lines (1 dragon per each line) but they'll stay attached to lines until they reach the end of it, whereas they will then materialize into fire dragons. The user has the ability control the 8 dragons and direct them towards their target/s. The user can make the 8 dragons combine into 1 bigger dragon.
note: each dragon is C-Ranked and the big dragon is A-Ranked
note: the user can make the big dragon three times per battle
note: only FeeLPaiN can teach this jutsu
Learned here [ ]

(Katon: Kasō) Fire Style: Cremation
Rank: S
Type: Offensive/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs 3 hand seals while kneading their fire chakra into their mouth which then turns into a superheated heated ash. The user then exhales the hot ash in between their raised hands, which is positioned in front of their chest, rapidly condensing the hot ash into a basketball sized sphere which they then fire at the opponent. The heated ash sphere on contact, or by the user clapping their hands, explodes into a 3m wide vortex that can reach up to mid.range in the sky. The heated ash can easily burn through the human skin resulting in 2nd degree burns throughout the opponents body.*
NOTES
►Can be used 3x per battle
►No fire jutsu in the next turn
►Can only be taught by Zanda
Learned here [ ]​
 
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My Creations:
2.) (Suiton: Nijū inpakuto) - Water Release: Dual Impact
Rank: C
Type: Attack
Range: Short
Chakra: 15
Damage: 30
Description: After knocking their opponent into the air, the user performs a series of three hand seals Bird→Dog→Snake and proceeds to channel their chakra into the water below them. Finally the user, using shape manipulation, will create two water drills that rise on both sides of their opponent & guides it to collide with their torso and back.
Note: Must be taught by Yānks.
Note: Can only be used 2 times per battle
Note: Requires a water source
Approval [ ]​

--

Techniques Learnt:
Suiton: Water Needle Shotgun
Type: Offensive/Attack
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user gathers water into there mouth. After doing so the user forms there lips as If they are about to kiss someone leaving a small hole available for the water to go through then the user spits out the gathered water (Just like you spit out water when you laugh) releasing the water from there mouth the user then in conjunction using shape manipulation to turn the water into to sharp water hypodermic needles. It has the same affect as a shotgun spreading the water everywhere. Once released from the users mouth the user cant control it; if the enemy gets hits by the needles they act as bullets and go straight through the body coming out the other side, piercing vital organs on the way in.

-Can Only Be taught by Yin..
-Usable 3 times a match
Learned here [ ]

(Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean
Attack
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.

Note: Can only be used once
Note: This jutsu takes up two jutsu slots
Note: No other Water-jutsu in the same turn
Note: No Water-jutsu above S rank in the next two turns
Learned here [ ]​
 
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My Creations:

--

Techniques Learnt:

(Raiton: Endā no gēmu)- Lightning Release: Ender's Game
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra cost: 20
Damage: 40
Description: The user fires a normal bolt of Raiton chakra into the sky inducing slight storm clouds. This initial bolt of lightning then becomes charged using the clouds as an incubator. Then, in the same or next turn the user 'calls' the lightning strike to his position with a simple hand seal. The return strike has a full 5 meter radius in a 360 range of the epicenter, the user. It may appear to engulf the user but in fact it is various tendrils of Raiton raining down in a cage like manner leaving the user and center unscathed for approximately 8 seconds straight. The 'bars' are so close together it looks like a single bolt had hit. If caught in the walls the opponent would experience intense lightning damage and pain leaving the muscles in spastic intervals throughout the turn afflicted.
Notes:
- Can only be taught by Zaph
- Cannot perform any other Raiton techniques during the turn initialized
- Can only be used 3x per match
Learned here [ ]


(Raiton: Tako Tekidan) Lightning Style: Octopus Grenade
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user activates a time release seal on a scroll, and tosses it into their opponents location. After a moment, the seal activates releasing a very large octopus made entirely of electricity. The octopus would then sprout tentacle like tendrils all around its body (up to 8). The tendrils then would hunt out the target(s) in the area, avoiding obstacles if need be. Once they catch the target, they would wrap it up like an octopus would its prey, and reel it into the head area of the octopus.
Note: Lasts for three turns
Note: Lightning specialties are immune to numbness and paralysis
Note: Can only only be used twice per battle
Note: Can only be taught by Xicer
Learned here [ ]


(Raiton/Fuuton: Dimenshon toguchi) Lightning/Wind Style: Dimension Door
Type: Defense/Attack
Rank:Forbidden
Range:Short-Mid
Chakra:50
Damage:90 (-50 to user)
Description: This is a very rare and unique type of jutsu, not only combining both lightning and wind into a combo, but also utilizing kenjutsu. The user will take out his sword while at the very same time release lightning all from his body that begins to circulate in a 5Meter radius all around the user. The lightning courses through the air and the ground as it spins paralyzing any and everybody caught in the radius of the lightning. The lightning is non focus so all it does is paralyze. Once the user has paralyzed their intended target they will begin to quickly channel wind chakra all throughout their body and into their sword. Once done the user would dash with great speed towards the opponent delivering a fatal horizontal slash towards their opponents Mid Section with the sword infused with wind. The user uses the wind that gathered around their body to augment their speed Increasing their speed , though still trackable to the nake eye The moment the user begins to channel wind chakra and dash the lightning stops circulating allowing the opponent to freely move without being paralyze Though it would still be a delay in the opponents reaction (Around a second, enough time to properly counter) . This jutsu is considered forbidden due to the huge amount of lightning chakra the user has to emit, while adding wind chakra to the combination it makes the jutsu a drastic chakra drainer. Leaving the user with mass fatigue.
Note: Jutsu count as 2 user slots due to the fatigue and the wind/lightning combo
Note: Only usable once
Note: No Lightning or Wind Jutsu in the same turn
Note: No lightning / wind jutsu above A rank for the next two turns
Note: Must have trained in kenjutsu to use this technique
Learned here [ ]
 
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My Creations:

--

Techniques Learnt:
(Futon - Tenha Kassatsu) Wind Release - Heaven's Impalement
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Tenha Kassatsu rescues the user from the brink of peril without having to touch their opponent. By focusing wind chakra to the users fists and thrusting the hands forwards, seven visible bullet shaped bursts of wind will shoot outwards from their hands in a tight grouping towards the enemy, capable of piercing straight through them, while sending them flying backwards to mid range.

~Notes~
- Must be taught by -Vegeta
- Can only be used twice per battle, with a 1 turn cool down
Learned here [ ]​
 
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Techniques Learnt:

(Doton: Chanku Tama) - Earth Release: Earth Nails
Type: Attack/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 25
Damage Points: 40
Description: The user will gather his chakra in his leg and then stomp the ground with the same leg.That will cause a circle of an one meter radius of short earth spikes to emerge around and under the opponent, the spikes will emerge in three layers with the furthest one from the opponent first so he would have some time to react before his feet get stabbed.The spikes are about 5 cm long.The user can also by performing one hand seal make the spikes shout out from the ground directly upwards.
~Note:It can be used only three times per battle.
Learned here [ ]​
 
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My Creations:

--

Techniques Learnt:
(Burūsouruseibā) - Blue Soul Saber
Type: Attack, Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Burūsouruseibā is a ninjutsu that sends a threadlike object of chakra to pierce the target. The user initially gathers chakra in the shape of a sphere in between their hands. The chakra is used as a medium to send forth threads. These threads are materialized with pointed tips. The thread's characteristics are light color with a blue hue and 1 inch in width, and have the ability to bend and stretch. They are controlled by the users will and is able to travel in every conceivable direction up to mid-range from the sphere's position. They vary from penetrating the target's body to closing in and bind the target tightly. Multiple threads could be created as a web to pierce the target's body at all directions or warp around the target like a body cast, trapping them in a cage. Due to the advanced shape manipulation, it can play on par with elemental techniques.

~ Usable thrice per battle
~ Only taught by Anubis
Learned here [ ]

(Ninjutsu: Erementarukurōn Baku) - Ninja Art: Elemental Shadow Clone Explosion
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (depends)
Description: A basic technique derived from shadow clone explosion jutsu. The user will simply perform their own clone of this techniques version, this time composed of elemental chakra. First, the chakra composed for the clone allows them to only perform their respective element up to and including S-Rank as well as non-elemental abilities. From there, through the use of a hand seal, the user can decide to have the tangible elemental clone explode accordingly to its rank. Water clones explode into adhesive water that binds the opponent, earth explodes into sticky, flammable mud, lightning "explodes" into a burst of unfocused lightning (same power as nagashi), fire explodes into ash and wind explodes into a dome of slicing winds. The clones are created short-range from the user, can travel up to long-range and their explosion reaches a short-range radius. The explosion itself has the power of an A-Ranked elemental technique.

Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Follows same logical rules for regular clones
Note: Clone can only possess one of the basic five affinities
Note: Only one clone can be created per usage
Learned here [ ]​
 
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6.) (Koinsuramu) – Coin Slam
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage: 40
Description: After knocking their opponent high into the air, the user would jump to their location and proceeds to kick them in the chest, which causes to flip upside down. After doing so, the user would wrap their hands & legs around the opponent tightly. As they would both fall to the ground, the user will lean their body forward and uses the given momentum to begin spinning he and the opponent rapidly; looking similar to a flipping coin. Right before they would hit the ground, he would wait until his opponent's head would be pointed towards the ground, before releasing them of his grip. Consequently, the opponent would forcefully slam against the ground with their back, causing damage to their spine from the increased momentum and force from the spin as well as the gravity itself.
Approved Here [ ]

7.) (Shi Rōru) – Death Roll
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: This move is inspired by the maneuver used by alligators and crocodiles. Initiating the technique, a clone or an ally would hold the target in place, constricting their movement. After doing so, the user would proceed to grab hold of one of the target's limbs. Jumping a couple of feet into the air, still having a tight grip on the selected limb, the user would proceed to perform a quick barrel roll. By doing this, the opponent's limb would twist 360°, internally severing their ligaments – Rendering said limb useless. Alternatively, the user can perform this technique on the target's head, causing their neck to be snapped.

♦ Must be taught by Yanks
♦ Can only be used three times per battle
♦ Can only be done with an ally or clone
Approved Here [ ]​

--

Techniques Learnt:

(Jūkenpō: Chou)- Gentle Fist Style: Block
Type: Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+10 if the opponent makes direct contact)
Description: The user exerts chakra from several tenketsu from a single part of their body, this chakra is gathered roughly ten centimeters away from the user's skin and forms a small shield of chakra, no bigger than twice the size of an average palm conveniently useable as a way to block tai/kenjutsu attacks(upto B-Rank) but is weak to elemental techniques as it's merely raw chakra which does not require advanced chakra manipulation. If the opponent makes physical contact with the shield they will suffer slight damage across the part of their skin which connected with it.

Note:
- Can only be used five times.
- No Jyuuken above B-Rank in the same turn.
- The shield is no bigger than twice the size of an average palm.
- Can block Tai/Kenjutsu attacks upto B-Rank, within reason.
- Can block Elemental attacks upto C-Rank, within reason.
- Can only be taught by Tybone.
Learned here [ ]​
 
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8.) (Genjutsu: Korera no subete en tsukurimasu) – Illusionary Arts: All These Squares Make a Circle
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: N/A
Description: The user of this genjutsu will initiate it by making a string of four handseals and altering the chakra in the opponent's brain however unlike most genjutsu this one will culminate in its effects after a delayed time. During the first turn this genjutsu is active the opponent will simply see objects in a slightly different perspective. The edges of objects will appear softer and slightly wavy similar to the effects of a euphoric high such as a large amount of adrenaline surging through their body. However by the second turn the effects will become more intense the opponent will begin to feel a slight out of body experience their fingers and toes will begin to feel numb and they will start to have a feeling of weightlessness. On the third turn the effects culminate entirely the opponent's euphoric state will cause a crash in their body leaving them feeling an entire out of body experience losing the capability to control themselves correctly and their mind will enter a state where objects meld together with everything losing its edges essentially becoming a large circle of Color. Should the opponent not release from this genjutsu by this stage they would be essentially helpless unable to move.
Note: Must be taught by Yanks
Note: Usable twice per battle
Approved Here [ ]​

--

Techniques Learnt:
 
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(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Rank: A
Type: Defence/Supplementary
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi

(Kirigakure Hijutsu: Mujogihen) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.
(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Rank: Forbidden
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice
 
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Custom Summoning

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Summoning Animal: Eastern Marsh Harrier
Scroll Owner: Yanks
Other Users who have signed contract: N/A
Summoning Boss if existing:

(Kuchiyose no Jutsu: Atrisu) - Summoning Technique: Atris
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. As a result, the user summons the Easter Marsh Harrier's boss, Atris. Atris is a black & grey-feathered Harrier who is easily one of the strongest and is definitely the biggest; with a body legnth of 4 meters & wingspan of 8 meters. Because of her large size, Atris can carry a total of three people on her back. Despite her size, Atris has great flying agility and is fast as a Kage-Ranked Shinobi. This particular summons is rather stubborn and headstrong, causing Atris to sometimes act on her own accord. But aside from this, she is extremely loyal to her summoner.
Abilities:
As a member of the Harrier family, Atris naturally uses her beak to stab and her long, sharp talons to slash away at opponents; easily making her a deadly adversary in close-quarter combat. In addition, Atris was born with a natural affinty to lightning. Over the years, Atris has gained such confidence and mastery with Raiton, that she can perform all lightning techniques up to and including S-Rank without the use of hand seals. She also has the ability to brush off any lightning attack up to and including C-Rank, without taking damage.

♦ Must be a signer of the Eastern Marsh Harrier contract
♦ Can only be summoned once
♦ Lasts up to three turns, and all of her moves and abilities count 1/3 of the user's turn count

[ ]
Other Summoning Animals tied to contract:

(Kuchiyose no Jutsu: Bastila) – Summoning Technique: Bastilla
Type:Summoning
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. Slamming their hand onto the ground or air, the user summons the Eastern Marsh harrier, Bastila. Bastila is a beige & white-feathered Harrier that is fairly small compared to Atris and Zez-Kai-Ell; with a body length of 2 meters & wingspan of 4 meters. Though she has a small body frame, Bastila is known to be able to carry only one person on her back. Like Lonna, this summon is able to fly as fast as a Sage-Ranked shinobi. This particular summon is diligent and very protective of his summoner, often putting herself in harm's way to keep them safe.
Abilities:
As a member of the Harrier family, Bastila naturally uses her sharp beak to perforate, and her talons to slice; easily making her formidable in close quarters. Unlike other harriers, Bastila was born with two elemental affinities: Water and wind. Over the years, she has gained such confidence and mastery with Fūton and Suiton that she can perform all wind and water techniques the user knows up to & including A-Rank without the use of hand seals. In addition, she is able to release a combined S-Ranked blast of both natures.

♦ Must be a signer of the Eastern Marsh Harrier contract
♦ Can only be summoned once
♦ Lasts up to four turns, and all of her moves and abilities count 1/3 of the user's turn count
♦ S-Ranked blast can only be used once per battle

[ ]
(Kuchiyose no Jutsu: Zez-Kai Ell) - Summoning Technique: Zez-Kai Ell
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. As a result, the user summons the burly avian, Zez-Kai Ell. Zez-Kai Ell is a black & grey-feathered Harrier that has a body length of 3 meters & wingspan of 6 meters. Because of his large size, Zez-Kai Ell can carry a total of two people on his back. This summon is rather careful and timid, but just as wise as Vrook.
Abilities:
As a member of the Harrier family, Zez-Kai Ell naturally uses his sharp beak to perforate, and his talons to slice; easily making him formidable in close quarters. In addition, Zez-Kai Ell was born with a natural affinty to fire. Over the years, Zez-Kai Ell has gained such confidence and mastery with Katon, that he can perform all fire techniques up to S-Rank without the use of hand seals.

♦ Must be a signer of the Eastern Marsh Harrier contract
♦ Can only be summoned once
♦ Lasts up to four turns, and all of his moves and abilities count 1/3 of the user's turn count

[ ]
(Kuchiyose no Jutsu: Vrook) - Summoning Technique: Vrook
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. As a result, the user summons the burly avian, Vrook. Vrook is a moderate sized Harrier; with a body length of 3 meters & wingspan of 5 meters. Because of his size, he can carry only two people on his back. This summon is rather brash, but wise; often scolding others for their screw-ups.
Abilities:
As a member of the Harrier family, Vrook naturally uses his sharp beak to pierce, and his talons to slice; easily making him formidable in close quarters. In addition, Vrook was born with a natural affinity to earth. Even though he can't use canon earth-based techniques, he has the ability to harden his wing feathers via Doton & fire A-Ranked earth spears from his wingtips; This ability can only be used six times per battle.

♦ Must be a signer of the Eastern Marsh Harrier contract
♦ Can only be summoned twice
♦ Lasts up to 4 turns, and all of his moves and abilities count 1/3 of the user's turn count

[ ]
(Kuchiyose no Jutsu: Kavar) - Summoning Technique: Kavar
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. As a result, the user summons the burly avian, Kavar. Kavar is a white & grey-feathered Harrier who is one the the bigger summons; with a body length of 3 meters & wingspan of 6 meters. Because of his large size, Kavar can carry a total of two people on his back. This summon almost always has an enthusiastic attitude; making very eager and anxious to fight other opponents in battle.
Abilities:
As a member of the Harrier family, Kavar naturally uses his sharp beak to perforate, and his talons to slice; easily making him formidable in close quarters. In addition, Kavar was born with a natural affinty to wind. Over the years, Kavar has gained such confidence and mastery with Fūton, that he can perform all wind techniques the user knows up to & including A-Rank with the flap of his wings. He also is able to coat his wings with with a layer of wind, making it sharp enough to slash at opponents.

♦ Must be a signer of the Eastern Marsh Harrier contract
♦ Can only be summoned twice
♦ Lasts up to 4 turns, and all of his moves and abilities count 1/3 of the user's turn count

[ ]
(Kuchiyose no Jutsu: Lonā) - Summoning Technique: Lonna
Type: Summoning
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user first draws blood by biting their thumb and proceeds to wipe it across their summoning tattoo. As a result, the user summons the Easter Marsh Harrier, Lonna. Lonna is a brown & white-feathered Harrier who is one of smallest summons; with a body legnth of 2 meters & wingspan of 4 meters. Due to her small size, Lonna cannot carry anyone on her back. Though she lacks in size, Lonna makes up for it in speed; being as fast as a Sage-Ranked shinobi. This particualr summons is rather timid & diffident, causing Lonna to be reluctant to fight enemy shinobi.
Abilities:
As a member of the Harrier family, Lonna naturally uses her beak to stab and her long, sharp talons to slash away at opponents; easily making her a deadly adversary in close-quarter combat. Like other Harriers, she was born with natural affinity, which is to water release. She has the ability to use Suiton techiniqes up to & including B-Rank the user knows.

♦ Must be a signer of the Eastern Marsh Harrier
♦ Can only be summoned twice & lasts up to 4 turns
♦ Her moves and abilities count 1/3 of the user's turn count

[ ]
Description and Background: The Eastern Marsh Harrier is a bird of prey of the Harrier family, that's found in the marshlands of the River Country. Though they vary in color, most of their heads, chests, backs and wings are mostly black with pale or teal streaks. The rest of the wing is greyish-white with black wingtips. The tail is grey at the top & white at the bottom. Like all harriers, the Eastern Marsh's tail is rather flat and has a rectangular shape. They also have short, golden-brown beaks and pale feet. Alternatively, the black feathers are either brown, white or tan.

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The Eastern Marsh Harrier is a decently large sized bird, albeit not as big as other known raptors. Their main body can reach between two to four meters in length and wingspans that extend between four to eight meters (they can all vary in size); and because of this size, they are able to carry up to three humans on their backs. Eastern Marsh Harreirs have their own natural element affinity so they can perform different types of techniques (via beaks or wings) & are able to speak good English.

Signers of this contract will have this summoning tattoo placed in their bio:
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Re: Yānks's Customs.

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(Takeda no Sukāji) – Takeda's Scourge
Type: Weapon
Rank: S
Range: Short–Mid
Chakra Cost: N/A (-10 to activate mechanism)
Damage Points: N/A
Description: Takeda's Scourge is a multipurpose gauntlet that was originally designed and created by the expert weapon user, Takeda Takahashi. Composed of an iron-aluminum alloy, this gauntlet is just as strong as titanium and just as light, preventing any hindrances to the user's general speed. Because of the strength of this alloy, Takeda's Scourge is virtually indestructible when faced against freeform ninja tool/sword attacks. On the left and right side of the gauntlet, are two, small compartments that contains two metal whips. The whip in the left compartment has the appearance of a thick metal cable with a ribbed surface and razor-sharp point at it's end. The whip in the right compartment is a thick, but smooth metal cable with a retractable grappling hook at it the end of it (which can also act as a spearhead when not in grappling use). The whips are generally flexible, but can be straightened to be used as a makeshift sword.
Abilities:
To activate the gauntlet's mechanism, the user would flow chakra into it, which would cause either one of the whips shoot out of it's respective compartment and reach up to 7m in length. The ribbed whip has numerous hidden blades, which the user can decide to activate at any given time (when activated, it faintly resembles a spine). The smooth whip, as mentioned before, has a large retractable grappling hook that they can use to grab on to objects such as ledges, boulders, and even humans. The hook/cable can carry objects up to 115kg in weight and can be swung around with relative ease. With enough force applied, the hook can crush anything within reason if the user wishes to. Due to the it's hard, titanium-like properties, the whip's spearhead has the ability to pierce/break through Doton structures, up to and including B-Rank.

♦ Must be taught to use by Yanks
♦ Only one whip can be used at a time
♦ Activating one of the whips count as 1/3 of the user's turn count

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My creations:

--

Techniques learnt:
(Suwarō Bonnaban) - Swallow Leap Forward
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user performs a frontal flip and while in midair above the opponent, skewers him with his sword. Using the momentum from his leap and sword skewering, the user continues his flip, in turn flipping the target, causing him to be thrown onto his back. As the user completes his flip, he lands on the target's chest forcibly, causing a near fatal kick.
Note: Can only be used 3x per battle
Note: Can only be taught by Deviation
Learned here [ ]​
 
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Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities
(Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore Pride
Rank : A
Type : Supplementary
Range : Self
Chakra cost : 30
Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu)
Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns.

Note: Only lasts 5 turns.
Note: Only useable x1 per battle.
Note: Must be a mandolorian clan member for atleast 2 weeks, before using.
(Mandalorian Ekisaitingupuroresu) - Mandalorian Smackdown
Rank: S
Type: Attack
Range: short
Chakra cost: 0
Damage: 80
Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.
*Can only be used by Mandalorian Champions and above rank
*can only be used once per battle
* Created by Rain Of Hell
(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.
Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore
Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle
Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.
Mandalorian Technique: Repulsor Energy | Rorian no Jutsu: Riparusāenerugī
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40 (-5 per turn to sustain )
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Energy from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user. It costs five chakra per turn to sustain the shapes of these objects, and can only be sustained for one turn.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
A-S Rank can be used up to Long-range
(Ōbāshīrudo) - Overshield
Type: Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: While Overshield is a simple technique in nature, it is one of the most advanced and powerful of the jutsu at the disposal of the Mandalorian. By focusing a large amount of chakra into a chakra powered shielding system built into the armor, a Mandalorian is capable of reinforcing their protective body armor, thus protecting themselves completely from physical threats. By reinforcing the armor the user effectively creates a defensive shell around them which is powerful enough to repel 80 points of physical damage, meaning that attacks that are not physical in nature, such as genjutsu, will pass through the defense uninhibited. While this defense is activated, however, the Mandalorian will only be able to use Mandalorian techniques and taijutsu, as much of their focus and chakra is being placed on maintaining the armor's defensive capabilities in addition to the armor's other functions. While the overshield is active, the Mandalorian will be completely immune to the effects of the techniques that hit it, whether it be momentum, heat, electricity, etc, until the overshield has been completely destroyed. At the start of each turn following the usage of this technique, the overshield will lose 20 points of damage point shielding until this number decays to 0, at which point the shield would cease to exist. The user can cancel the overshield whenever they wish.
Note: Can only be used twice per battle.
Note: Overshields can not be stacked on top of one another. If an overshield is active already, the user will be unable to perform the jutsu again unless they allow the first overshield to fade first.
Note: Overshield doesn't regenerate when hit by damage.
Note: Can be used by any Mandalorian Armor Set.
Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.

Helmet

Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.

Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing, doubling it's effectiveness. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu bar Mangekyo level illusions, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. In addition, the jolt would paralyze the user for a whole turn, and on the next their speed would be halved until they recover completely the following turn. This ability would cost sixty chakra opposed to the thirty chakra beforehand.

Body Armor

Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.

Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.

Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.

This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.
 
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