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  1. #1
    Nos Venerabilem Nirvāṇa's Avatar
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    Enlightenment of Zen



    My custom Weapon

    1. (Mizudaremai) - One who dances on Water

    Rank: S
    Type: Offensive, Supplementary, Defense
    Range: Short - Long
    Chakra cost: (Dependant on technique used)
    Damage points: (Dependant on technique used)
    Description: Mizudaremai is a rather unique and unusual type of weapon that commands great skill to use effectively. The weapon is simply a special type of blue cloth that is wrapped around the Izanami Kaito's arms. It coils round each one and flows behind her back. Its length is about 20 meters in total. The cloth has the properties to have chakra channelled into them allowing the user to freely control it and encourpourate it within their fighting. With the chakra channelling into it the cloth becomes more tensile and is very resiliant to being cut (A rank wind and above can cut the cloth) The Cloth also has at each end metal plates that are light but very strong and with the added chakra infusion in the cloth can be used as spears with penetrating power. The cloth also has a very intrigate pattern that can be used by in a particular dance to affect their opponent. Their are 4 types of dances intotal that the user can use with this weapon.
    First Dance:- C rank Range: Short
    Description: By channeling her chakra into the cloth Izanami Kaito can strengthen the tensile strengh of the cloth and by performing simple dance where the cloth is spun around her arms and then thrust to the ground and pushing herself off the floor and out the way of incoming attacks.
    Second Dance :- B rank Range: Short - Mid
    Description: Izanami Kaito will perform a unique dance with her cloth and using chakra channelled into it causes the patterns on the cloth itself to move. The dance will simply be like a flowing river with the cloth being waved in ellegant ways that draws the targets attention away from the user and onto the pattern in a form of optical illusion and thus causes the targets gaurd to be let down and open for attack.
    Third Dance:- A rank Range: Short - Long
    Description: Izanami Kaito will channel her chakra into the cloth and then through a unique dance manouver the cloth in unusual patterns swaying around like a willow tree being blown in the wind. This allows her to use the cloth to cut or stab at the opponent. This can be done at very quick speeds and easily be retracked just as fast.
    Fourth Dance:- S Rank Range: Short
    Description: The Forth and final Dance where by channeling chakra throughout the entire cloth Iznamai Kaito then performs a dance that flows the cloth around her entire body creating a spinning barrier and leaves a small gap that is large enough to see the enemy but small enough to not become a problem. the barrier of chakra infused cloth protects from incoming attacks equal to S rank and below. Note: can only be used 3 times per battle.
    Note: The weapon can only be used by Izanami Kaito
    Note: All four dances equal to one of the users moves per turn.


    Samurai Techniques

    2. (Ken Ki Oshi Bentsu) - Sword Ki Pressure vent

    Rank: B
    Type: Supplementary
    Range: short
    Chakra cost: 20
    Damage points: N/A
    Description: The user will concentrate their chakra into their sword and by using their Ki which is basically to shout when performing an attack they release the energy from the sword creating a pressurized vent that can aide in changing ones course or moving out the way of incoming attacks. It can also be used to either shoot at the opponent to unbalance them or even used to counter projectile based weapon techniques.
    Note: must have a samurai biography to use.

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    3. (Sainan Ken) - Calamity Sword

    Rank: A
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user will concentrate chakra into their sword and jump above the target slashing downwards and expelling the concentrated chakra in the form of a large square sword that strikes the target through the chest and stomach. This technique does not cause physical damage like cutting but rather internal damage to the tenketsu within the struck area also targeting the gates and destroying them.
    Note: Can only be used 3 times per battle and must have a samurai biography to use.

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    4. (Hachidori) - Hummingbird

    Rank: B
    Type: Offensive, Supplementary
    Range: Short
    Chakra cost: 20
    Damage points: 40
    Description: The user will flow their chakra into their sword and concentrate it. Through the motion os swinging the sword the user causes the chakra to react abnormally causing it to vibrate within the blades edge to high frequencies that when clashing with an object or opponent causing the vibrating energy to be released at the opponent which generates a noise like a hummingbirds wings but with more potency that causes the opponent to involuntarily fall back into covering their ears in an attempt to muffle the sound and subsequently leaving them open for further attack.

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    5 (Iai no Kaimetsu Tekina) - Quick Draw Cripling Method

    Rank: A
    Type: Offensive, Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
    Note: Can only be used by a samurai biography.

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    6. (Gyaku Iai Kata) - Reverse Quickdraw Form

    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: A variant form of Iaido where the user takes a reverse hand to draw their katana at quick speeds. The form doesnt have quite the reach as standard Iaido but its perfect for close and tight situations. The user when using the reverse quick draw form they will bend their knees and they draw the katana with their back hand facing down and when fully unsheaved switched to the back hand facing up and by finishing the attack the user springs up to add extra speed to the deliverance of the attack. (Note on the difference of the two: standard Iaido is a wide draw method with the elbow facing outwards so the range is also longer, where as reverse hand iaido has a shorter draw arc as the elbow is closer to the body and facing down giving the draw a almost parallel line to the body allowing for better use in close range however the reach is short).
    Note: Must have first been taught Iaido and have a samurai biography.

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    7. (Junrei no Michi) - Pilgrims Road

    Rank: A
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user by flowing their chakra into their sword will control and manipulate it to create multiple blades of chakra to extend from the initial blade branching out in front of the user up to 1 meter in length. The user can use this as a method of surprise by attacking with their sword to gain close quarters and then extending the various blades from various angles to attack their opponent.
    Note: Can only be used three times per battle.

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    8. (Yama no Hōkai) - Collapsing Mountain

    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: The user will channel chakra into their arms and blade and then acquiring the Jodan no Kamae stance raising the sword to above their head and taking a central body posture with the left foot forwards and the right foot backwards the user then brings the sword down with devastating power to break through many defenses through using the understanding of ones joints to maximize performance with the least wastage. However as this is taken under a kendo stance the wielding of the sword allows a user to still subsequently react in time to most incoming techniques other than those that would require heightened perceptive and reactive capabilities.

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    9. (Ki Seishou no Nami ) - Ki Energy Wave

    Rank: S
    Type: Offensive, Supplementary, Defense
    Range: Short
    Chakra cost: 40
    Damage points: 80
    Description: The user focuses their chakra and uses Ki which is basically a shout performed by a samurai when using an attack as a way of releasing the energy in a energy wave that can repel incoming attacks. This can be used to repel a enemy even if they arent performing a technique and are within close vicinity. The surge of chakra is also a way of releasing or breaking the bonds of genjutsu over the user.
    Note: Can only be used 3 times and must have a samurai biography

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    10. (Iaido Sempai Oshi: Kiyomeru no Haishin Masayoshi) - Quick Draw and re-sheathe Elder Teachings: Cleanse and deliver Justice

    Rank: S
    Type: Offensive
    Range: Short
    Chakra cost: 40
    Damage points: 80
    Description: The user will use the art of iaido whilst under the influence of Elder Teachings Sixth Sense to quickly draw their sword and slash at their target with fast accuracy delivering a total of 9 strokes hitting the targets in multiple critical area's to disable them and prevent them from continuing from moving. (attacks mainly dealt to the forearms, inner thigh's chest and stomach)
    Note: Can only be used 3 times and must first activate Elder Teachings: Sixth Sense
    Note: Can only be used by a samurai biography and must know Elder Teachnins Sixth Sense and be taught by Zenryoku

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    11. (Iai no San Dankai) - Quick Draw Three Step

    Rank: S
    Type: Offensive, supplementary
    Range: Short
    Chakra cost: 40
    Damage points: 80
    Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
    Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
    Note: Requires a samurai biography.
    Note: can only be used three times per battle

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    12. (Sempai Oshi: Zenryoku no Zen) - Elder Teachings: Meditative state of all ones power

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40 (+10 per turn)
    Damage points: N/A (+20 to all physical techniques)
    Description: This technique is the final form of Elder Teachings: Sixth Sense in which the user permanently reaches a state of Zen, proving of their mastery of the Martial way. It enhances all the users senses so they are capable of fighting to the best of their ability being in tune with their surroundings and their body in a matter of seconds as its merely a state of mind greater than that of the average person. The users speed and power is also increased to that which is said to equal the lightning release used by the raikage. This technique doesnt come without its drawbacks, the user loses the ability to use ninjutsu and genjutsu techniques for the entire battle and thus limiting their ability to fight in those area's. The user within this state is also still able to use the techniques required by Elder Teachings: Sixth Sense.
    Note: Can only be used once and lasts the entire battle
    Note: The user cannot perform any genjutsu or ninjutsu for the rest the match
    Note: Can only be used after entering Elder Teachings: Sixth Sense.
    Note: Can only be trained by Zenryoku

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    Taijutsu

    13. (Undō no hōhō: Mizu no Mai) - Way Of Movement: Water Dance

    Rank: C
    Type: Supplementary
    Range: Short
    Chakra cost: 15
    Damage points: N/A
    Description: This technique is a fast movement that relies on the users ability to utilize their lower body. By combining the movement of bending the knees, the movement of the ankles and some swift footwork the user will dodge a attack successfully and swiftly. The initial movement requires the user to first bend their knees lowering their stance and by swiviling their left foot forwards and then rotating on the heel they then turn into a swirling motion where they move onto the right foot's heel repeating the same movement and thus they move under an attack effectively evading. This technique can be used to dodge out the range of specific ninjutsu but wide scaled ninjutsu would still make contact. This techniques primary use is for close combat against weapon or taijutsu users.

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    14. (Han Sochi no jutsu)- Half Step technique

    Rank: S
    Type: offence
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
    Note: can only be taught by Zenryoku
    Note: Can only be used twice per battle

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    15. (Hijutsu: Ningen no Rikigaku Ichi-ji keishiki) - Secret Technique: The art of Human Mechanics Primary Form

    Rank: A
    Type: Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: N/A (+15 through power increase)
    Description: This technique uses the knowledge of the human body and its hidden mechanics, the joints. By understanding the mechanics of the joints one can use them in various ways to increase performance in battle. The user can increase the power of their physical techniques by using maximum joint movement to deliver great power but at the cost of this the speed isnt particulary great as it takes longer to move a joint fully. The user can increase the speed of motion by short joint movements and thus the increase in speed is increased three times faster than the technique used standardly without the knowledge of such performance this can also be done with the use of multiple joints. For example using the Shoulder joint, the elbow joint and the knee joint one can increase the speed of a swung sword greatly compared to using the single joint fully where they raise their arm completely and bring the arm back down. When the user of this technique fully uses all his joints in his body simultaniously they can increase their speed to the point as fast as rock lee without weights however the reaction of the user depends on the ranking and their mastery of taijutsu. When using this method the user applies carefull chakra control to the joints so that they are not over stressed and thus can continously maintain the effects throught their battle.
    Note: This technique once activated will last for the 4 entire turns

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    Last edited by Nirvāṇa; 08-17-2012 at 08:15 PM.

  2. #2
    Nos Venerabilem Nirvāṇa's Avatar
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    Re: Zennies wisdom



    Sealing Ninja Arts

    16. (Fuuinjutsu: Akunochimata Keibatsu) – Sealing Technique: Underworld Judgement.

    Rank: S
    Type: Attack/Supplementary
    Range: Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user will be near to the opponent and slams his hand on the ground to summon a roll of paper bombs under the opponent and it will wrap the opponent and using earth chakra, the opponent will be sucked underground and the paper bombs will explode.
    Note: Can only be used 2 times
    Note: Co-Producer HellsBadass

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    17. (Fuuinjutsu: Akuma Toburai Shiyo) – Sealing Technique: Demon Burial Method

    Rank: S
    Type: Attack/Supplementary
    Range: Mid
    Chakra cost: 40
    Damage points 80
    Description: The user after performing a few hand seals will create A pentagram of Earth Pillars rapidly come up from the ground and bandages shoot out of the pillars and binding the enemy completely covering them and restricting their movements. On the pillars and bandages are explosive tags, which will then explode and bury the enemy in a mound of rubble.
    Note: Can only be used once per battle
    Note: Co-Produced by HellsBadass

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    18. (Suitai Hifuuin) – Secret Seal of Weakening

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage: N/A
    Description: This jutsu disrupts the strength of a seal that is placed on someone and makes the target weakened and unstable, leaving the target vulnerable. The way in which this technique works is that the seal is placed directly upon the other seal and it then begins to move and bind itself within the other seal thus weakening the power of the seal and affecting the bonds that hold it strong acting like a key to unlock the seal to a state of weakness.
    Note: Only affects targets with seals placed on them already.
    Note: Must have direct contact.
    Note: Can only be used once and must wait 1 turn to use sealing methods.
    Note: Can only be taught by Zenryoku

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    Ninja Arts

    19. (Kekkai: Enchou Seichi no Ranpu): Barrier Method: Dome of Holy Light

    Rank: S
    Type: Supplementary
    Range: Long
    Chakra cost: 40 (+10 per turn to keep active)
    Damage points: N/A
    Description: After the user makes 3 shadow clones they will surround the target/s and make a few hand seals then release chakra to create a dome surrounding the target/s. With chakra manipulation and chakra control the user is then able to make the chakra dome absorb natural light and create the target/s to see a white enclosed room surrounding them 10 meters wide and high. The user may see inside the dome though inside the dome the trapped target/s only see a white room and cant properly judge the exact size of the room because of the light giving off a misjudgement of bigger space. The only way to break out of the dome is to use a large scaled attack covering all the walls. (Barrier Lasts for 3 turns costing +10 chakra each turn to keep active)
    Note: Can only be used once per battle
    Note: Co-produced by HellsBadass.

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    20. (Hōku Sennin Modo) - Skyhawk Sage Mode

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40 (-10 per turn active)
    Damage points: N/A (+15 to taijutsu and +10 to Ninjutsu)
    Description: By moulding their wind chakra with natural energy attained from the training of sage mode into their body one can then activate Sky Sage mode. (requires remaining still). When entering the mode the use takes on inherent physical features of a hawk. The user gains oval red pigmentation from the tip of their nose and stretching back to the temple and the colour of their eyes turns yellow. Their head hair extends past down the full length of their back ending by their knees. Their hair also extends from the shoulders into two other sections where the user channels their enhanced wind chakra creating wings allowing the user to gain flight. The wings have a thin layer of wind chakra thats ehanced with Sage chakra to protect the wings making them fire resistant. This thin coating also runs down to the bottom of the extended hair and making the bottom into a tail feather resemblance of hawks for flight. Their forearms and legs are also banded with yellowish rings reminisant of those found upon the legs of hawks and their nails extend into talons however not hindering the users capability to formulate hand seals. The inherent abilities of this mode are that the user gains heightened eyesight allowing them to magnify small objects at their will from long distances and allowing one to see more things than a regular human could notice. They have general abilities of the sage mode in that their speed, power tajiutsu and ninjutsu are increased aswell as the ability to passively sense chakra in the duration of the modes activation.
    Note: Mode lasts for 5 turns.
    Note: Can only be used once
    Note: When mode is finished user is unable to perform S rank or above for the next two turns.
    Note: Must have signed the Giant Hawk Summoning contract.

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    21. (Akiunka no Shikkyaku)- Autumn Haze of Falling Feathers

    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra cost: 40
    Damage points: 80
    Description: The user flaps their wings to release a haze of feathers that fly at the enemy target/s and then turn into sharp blades coated in natural chakra making them resilient to fire elemental attacks to A rank and have the ability to pierce from rock itself.
    Note: Can only be used 3 times
    Note: Can only be used in Majestic Hawk Mode.

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    22. (Hane Amatsu Bougei) – Wings of Heavenly Protection

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: The user can move their wings to fold around and cover the user to create a defensive barrier that can protect the user from incoming attacks made by the opponent. The wings then emit wind and natural chakra to create a dome like shape surrounding the user to protect them. (Protects against attacks up to S rank)
    Note: Can only be used three times.
    Note: Can only be used within Majestic Hawk Mode.

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    23. (Kage Bunshin Taka no Sekkou Jutsu) - Shadow Clone Hawk Scouts technique

    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user will have their shadow clone turn into a flock of hawks that will then converge on the sky and fly around to locate the enemy and can keep an eye on them. Then the hawks will reform into the shadow clone and disperse providing the user with the knowlegde that they gained.
    Note: Must use shadow clone before use
    Note: Can only be used 4 times per battle.

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    24. (Amatsu Shinsei Awai Kiyome Yoichi Reikon no Jutsu ) –Heavenly Divinity Light Purification of Worldy Soul technique

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will create a vortex of chakra in their hands and then using chakra manipulation to absorb natural light making the vortex of chakra turn white and then it shoots at the enemy like a shooting ball of light and then getting nearer to enemy and then splits to shoot prohectile bullet like shots at and around the enemy the size of large spheres and then they explode on contacts creating large craters.
    Note: Can only be used once
    Note: Can only be Taught by Kaito-sama

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    Sharingan Techniques

    25. (Doujutsu: NaiKajuu) – Eye Technique: Dead Weight

    Rank: S
    Type: Offensive
    Range: Mid
    Chakra cost: 40
    Damage points: 80
    Description: This is an Advanced Mangekyo Sharingan technique where the user releases chakra into the opponents mind and then creating the illusion that that the enemy target is moving slowly. The user is actually manipulating their chakra in the enemy targets mind and affecting the flow of signals that are sent to make the muscles move.
    Note: Affects last for 2 turns.
    Note: Can only be used once.
    Note: Can only be used With Mangekyo Sharingan
    Note: Can only be taught by Kaito-sama

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    26. (Dōjutsu: Adachigahara Nikuyakon) – Eye Technique: Demoness the butcher of souls

    Rank: Forbidden
    Type: Offence
    Range: Mid
    Chakra cost: 50
    Damage points: 90 (-30 to user)
    Description: The user traps the enemy in a illusion where they then find themselves inside a temple of the underworld and standing in front of them is Adachigahara the Demoness wielding a sword of black flames that is then swung down in a stabbing motion through the enemies stomach and causes the enemy target to bleed from their nose and ears from the severe torture of their mind.
    (The user receives –30 damage from the stress from chakra control)
    Note: Can only be used once.
    Note: Can only be used with Mangekyo Sharingan and Eternal Mangekyo Sharingan.

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    27. (Dōjutsu: Fudo Nenshou Gekido) – Eye Technique: Fire Gods burning Rage

    Rank: Forbidden
    Type: Offence
    Range: Long
    Chakra cost: 50
    Damage points: 90 (-30 to user)
    Description: The user will cast an illusion over the enemy trapping them in a realm where they see a torrent of red-hot flames burn and surround them and covering them in fire. The fire then burns the victim causing severe mental scaring and leaving the victims in a wrecked state with their body engulfed in sweat from the intensity of the illusion.
    (The user receives –30 damage to themselves from the strain of using the technique and causes their eyes to bleed)
    Note: Can only be used once per battle
    Note: Can only be used with Eternal Mangekyo Sharingan.
    Note: Requires eye contact

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    Last edited by Nirvāṇa; 08-17-2012 at 09:00 PM.

  3. #3
    Nos Venerabilem Nirvāṇa's Avatar
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    Re: Zennies wisdom



    Wind Elemental Ninjutsu

    28. (Futon: Kekkai Kanbou no Enryo) - Wind Release: Barrier Cell of Restraint

    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will make a set of two hand seals and create a torrent of wind to sweep down around the target and encase them in a near-invisible square cell of wind trapping them and restricting their movements.
    Note: restraining affects last 1 turn and user must wait two turns before each use.
    Note: Must be taught by Zenryoku

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    29. (Futon: Ryu Shushou no Shinkou) - Wind Release: Rising Dragon Palms

    Rank: A
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses some wind chakra into their palms creating orbs which are then molded as the user thrusts their palms into the air infront of them and molding them into the shape of two dragon claws that criss-cross each other in a single point and exploding on impact causing a strong shock wave that sends any targets within range flying backwards.
    Note: Must be tought by Zenryoku


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    30. (Fuuton: Hitosashi no Rakuyou) – Wind Release: Dance of the Fallen Leaves

    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will release chakra into the air and manipulating the wind to create thousands of blades of wind which are coloured like violet leaves that decend around the opponent in a hazy storm and then the user controls the blades to then shoot at the enemy cutting them with deadly force.
    Note: Can only be used twice.
    Note: Can only be taught by Kaito-sama

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    31. (Suiton Fuuton: Kouki Rekueimu) – Water and Wind Style: Final Requiem

    Rank: Forbidden
    Type: Attack
    Range: Long
    Chakra cost: 50
    Damage points: 90 (-15 damage to user)
    Description: The user will make a few hand seals and then create around them spheres of Water and Wind spinning around them which will then be shot at and around the target/s which then water and wind spheres will then combine and explode creating tornado vortexes of water and wind combination which then rips and shreds the terrain and then sends flying earth rubble at fasts speeds sending into the target/s creating further damage.
    (-15 damage to user from the strain on the body)
    Note: Can only be used once per battle
    Note: Co-produced by Emperor

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    Water Elemental Ninjutsu

    32. (Suiton: Ikarikuruu Yaseikawa no Jutsu) - Water Release: Raging Wild River Technique

    Rank: B
    Type: Offensive, Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will manipulate their chakra and then they will force the water found in the dragon veins that have been brought to the survace via the (Doton: Konzetsu Ryūjōmyaku) - Earth Release: Uprooting Dragon Veins Technique to burst forth. This can be used in a variety of ways such as merely bursting out to create a defensive wall of water to counter incoming fire techniques or if used with trapping the opponent in a arena like structure they can send the water crashing into the opponent sending debree flying along with it in an attempt to drown the target.

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    33. (Suiton: Mizu Ryuu Bara) - Water Release: Water Dragon Rose

    Rank: S
    Type: Attack
    Range: Short- Long
    Chakra cost: 40
    Damage points: 80
    Description: The user concentrates and excretes a medium volume of water in the shape of a rose that then shoots directly at the opponent with tremendous speed and then as it begins to strike the target the middle opens up creating like a jaw with jagged teeth that then closes down on the opponent engulfing them.
    Note: Can only be used 2 times.
    Note: Must be taught by zenryoku

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    34. (Suiton: Gekiha Zetsubou) - Water Release: Crushing Despair

    Rank: S
    Type: Attack
    Range: Short - Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user will release a thick liquid substance from their mouth moulding it into a dense cube which is then released and shot at the opponent and crashing them into the ground with tremendous force.
    Note: Can only be used 3 times.
    Note: Can only be taught by Kaito-sama

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    35. (Suiton: Jinsoku Senbon Dangan) – Water Style: Rapid Senbon Bullets

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user spits out their mouth highly compressed jets of water in the shape of Senbon that can pierce through skin and rock on B rank and lower.
    Note: Can only be used 3 times
    Note: Co-Producer HellsBadass

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    Fire Elemental Ninjutsu

    36. (Katon: Saikō Fenikkusu Hanabi Taikai no Jutsu) - Fire Release: Grand Phoenix Firework Display Technique

    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user after performing the Horse - Tiger - Dragon - Boar hand seals they then exhale a blast of fire chakra that travels a few meters infront of the user before then taking on the form of a Large Phoenix approximately 3 meters long and then converges on the opponent. Before it impacts with the opponent the phoenix will let out a cry before dispercing in a blast of energy signifying the phoenixs death where they burst into flames and then the released energy scorches the surrounding area.

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    37. (Katon: Kaen Enban)- Fire style: Flame Disk

    Type: Attack
    Rank: A
    Range: Mid - Long
    Chakra cost: 30
    Damage Points: 60
    Description: the user creates a spinning flame disk where they hold their hands apart and breath fire chakra in-between and mould the chakra into a spinning disk.
    Note: can only be taught by Uchiha Kaito

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    38. (Katon: Enshoku Bara) - Fire Release: Scarlet Flame Rose

    Rank: S
    Type: Offensive
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user concentrates and exhales a large flame of fire racing along the floor at the opponent spreading around them before erupting into a scarlet flame coloured Rose which then engulfs the opponent in a furious fire and then spreading out like petals as it vanishes leaving the land scorched.
    Note: Can only be used 2 times per battle.
    Note: Must be tought by Zenryoku

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    Lightning Elemental Ninjutsu

    39. (Raiton: Shingai Arashi) – Lightning Style: Terror Storm

    Rank: Forbidden
    Type: Attack
    Range: Long
    Chakra cost: 50
    Damage points: 90 (- 30 damage to user)
    Description: Quezacotl releases the lightning chakra that is emitted from his body which then causes large bolt blasts of lightning chakra to shoot down and surround the enemy target spaced 2 meters away from the opponent in every direction and then move towards the enemy target where they then join up and explode causing a large scale explosion leaving a large scale crater and destroying everything in its path.
    Note: Can only be used once
    Note: Causes – 30 damage to user from lightning charge of summon
    Note: User cannot perform lightning element the following turn
    Note: Can only be taught by Kaito-sama

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    Earth Elemental Ninjutsu

    40. (Doton: Irigomi) – Earth Style: Coming in together

    Rank: C
    Type: Offensive, Supplementary
    Range: Short – Mid
    Chakra cost: 15
    Damage points: 30
    Description: The user performs Ram – Horse – Rat and then stomping their foot on the ground can cause an open piece of earth like a hole or fissure to close shut trapping anyone inbetween.

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    41. (Doton: Konzetsu Ryūjōmyaku no Jutsu) - Earth Release: Uprooting Dragon Veins Technique

    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user performs the Snake - Boar - Tiger - Dragon hand seals and then forces their chakra into the ground where they will cause the networks of underwater rivers to be forced to the survace creating a 2 meter high mound that is 3 meters wide in diameter. The user can create a single dragon vein to rise up infront of them to act as a barrier against incoming techniques or rise underneath an opponent to cause them to loose their footing. The user can also create multiple dragon veins to rise up and surround the opponent trapping them in a small arena like structure. These veins carry underwater rivers inside of them that can be used in collaboration with the (Suiton: Ikarikuruu Yaseikawa no Jutsu) - Water Release: Raging Wild River Technique.

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    42. (Doton: Ōkuninushi no Jutsu) - Earth Release: Master of the Land Technique

    Rank: S
    Type: Offensive, Supplementary
    Range: Short - Long
    Chakra cost: 40
    Damage points: N/A (-15 to user from chakra strain)
    Description: The user will perform the following hand seals Boar - Tiger - Dragon and then by manipulating their chakra the user causes a massive amount of land to errupt upwards creating a stone figure of a man with long spikey hair bearing his arms to his sides where large platou rises with it. This is large enough to change the entire battlefield being one the most advanced earth techniques in existance. At its base bares riveens where water will flow into the base and into the deep earth beneath effectively draining the field of water. This technique has the symbolic nature of the earth titan beconing the water that drains into the earth as if hes welcoming it into his clutces. It also amplifies the nature of earth and water showing their enternal struggle to best each other. The total scale of this technique stretches outwards 100 meters and skywards 50 meters. However this technique demands great skill and chakra making it a technique that requires the user to be Kage Rank to use.
    Note: The user can only perform this technique only once
    Note: The user can only use B rank and below earth techniques the following turn.
    Note: Can only be used by a Kage rank or above ninja and be taught by Zenryoku.

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    Sound Ninjutsu

    43. (Ototon: Sen'yō no Sebun’nōto) – Sound Release: Seven Notes One Purpose

    Rank: A
    Type: Supplementary
    Range: Short – Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user is capable of focusing their sound chakra into their palms or feet and then releasing the concentrated sound chakra to create sonic jet waves which provide the user of means to travel through propulsion to evade or change the distance between the user and the opponent. The user may also aim these sound waves directly towards the target so that they can push them away at the same time as making ground from the target.
    Note: User cannot perform Sound release in the same turn.
    Note: User cannot perform taijutsu the following turn.

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    44. (Ototon: Shindō Hōden) - Sound Release: Vibration Discharge

    Rank: A
    Type: Offensive, Supplementary, Defense
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: The user manipulates their chakra releasing it infront of them and generating a invisible field around 2 meters high and 2 meters wide trapping particles in the air which the user causes to violently vibrate and making them move rapidly within the field and building up energy as they move rapidly. The particles then collide together releasing the built up energy outwards away from the user which effectively can block incoming techniques equal to and below the rank or merely to send an opponent flying causing blunt force damage and affecting their sense of balance and hearing temporarily.
    Note: No S rank Sound, Wind or Lightning techniques the following turn.

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    45. (Ototon: Shindō Sāji) - Sound Release: Vibration Surge

    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user manipulates their chakra releasing it into the air and sending vibrations which in turn cause particles to react in a desired location and causing the particles to vibrate and collide resulting in a release of energy that creates an explosion reaching out to 3 meters in diameter capable of destroying rocks and sending the opponent flying whilst affecting their sense of balance and sight.
    Note: Can only be used every two turns.

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    Last edited by Nirvāṇa; 07-24-2012 at 04:09 PM.

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    Re: Zennies wisdom



    Summoning Contract: Giant Hawks

    1. (Quezacotl Takaoushou Za Kihou Sora) - Quezacotl Hawk King of the high skies

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: Quezacotl is the King of The Hawks and Ancient ruler of old times. He has the power to bend lightning element to his will making him able to use lightning element up to the users rank. He flies around with swift speeds and at high altitudes making him a hard target and as he flies around he leaves behind a trail of golden light made from the release of natural lightning energy built up in his body. He is capable of using his talons and wings as weapons making him a deadly force.
    Note: Can only be summoned 2 times and lasts 4 turns
    Note: Must sign the Giant Hawk contract from Kaito-sama.

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    2. (Kuchiyose no Jutsu Kyojin Taka: Ehecatl no Taku Kaze) - Giant Hawk Summoning Technique: Ehecatl of the High Winds

    Rank: A
    Type:Summoning
    Range: N/A
    Chakra cost: 30
    Damage points: N/A
    Description: The user Summons Ehecatl of the High winds a Giant hawk. He is capable of using wind element up to A rank, and one S rank jutsu per battle. The user can fly on his back at fast speeds with greate manouverbility providing the user with good aerial skills and making them a hard target to hit. Ehecatl is also capable of mustering a strong current of wind up to A rank power by flapping his wings and sending the blast at the opponent. He is also capable of using his wings, talons and beak as extra means of attacks.
    Note: Wind Current Can only be used 2 times per battle
    Note: Can only be summoned once per battle
    Note: Contract Holder Kaito-sama

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    3. (Menthu Nenshou Taiyou) - Menthu of the Burning Sun


    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: Menthu is a blazing red hawk whose feathers burn with crimson flames as bright as the sun. He flies around with such grace and heat that the temperatures that are given off his wings can scorch the very earth it roosts on. It has the capability to use fire Jutsu up to the users rank and can attack with its wings flapping them to cause burning windblasts equivalent to A rank power (ability can only be used 3 times). that burn from the flames of the wings, beaks and claws.
    Note: Can only be used twice
    Note: Must Know the Hawk summoning contract held by Kaito-sama

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    4. (Omecihuatl Nanatsu Watatsumi) – Omecihuatl of the Seven Seas

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: Omecihuatl is a jet blue hawk whos colours are as deep and mystical as the sea itself. He is capable of using water element up to the uses rank. He is capable of flapping his wings to send blasts of water bullets at the enemy equivalent to A rank (can only be used 3 times) and can use his beak and claws for extra weapons.
    Note: Can only be used twice
    Note: Must know the Hawk summoning contract held by Kaito-sama

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    5. (Nahuatl Hisan Toride) - Nahuatl the flying Fortress



    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: Nahuatl is a Flying Hawk encrusted with bare rocks and is a flying fortress. Although his appearance may create the assumptions that his speed is slow, he is indeed a strong fast flyer with a sturdy defence. Nahuatl is the only hawk incapable of using most techniques the user can use from the earth element.
    Abilities
    -Nahuatl is capable of flapping his wings and sending shockwaves from his wings sending chakra into the ground where the enemies’ targets location is and cause the earth to erupt like a blast. (Can only be used two times)
    -Nahuatl is capable of shooting from any part his body shards or spears of rocks to shoot at the enemy target. (Can only be used three times)
    -He can use any part his body as a means to attack using his bodies weight or encrusted rocks to help ram the enemy targets to deal deadly damage. (Damage dealt from any physical attacks = 20 points)
    Note: Can only be used twice
    Note: Cannot use Earth style techniques requiring direct contact with the ground
    Note: Must know Hawk Summoning contract held by Kaito-sama

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    Re: Zennies wisdom



    Shining Water

    1. (Shainingumizu: Dai Taka no Dama) - Shining Water Release: Great Hawk Bullet

    Rank: B
    Type: Offensive
    Range: Short - Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will make the ram hand seal and then they will create a orb of shining water which will release a flash of light right before the release of a hawk of shinning water will be released at the opponent at a fast speed causing the target to be unsure of the approaching attack.


    2. (Shainingumizu: Mizu Yoshi) – Shinning Water Release: Water Well

    Rank: A
    Type: Supplementary
    Range: Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user creates a large lake full of shinning water come up from the ground that will reflect the light making the enemy see a bright film cover the floor and cant have direct look on the floor because of the blinding light reflecting and also be useable for a source of water for other shinning water techniques.
    Note: Only the user can make use of the water.


    3. (Shainingumizu: Dousei Kawari) – Shinning Water Release: State of Change

    Rank: A
    Type: Supplementary
    Range: Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user releases charka into a water source and then can change its chemical structure to turn its element into shinning water and then making normal water useable for shinning water jutsu.
    Note: Can only be used 3 times


    4. Shinning Water: Needle Mist Whirlwind.

    Rank: A
    Chakra:60
    Damage: 60
    Discription: By creating a huge mist of shinning water the enemy will be blinded due to the bright light, no matter where he looks the light will be so bright he wont be able to open his eyes. Then it will start to spin into a whirlwind of shinning mist needles around the opponent, attacking the opponent from all sides, dealing significant damage.
    Note: Must know Shining water
    Note: Can only be taught by UzumakiJake


    5. (Shainingumizu: Gekiha Nami Kabe) – Shinning Water Release: Crushing Tsunami Wall

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user slams their foot down on the water and then they create a large wall of shinning water and send it crashing at the enemy causing them to see a large wall of light heading towards them.
    Note: Can only be used 3 times
    Note: Requires a water source.


    6. (Shainingumizu: Kadou Rasengan) – Shinning Water Release: Vortex Spiralling Sphere

    Rank: S
    Type: Attack
    Range: Mid-Long
    Chakra cost: 40
    Damage points: 80
    Description: the user uses elemental manipulation with the Rasengan by adding shinning water element to the Rasengan and then shoots the Rasengan at the enemy and making it turn creating a vortex which then causes the enemy to see a vortex of shinning light.
    Note: Can only be used 3 times


    7. (Shainingumizu: Shainingu Mizu Koutetsu) : Shinning Water Release: Shinning Water Armor

    Rank: S
    Type: Supplementary
    Range: long
    Chakra cost: 40
    Damage points: N/A
    Description: the user releases chakra coating all over their body and mixing with shinning water to create a reflective armor preventing the enemy from seeing the user because the brightness of the light being reflected from the shinning water.
    Note: can only be used once
    Note: Lasts 4 turns


    8. (Shainingumizu: Shainingu mizu Kasui Kabe) Shining Water Release: Shining Water Spike Wall

    Rank: S
    type: attack
    Range: short-long
    Chakra Cost: 40
    Damagepoints: 80
    description:the user creates a huge wall of shining water then the user will create spikes that come out of the water and slam his hands on the wall the wall will then shoot forward and the opponent cant look at the water if he chooses to he will not know how far away the wall or that it has spikes all he will see is a huge wall of reflected light
    Note: can only be used once per battle


    9. (Shainingumizu: Ryuu Assaimou) Shinning Water Release: Dragon Crushing Fury

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will create a volume of water in the shape of a dragon that shoots out of the ground and can be sent to crash down into the enemy and smashing them into the ground. This technique can create a large amount of shinning water to cover the field to be used for future shinning water jutsu.
    Note: This Jutsu doesn’t require a water source


    10. (Shainingumizu: Shainingu Mizu Ryuu Taihou) – Shinning Water Release: Shining Water Dragon Cannon

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user creates a large cannon of shinning water in the shape of a dragon which then attacks the enemy and causes the enemy to see a large light source come at them because of the reflection of the light from the water and hits the opponent crashing them into the ground or water depending upon the factor of the enemy being on land or on water.
    Note: Requires a water source
    Note: Can only be used 2 times


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    Re: Zennies wisdom



    Erbium

    1. (Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas

    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user will create multiple pillars to rise up from the ground made of solid erbium, which can be manipulated around an object or a person to bind them and restrict their movement.


    2. (Erubiumuton: Tsubu Kiri no Jutsu) - Erbium Release: Particle Mist Technique

    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them.


    3. (Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm

    Rank: B
    Type: Offensive, Defensive, Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time.
    Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).


    4. (Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship

    Rank: B
    Type: Offensive, Defensive, and Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place.
    Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).


    5. (Erubiumuton: Izumi no Sakusei) – Erbium Release: Fountain of Creation

    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user will perform a set of 3 hand seals and then the user will concentrate their chakra into the ground to create a fissure in the ground that sprouts out a large abundance of particle Erbium that can be used for a source to be manipulated for further techniques.
    Note: May only be used every two turns after use.


    6. (Erubiumuton: Soeki Iki no Jutsu) - Erbium Release: Plagued Breathe Technique

    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will make a two hand seals and then will release from their mouth their chakra creating particles of erbium in a strong furious stream that is directed at the target and can shed their skin with ease and thus getting into their blood system and after a period of 2 turns begin to poison the target with radiation sickness and affecting their performance reducing their speed , strength and concentration.


    7. (Erubiumuton: Kotai Kabe no Jutsu) - Erbium Release: Solid Wall Technique

    Rank: A
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user will manipulate their chakra and use a single hand seal to create a wall of Erbium to quickly erect itself in the desired location inwhich the user chooses to defend from incoming attacks or trap opponents.


    8. (Erubiumuton: Gizagiza no Kiba Jutsu ) - Erbium Release: Jagged Fangs Technique

    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will make a sequence of 3 hand seals and then manipulating and releasing their chakra into the ground they will cause a long jagged path of erbium spikes that to try impale their opponent. If the opponent is struck by one the spikes then the wound will transfer from the spikes a small amount of erbium particles that will cause radiation poisoning after a gradual time period (after two turns) and they will then have their performance begin to drop such as their speed, strength and concentration making them only capable of performing 2 moves a turn.


    9. (Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare


    Rank: S
    Type: Offensive
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghaul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters high. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles travelling extremely fast much like a sandstorm.
    Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again.


    10.




    11.




    12.




     
         
    Last edited by Nirvāṇa; 07-13-2012 at 11:44 AM.

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    Re: Zennies wisdom



    Liquid Nitrogen

    1. (Ekishousan'en no Jutsu ) - Liquid Nitrogen Technique

    Rank: B
    Type: Offenive , Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: 40
    Description: The user is capable of drawing up liquid nitrogen to manipulate it to the users will and can mold it to create and use for multiple purposes such as crate porjectile weapons, a single bullet like attack or create a medium sized wall that can defend against incoming techniques.


    2. (Ekishousan’en: Ishuu no Hitotaba Taka) – Liquid Nitrogen Release: Swarm of 100 Hawks


    Rank: B
    Type: Attack
    Range: Short – Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will manipulate their chakra to create 100 small hawks of liquid nitrogen to assault a target by having them fly in a single direction for concentration of the attack or a wide scaled attack to deal with multiple target/s


    3. (Ekishousan'en: Jōki Kumo Ryū no Jutsu) - Liquid Nitrogen Release: Vapour Cloud Flow Technique

    Rank: B
    Type: Offensive, Supplementary, Defence
    Range: Short - Mid
    Chakra cost: 20
    Damage points: 40
    Description: After performing the snake hand seal the user releases wind chakra from their mouth which instantly reacts and cools with water vapour in the air and creating a thick white cloud of liquid nitrogen that spreads out in the same manor as the poison mist technique. Its thick enough to obscure an opponents vision or if the target comes into contact with the cloud they then recieve damage from the coldness


    4. (Ekishousan'en: Naraku Higi no Akumu) - Liquid Nitrogen Release: Hell's Sanctum of nightmares

    Rank: A
    Type: Attack
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user will create a stream of liquid nitrogen to sprout from the earth towards the target at a rapid speed and then encases them in a solid spike prison.
    Note: Must wait 2 turns before can use this technique again.


    5. (Ekishousan'en: Kokyuu no Genbo) – Liquid Nitrogen Release: Breath of the Black Turtle

    Rank: A
    Type: Attack
    Range: Short - Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user spits out a stream of Liquid Nitrogen. If the opponent is at short range, it freezes them on touch. If the opponent is at mid-long range, the stream breaks up into a fine mist that causes cold burns and will explode after one turn
    Note:Causes 15 damage to user


    6. (Ekishousan'en: Soeki Mokuzai Ookami) – Liquid Nitrogen Release: Plagued Timber Wolves


    Rank: A
    Type: Attack
    Range: Long
    Chakra cost: 30
    Damage points: 60
    Description: The user slams their foot onto the ground and manipulating their chakra in the ground to create 5 timber wolves sprout from the ground made of Liquid Nitrogen. The charge at the enemy target/s from all directions and as they collide with the target they compress and explode in a cold fury inducing cold burns to the victim.
    Note: Can only be used 3 times
    Note: User must wait a turn to use tehnique again.


    7. (Ekishousan'en: Boumei Fuujikomeru Rippoutai) – Liquid Nitrogen Release: Exile Containment Cube



    Rank: S
    Type: Offensive
    Range: Short – Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user creates in front of them a large cube of Liquid nitrogen that they will then release at the enemy, which then engulfs them, and trapping them in a cube of liquid nitrogen that then turns to a solid cube of Liquid Nitrogen and thus traps the opponent in a cube.
    Note: Can only be used 2 times.
    Note: User cant perform Liquid Nitrogen Next turn.



    8. (Ekishousan'en: Eki Ryuu Heki) – Liquid Nitrogen Release: Liquid Dragon Burst

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user manipulates the liquid nitrogen to create a dragon which is then sent towards the opponent in a liquid state and then strikes them inducing cold burns and freeze’s the area of contact and turning into a solid state.
    Note: Can only be used twice
    Note: Requires a Liquid Nitrogen source


    9. (Ekishousan'en: Eki Rokkakkei Gokusha Tou) – Liquid Nitrogen Release: Liquid Hexagonal Prison Tower

    Rank: S
    Type: Attack
    Range: Mid-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user creates a hexagon prison tower rise around the enemy from the ground and then freezes trapping the enemy in a crystal clear solid Liquid nitrogen super cold prison and then crushes them. The prison covers the ground as well, so the opponent cannot escape that way
    Note: Can only be used 2 times


    10. (Ekishousan'en: Gouzen Gyoushuu) – Liquid Nitrogen Release: Roaring Condensation

    Rank: Forbidden
    Type: Offensive, Defence
    Range: Long
    Chakra cost: 50
    Damage points: 120 (-30 damage points)
    Description: The user releases their chakra from their body creating a shockwave from their body disturbing the air molecules, and collecting the molecules into small groups, as 75% of the concentrations in the air are nitrogen. Then by manipulating them the user freezes everything in a certain range surrounding area and turning the remains into a frozen wasteland.
    Note: Causes – 20 damage to user from cold burns
    Note: Can only be used 2 times
    Note: User cannot perform liquid nitrogen for two turns.


    11. (Ekishousan’en: Kouroi Kiba Shimo Ryuu) – Liquid Nitrogen Release: Black Fanged Frost Dragon

    Rank: Forbidden
    Type: Offensive
    Range: Short- Long
    Chakra cost: 50
    Damage points: 120 (-30 to user)
    Description: The user will perform a few hand seals and then releasing a cold breathe will cause the nitrogen in the air to rapidly cool and will result in the creation of a dragon like shape with just wings and no limbs that will then fly into the air and then sweep down upon the opponent and as it lands it splits into a spike cone like structure engulfing anyone who is within the radius of the blast (3 meter radius).
    Note: -30 damage to user from use of technique
    Note: Can only be performed once.
    Note: User cannot perform Liquid Nitrogen for Two turns.


    12. (Kuchiyose Ekishousan'en Ryuu Nithhogr) - Liquid Nitrogen Dragon Summoning: Nithhogr


    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 60
    Damage points: (Dependant on abilities)
    Description: Nithhogr has clear spikes protruding from his head that then continuers half way down his long neck. His wings extend from his back reacting out 15 meters and standing tall at 10 meters to the shoulder with the neck reaching a further 10 meters when stretched upwards completely. He bares a long tail with crystal spikes made of Liquid Nitrogen. He has sharp claws ad plated armor. He is a very fast flyer due to his elegant body shape. Nithhogr is capable of releasing wind and water techniques from his mouth up to B rank techniques and all Liquid Nitrogen techniques the user posseses and can shoot Liquid Nitrogen Bullets equivilant to A rank up to 3 times per match. It can release a chilling Liquid Nitrogen breath up to Long Range equivilant to S rank once per battle.
    Note: Can only be used by Zenryoku
    Note: No Liquid Nitrogen Moves can be made by the user for two turns after summoning.
    Note: Summoning Technique lasts for 4 turns.
    Note: All Techniques used by the summon count towards the users three per turn.



    Note: I have signed the dragon summoning contract.

     
         
    Last edited by Nirvāṇa; 07-13-2012 at 11:33 AM.

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    Re: Zennies wisdom


    Gel

    1. (Geruton no Jutsu) - Gel Release Technique

    Rank: C
    Type: Offensive, Supplementary, Defence
    Range: Short - Long
    Chakra cost: 15
    Damage points: 30
    Description: The user will manipulate their chakra to create multiple gel objects ranging from orbs or shields or dense projectile weapons of gel that can cause more physical damage rather than a supplementary affect compared to the gel orbs.


    2. (Geruton: Gerubakuhatsu) - Gel Release: Gel Explosion

    Type: Offensive
    Rank: B
    Range: Short-Long
    Chakra: 25
    Damage: 45
    Note: Gels possess the capability to explode. This technique - a handseal-less technique - makes the chakra in any gel the user has created act on the gel, making a bubble form within the gel which instantly explodes, doing good amounts of damage. If the opponent is physically touching that gel part, then one-fourth of his limb will be blown off. The bubble can be seen and the explosion predicted if the opponent is looking at that part of gel where the bubble is forming.
    Note: Requires a one turn gap between each use
    Note: Maximum amount of gel that can be made to explode per use is 3/4ths cubic meter.
    Note: Next turn, no gel techniques above A rank.


    3. (Geruton: Guuijin no Kugutsu) – Gel Release: Manikin drones

    Rank: S
    Type: Offensive, Supplementary, Defensive
    Range: Short - Mid
    Chakra cost: 40 (+ 10 per extra drone)
    Damage points: 80 (if orbs used as direct attacks)
    Description: The user will manipulate their chakra to create clear like bodies that are capable of being used in many ways. They attain a body that is resistant to taijutsu and absorbs the blows reducing them to nothing and in doing so can cause the opponent to be stuck. They can act on their own and can be used to attack or defend against the opponents by being used as a shield. They can shoot from their body orbs of gel that can be used to deal damage by having a strong density or can be used to disable the targets movements.
    Note: Can only make a maximum of 2 manikins each time.
    Note: Orbs of Gel count towards the users 3 moves per turn.
    Note: can only be used twice with 3 turns before each use.


    4. (Geruton: Rurousha no Iji) - Gel Release: Memories of the Nomad

    Type: Supplementary/Offensive
    Rank: S
    Chakra: 40
    Damage: 20 per turn to opponent.
    The user makes tentacles of gel that vaguely resemble snakes surround themselves. These tentacles pull all the water out of the surrounding area ( including moisture in the air ) and store it within themselves, denying the opponent access to water of any sort. The tentacles' absorption property works extremely speedily, and can absorb even fast moving spurts of water. The user can command the tentacles to release the water and can then use it for any techniques, though the jutsus so performed will be ranked down by one.
    ~ Can only be used once per battle
    ~ Costs 25 chakra to maintain


    5. (Geruton: Kyuuenkai) Gel Release : Sudden Ocean

    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A ( 80 if using physical attacks )
    The user creates a deep ocean of gel to cover the entire arena floor. This gel prevents both user and opponent from using any techniques that require chakra to be used into the earth, or any objects caught inside the gel ocean. Due to the viscosity of the gel, it slows down the opponent's speed by fifty percent.
    Alternately, this technique can be used to turn an existing source of water/oil/wind into a large gel source.
    This gel ocean can be used as a source for other Gel techniques.
    This technique can only be used once per battle.
    Since the user has to focus on maintaining the gel ocean, they can move at normal speed but cannot use any complex Taijutsu ( B rank and above )


    6. (Geruton: Geru no Senjutsukuyoroi ) - Gel Release: Tactical Armour of Gel

    Type: Defensive
    Rank: S
    Range: Short
    Chakra: 40 ( +5 per turn to keep active )
    Damage: N/A
    Description: The user will do two handseals, and chakra will leak from his skin into the air in the immediate vicinity. This happens even if he is moving or has changed his position, so wherever he is he will have a chakra-saturated layer of air around him. Whenever he is surprised by an attack due to its unexpectedness, speed or strength that overwhelmed his defenses, the air in front of the attacked part of his body will solidify into an armour of aerogel attached to his skin will automatically form even if he is unconscious or unknowing. The aerogel retains its massive strength, able to withstand 1250 times its weight in force and also is impermeable to pure chakra - i.e. a strong enough elemental technique can breach it, but pure chakra cannot. This layer can form within a split second, to counter even highly skilled Taijutsu masters who know the EIG.
    Note: Technique can be activated only once per battle.
    Note: No Forbidden rank Gel techniques can be used for as long as this is active
    Note: User cannot go into EIG, Sage Mode or use bloodline limits during this activation.
    Note: User cannot summon during this activation.


    7. (Geruton: Hekatonkeiru no Rashomon ) ɸ Gel Release: Castle Gate of Hecatoncheires

    Rank: S
    Type: Defensive/Offensive
    Range: Short-Long
    Chakra cost: 40 ( +10 per turn )
    Damage Points: 80
    Description: A powerfully versatile technique, it combines the best features of Gel to create a strong offense and defense. The user forms ten handseals, and then hundred arms of gel appear behind the user, arrayed in a circular formation. Each arm is the size and shape of a normal adult human arm. Each arm wields a four-foot double-edged broadsword, again made of gel. The arms can then be manipulated by the user, and sent at an opponent to strike them with the swords, thrown in the way of an attack to partially or fully block it, or arrayed defensively to present a "blade wall" that an opponent has to pass through before reaching the user. The gel arms can also trade the broadswords for dexterity ( and vice versa ) in which case they can pick up objects or move them. In this form, they attack by pulling up pieces of the ground and flinging it at an opponent.
    The technique does possess some inherent weaknesses and restrictions -
    Note: This technique may be used only once per battle.
    Note: The arms cannot fully block a wide-range attack, or even a focused powerful attack.
    Note: The gel blades can slice through most substances, but nothing harder than gel ( see weaknesses of Gel Element for the list of these).


    8.




    9.




    10.




    11.




    12.






     
         
    Last edited by Nirvāṇa; 07-13-2012 at 12:28 PM.

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    Re: Enlightenment of Zen



    Sharingan Masters Hideout Techniques:-

    (Katon: Shinkou Ryuu Kaen) – Fire Release: Rising Dragon Flame

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: After making a few hand seals the user releases a large amount of chakra into the earth by stomping on the ground and then causes a rush of dormant fire from deep within the earth to rise up below the enemy and envelop him in an erupting flame in the shape of a large dragon head.
    Note: Can only be used 2 times
    Note: User can’t use fire style the following turn.
    Note: Only members of the Sharinganmasters hideout can use this jutsu


    (Raiton: Rippuko Za Ikazuchi Joutei) - Lightning Release: Rage of the Thunder God

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: the user creates a large ball of lightning which has surrounding it four smaller balls of lightning connected by lightning chains and the ball of lightning spins creating a large rotating vortex that gets shot at the enemy and can rip at ground.
    Note: Can only be used 3 times
    Note: Only members of the Sharinganmasters Hideout Social Group may use this jutsu.
    Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure


    (Raiton: Raikou Ryuu Mori) - Lightning release: Lightning Dragon lance

    Rank: S
    Type: attack
    Range: short-long
    chakra cost: 40
    Damage Points: 80
    Description: the user creates a 10 meter hollow lance of lightning energy with the tip as the head of a dragon and they thrust it the wind travels through the lance hollow core and sounds like a dragons raw and strikes the opponent and then crushes on impact and explodes causing electrical burns.
    Note: Can only be used 3 times.
    Note: Only members of the Sharinganmasters Hideout Social Group may use this jutsu
    Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure


    (Raiton: Kyojin Ikazuchi Tentei Mori) – Lightning Release: Giant Thunder God Lance

    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user concentrates a large amount of lightning chakra into their body and then releases it out of their palm to make a large spear of lightning 10 meters long in which they will then launch it at the enemy impaling them into the ground causing temporary paralysis.
    Note: Can only be used 3 times
    Note: Numbing effects last two turns
    Note: Can only be used by members of the Sharinganmasters hideout


    (Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion

    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.
    *Earth Jutsu cannot be used for 2 turns after this jutsu is performed
    *Does 15 damage to the User
    *Can only be used Twice per battle
    *Can only be used by members of Sharinganmasters Hideout


    (Fuuton: Aeolus Amatsu Iki) Wind Style: Aeolus’s Heavenly Breath

    Rank: Forbidden
    Type: Attack
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 90
    Description: The user sends an enormous amount of Wind Chakra into the sky, which causes a huge gale to come down and encircle the target in a dome of wind, in the wind the target is being rotated in mid-air, and is rapidly increasing in rotation so they cannot focus on hand signs properly and is also getting cut because of the wind. Because the dome is large, occasional gusts of wind are sent at the user.
    *Wind Jutsu cannot be used for 2 turns after this jutsu is performed
    *Does 15 damage to the User
    *Can only be used once per battle
    *Can only be used by members of Sharinganmasters Hideout


    (Suiton: Taikaikamigami Doki) Water Style: Poseidon’s Wrath

    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user gathers a vast amount of water chakra into their hand(s)and punches forward making a Large hand race towards the enemy and then turns into a large volume of water in a crashing wave that then envelops the enemy and drowning them. The aftermath of the jutsu leaves a large amount of water behind which can be used as a water source for jutsu.
    *Water Jutsu cannot be used for 2 turns after this jutsu is performed
    *Can only be used Twice per battle
    *Can only be used by members of Sharinganmasters Hideout



     
         

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    Re: Enlightenment of Zen



    Allowed by Zanji

    (Raiton: Raikou Jouten Higyou) Lightning Style: Lightning God Strike

    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage: 75 (-10 to user)
    Description: The user raises their hand into the sky and then punches forward and shoots a blast of lightning at the opponent. If missed the blast will bounce off any object and go back at the opponent. Must be trained by Zanji to use. Can only be used 3 times per battle.
    Co-creator: Rei.


    (Suiton: Kaosu Leviathan Tsunami) Water Release: Chaos Leviathan Tsunami

    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: Creates a gigantic Tsunami that is in the shape of the legendary Leviathans head and crashes down on top of the opponent with enough force to shatter all their bones.
    Note: Need a large source of water to make this Jutsu
    Co-Creator: Rei


    Katon: Funshutsu Tama (Fire Release: Eruption Ball)

    Rank: S
    Type: Attack
    Range: mid-long
    Chakra: 40
    Damage: 80 (60 if missed)
    Description: The user places their hands together in front of them and form a small fire ball between their palms. Then the user thrusts their one hand foreword launching the fire ball at the opponent. If it hits the intended target the fire ball massively erupts and explodes causing massive damage to the opponent. Even if missed the target the ball will still massively erupt and explode causing damage.
    Note: The user can only perform this jutsu twice per fight. But once used the user is unable to perform any S-Rank fire jutsu the rest of the turn and the following turn.
    Co-Creator: Rei


    (KaDoton Hijutsu: Tera Seiryoku) Secret Fire-Earth Release: Terra Force

    Rank: S
    Type: Offensive
    Range: Long
    Chakra: 40
    Damage: 80
    Description: The user slams both of their fists into the ground releasing a mass amount of chakra into the ground forcing 10 large pillars of Fire/Magma/Earth Energy to erupt out of the ground around the user and collide high above him forming a massive sphere above the user. He then jumps high into the air and without grabbing the sphere he will either slam the technique into the opponent or throw the sphere at his opponent. The Sphere will then explode upon impact of the opponent or will carry the opponent away from the user then proceed to explode.
    Note: Can only be used once
    Note: Can only be used by Zanji or taught by Zanji.
    Note: Cannot use Fire or Earth techniques S-Rank or higher for the next 2 turns.
    Note: Is unaffected by an opponents Explosion or Implosion Techniques that affect Earth or Fire Techniques. Due to the user mixing a mass quantity of his own chakra into the technique, and the mixture of elements.
    Note: Can only use 2 techniques per turn for the next 2 turns.
    Note: The opponent would be unable to stop this with a regular water technique due to the elemental combination used to make this.
    Note: The size of this technique is roughly the size of the Wind and Fire Blast Technique, and it's explosive power is just as slightly larger than a Wind Release: Rasenshuriken


    (Katon: Tousui) - Fire Release: Intoxication

    Rank: B
    Type: Offensive
    Range: short - mid
    Chakra: 20
    Damage: 40
    Description: The user, after executing the proper hand seals, (Tiger, Dog, Dragon, Tiger) they expels a heat cloud at their opponent from their mouth. If the opponent is trapped inside, the six senses are immediately dulled, allowing for their defenses to weaken temporarily.
    Co-Creator: Zenryoku


     
         

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    Re: Enlightenment of Zen


    Co-created with UzumakiJake

    (Oshie Ikusen tatsujin Ikazuchi Dageki Gyakujou)- Teachings of Thousand Masters: Thunder Strike frenzy

    Rank: Forbidden
    Type: Attack
    Range: Mid
    Chakra cost: 50
    Damage points: 90 (-15 to user)
    Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponents upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponents nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn).
    Note: Can only be used once
    Note: target can't perform lightning jutsu or hand seals for one turn
    Note: Can only be taught by Uchiha Kaito and UzumakiJake
    Note: -15 damage

     
         

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    Re: Enlightenment of Zen



    Allowed by Kirabi

    Name: Katon: Kajitori Kokyuu (Fire Style: Firebird's Breath)

    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 50
    Descrption: User creates a steady stream of fire that can cover a wide area and be used as a cover as the user moves to a diffrent location. A wind Jutsu would only enhance the range and power of this jutsu.
    (User is depleted of fire chakra next turn)


    Name: Katon: Kaji Bakudan (Fire Style: Fire Bomb)

    Rank: S
    Type: Attack
    Range: Short- Mid
    Chakra: 50
    Damage: 80 (-30 to user)
    Description: User makes a condensed ball of fire in there palm, and onced released the bomb creates a massive burst of fire that leaves a crater and also affects the user.
    (Very Effective against Earth Type Jutsu and Wind Would only Enhance this jutsu's power unless it becomes contained.)
    (only useable 2 times)
    (no fire for 2 turns afterwards)


    (Doton: Resshin)- Earth Style: Earthquake.

    Rank: B
    Type: Offensive/Defensive
    Chakra Cost: 25
    Damage: 15(above) 50 (below Ground)
    Desription: The User Preforms the needed handseals and then stomps onto the ground, causing a massive earthquake that may unbalance an oncoming opponent, or if the opponent is underground Cause massive damage.


    (Doton: Funjin Arashi)~Earth Style: Dust Storm

    Rank: B
    Type: Supplementary
    Range: Entire arena
    Chakra: 10 per turn
    Attack: 5 per turn
    Effect: Creates a dust storm that effects the entire arena, blocking off sound, and light, and damages opponents eyes.
    Description: User uplifts large amounts of earth that is broken up into extremely small bits of rock that is combined into a dust cloud that acts like a storm. It has the same effect as hidden mist except better. The noise caused by the dust scraping against the ground drowns out all other sound, and it blocks off all light so no one can see or hear. Also the moving dust will get into peoples eyes and cause blindness even if they move out of the storm. The user can also manipulate the storm a bit so that it does not harm allies or the user


    Name: Doton: Poizun Deguchi Souken (Earth Style: Poison Fume Vent Creation)

    Rank: A
    Type: Attack
    Range: Short - Long
    Chakra: 50
    Damage: 30 damage if opponent get to close to vents or inhales the gas
    Description: After Preforming the needed handseals the user creates tunnels in the ground that realease fumes of poisonous gas. These vents release gas into the atmosphere of the area and can cause internal damage unless the opponent can reverse the effects with medical ninjutsu.
    (only last 2 turns otherwise user takes damage from the effects of the poison also.


    Doton: Daichi Dasshu (Earth Release: Ground Dasher)

    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: A fissure opens up under the enemy. Causing them to fall in the user then does a handseal that will sends wave after wave of spikes that puncture enemies.
    (Usable 3 Times)
    (No Earth Next Turn)


    Raiton| Yurezuchi (Lightning Release| Quaking Thunder)

    Rank: S
    Type: Attack
    Range:Short-Long
    Chakra: 40
    Damage: 80
    Description: The user clasp their hands and formulates Raiton chakra on thier palms then the user will then proceed to slam their hand into the ground, cracking the upper surface and unleashing a torrent of lightning pillars through the ground that extend up into the air and towards the target. If target is standing on ground, they may loose their balance besides being possibly electrocuted.
    (Usable 2 Times)


    Hebereke Tentei Kobushi: Drunken God Fist

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra: 40
    Damage: (+10 to Drunken techs) (-20 to falling)
    Description: After entering the Drunken Fist state, the user continues to drink and then enhances the effects by applying chakra. By doing so the user begins to move faster, and become even more unpredictable and fluid. The user becomes so fluid and unpredictable in his motion that even the MS can't determine the users movements and allows the user to dodge techniques on a whim in a unorthadox but effective way without the use of a ninjutsu. But despite this the user becomes so drunk that it becomes harder for him to control his chakra therefore the user only becomes unable to use Nin or Genjutsu in this mode.
    (Last 3 turns)
    (usable once)





     
         

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    Re: Enlightenment of Zen



    Allowed by Chiryoku

    (Doton: Wakusei Haken) Earth Release: Planet Dispatch

    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.
    Note: Must be taught by Ingwer


    (Doton: Saigo Anko-Ru) Earth Release: Last Encore

    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: Four walls on each side of the opponent raise swiftly and collide into the foe in order to crush them and then following up with another four walls in a diamond shape slamming into the wreckage of the previous walls.
    Note: usable two times per battle.


    Katon: Honoo Urufu (Fire style: flame wolf)

    Rank: A
    Type: attack/defence (can be both)
    Range: mid
    Chakra cost: 30
    Damage: 60
    Description: The user concentrates their fire chakra in their gullet, which they then release to create a flame wolf which is movable around the field (only in Mid-range).
    Note: only lasts 2 turns
    Note: Can only be taught by Ingwer Hatake


    (Souji Fukku) – Sweeping Hook

    Rank: C
    Type: Offensive
    Range: Short
    Chakra cost: 10
    Damage points: 25
    Description: The user will concentrate their chakra into their right fist and then as the opponent attacks with a punching or stabbing motion (made by sword or hand) will then lift their leg up to hook the arm and using their body weight force the opponent down and bringing their right fist down in a chopping action to the back the neck of the target.
    Co-created by Zenryoku


    (Hisan Kyuuki Genkotsu) – Flying Crane Fist

    Rank: B
    Type: Attack
    Range: Short – Mid
    Chakra cost: 20
    Damage points: 40
    Description: The user will concentrate wind chakra into their fist and then as the target attacks with a punch or kick the user will catch that limb and thrust them into the air and in conjunction the user jumps with them and strikes them in the chest with a strong vertical punch charged with wind chakra that slices the flesh and crashes the opponent into the ground.
    Co-created by Zenryoku




     
         

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    Re: Enlightenment of Zen



    Allowed by Sauron

    (Fuuton: kochou bure-do) Wind Style: Butterfly Blades

    Type: Attack
    Rank: A
    Range:Short/Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.

    Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.
    Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location
    Note: Can only be used three times per battle



     
         

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    Re: Enlightenment of Zen



    Allowed by Yard

    (Doton: oshi sacchi) Earth Release: Pressure Sensing

    Rank: C
    Type: Supplementary/Defense
    Range: Short-long
    Chakra cost: 20
    Damage Points: N/A
    Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
    -User must make contact with the ground while using this jutsu.


    (Doton: tsuchi heika) Earth Release: Earth Arms

    Rank: B
    Type: Supplementary/Attack
    Range: Short-long
    Chakra cost: 40
    Damage Points: N/A
    Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
    -The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
    -Must be taught by ~Yard~
    -Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
    Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.


    (Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado

    Rank: A
    Type: Offensive
    Range: Short – Long
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
    The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

    -The controling of the shuriken counts as one of the users turns
    -Can only be taught by ~Yard~



    (Futon: Uindo no Mai) Wind Release: Wind Dance

    Rank: A
    Type: Offense
    Range: Short-long
    Chakra Cost: 30
    Damage: N/A
    Description: The user will use their wind chakra to push their opponent in any direction they choose.
    ~Can only be used 3X per battle.~
    ~No other wind jutsu can be used in the same turn.~


    (Raiton: raikou myaku) Lightning Release: Lightning pulse

    Type: Attack
    Rank: S Rank - Forbidden Rank
    Range: Short-Long
    Chakra Cost: 40 ( 50 If charges for 2 moves)
    Damage Points: 80 (90 If charged for 2 moves)
    Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

    Notes:

    -No Raiton for the next turn if charged for Forbidden Rank.
    -No A rank Raiton for the next turn if charged for only S rank.
    -If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
    -No ninjutsu on the next turn just elemental jutsu.
    -The electricity has enough amps and current to kill.
    -Charging of 1 move = S rank rank.
    -Charging of 2 moves = Forbidden Rank.


    (Jeet Kun Do)

    Type: Supplementary/offense/defense
    Rank: S Rank
    Range: N/A
    Chakra Cost: N/A
    Damage Points: N/A
    Description: Jeet Kun Do is a hybrid martial arts system and life philosophy founded by martial artist Bruce Lee with direct, non classical and straightforward movements. Due to the way his style works they believe in minimal movement with maximum effect and extreme speed. The system works on the use of different 'tools' for different situations. These situations are broken down into ranges (Kicking, Punching, Trapping and Grappling), with techniques flowing smoothly between them. It is referred to as a "style without style". Unlike more traditional martial arts, Jeet Kune Do is not fixed or patterned, and is a philosophy with guiding thoughts. It was named for the concept of interception, or attacking your opponent while he is about to attack. He believed that combat was spontaneous, and that a martial artist cannot predict it, only react to it, and that a good martial artist should "Be like water" and move fluidly without hesitation. Water is infinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The user needs to calm his mind completely, focus and wait for the opponent to strike. They will then use the opponents attacking force against them as the user moves in a relaxed state with fluid motion to take advantage of the opponents openings as the opponent attacks. Someone who masters Jeet Kun Do would have great reaction time, triple of what they had before being able to react instantly to normal taijutsu users. In close range a Jeet Kun Do master (like Bruce) can move a limb in the blink of an eye with great force, quickly catching the opponent off guard. Jeet Kune Do seeks to waste no time or movement, teaching that the simplest things work best. Economy of motion is the principle by which Jeet Kun Do practitioners achieve:

    Efficiency: An attack which reaches its target in the least amount of time, with maximum force.

    Directness: Doing what comes naturally in a disciplined way.

    Simplicity: Thinking in an uncomplicated manner; without ornamentation.

    This is meant to help a practitioner conserve both energy and time; two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, learned in Wing Chun and Western boxing.
    "When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack." "To reach me, you must move to me. Your attack offers me an opportunity to intercept you."This means intercepting an opponent's attack with an attack of your own instead of a simple block. It is for this concept Jeet Kune Do is named. JKD practitioners believe that this is the most difficult defensive skill to develop. This strategy is a feature of some traditional Chinese martial arts, as well as an essential component of European épée fencing. Stop hits & kicks utilize the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element.

    Simultaneous parrying & punching
    When confronting an incoming attack, the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is practiced by some Chinese martial arts. Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element and maximizing the "energy" element. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack whereas a parry merely re-directs an attack. Redirection has two advantages: It requires less energy to execute; it utilizes the opponents energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to the nullification of their attack while having to worry about defending an incoming attack.

    Low kicks
    JKD practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other JKD principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle. Maintaining low kicks utilizes the principle of economy of motion by reducing the distance a kick must travel thus minimizing the "time" element.

    Five ways of attack
    * Simple Angular Attack (SAA) / Simple Direct Attack (SDA). Is a simple motion (punch or kick) which moves with no effort to conceal it, directly to the target on the most economical route. It can be indirect, beginning on one line and ending on another. Such as a punch that starts to the stomach (mid line) and ends on the chin (high line). SAA is an attack that is launched from an unanticipated angle that is achieved by moving in such a way as to create an open line into which to strike.
    * Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
    * Progressive Indirect Attack (PIA). Simulating an attack to one part of the opponent's body, followed by attacking another part, as a means of creating an opening.
    * Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization * attack, which make use of trapping/parrying to limit the opponent's function with that appendage.
    Attack By Drawing (ABD). The goal when using attack by draw is to "draw" the opponent into a committed attack by baiting him into what looks like an exposed target, then intercepting his motion. One can execute a motion that invites a counter, then counter attack them as he takes the bait

    - Can only be taught to S-class and above who have learned basic taijutsu.
    - To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.
    - Can only be taught by ~Yard~




     
         

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    Re: Enlightenment of Zen



    Allowed by Akisha

    (Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws

    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra costs: 40
    Damage points: 80
    Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
    Note: Can only be used twice.


    (Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss

    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
    Note: Only twice per battle


     
         

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    Re: Enlightenment of Zen




    Allowed by Nero

    (Katon: Rasen Kaen Ryuu) – Fire Release: Spiralling Flame Dragon

    Rank: S
    Type: Attack
    Range: Short – Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user inhales a large breathe before exhaling a flame of fire in the shape of a dragon that then spirals around creating a chamber in the middle that can incinerate the target.
    Co-Creator: Kaito-sama


    (Raiton: Akuma Kase) – Lightning Release: Demonic Shackles

    Rank: A
    Type: Offensive
    Range: Short – Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user takes out a scroll and makes two hand seals (tiger – Horse) and then concentrates their lightning chakra to create shackles of lightning shoot out the scroll and bind themselves round the target shocking them into numbness and holding them in place.
    Note: Effects of Numbing Last 1 turn.
    Note: Binding lasts for 2 turns


    (Ikazuchi Tainai no Kawarimi Jutsu ) - Lightning Body Replacement Technique

    Rank: B
    Type: Offensive, Defensive, Supplementary
    Range: Short
    Chakra: 20
    Damage: N/A
    Description: As an attack targets on the user the user will quickly disperse into a pulse of lightning appearing somewhere else seconds later.


    (Doton: Nagashi Kuchi) - Earth Release: Sink Hole

    Rank: C
    Type: offensive, supplementary, defence
    Range: short - mid
    Chakra: 15
    Damage: 30
    Description: After performing the Snake Hand seal the user will turn the ground below his target into a sink hole that will suck them beneath. Its is a snaring technique, used to entrap his foes or slow them.


    (Doton: Kanraku Doragon Ana) Earth Release: Sinking Dragon Hole

    Rank: A
    Type: Supplementary
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: After performing the necessary hand seals, Dog → Bird → Monkey → Dog → Snake the user will slam the ground, creating a large "whirlpool" in the land with this point as the center. Although causing massive damage to the landscape, the technique "whirls" to slow to be fatal to opponents, is thus used merely to catch them off guard or as a distraction.


    (Katon: Dezātosan) - Fire Release: Desert Sun

    Rank: C
    Type: Supplementary
    Range: Short - Mid
    Chakra: 15
    Damage: N/A
    Description: A jutsu in which the user first makes the Hawk → Rabbit → Tiger → Snake → Monkey they can used this to great effect as It creates a concentration of heat and light in the user’s palm, which affects the surroundings and creates the equivalent of a miragethe user can use flames around him to create the same effect, and may control it to a greater degree, allowing him to create realistic illusions all about an opponent. Such as misleading the number of targets or the users position.


    (Suiton: Tsunami no Jutsu) Water Technique: Tidal Wave no Jutsu

    Type: Attack/Supplimetary/Defensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: The jutsu can be used as either an offensive technique or as a passive technique. The user will expel a large volume of water from his mouth and then form it into a tidal wave then either surf on the tidal wave and follow up with another jutsu or attack or rush the tidal wave at enemies.



     
         

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    Re: Enlightenment of Zen



    Allowed by Kagutsuchi

    (Katon: Hotaru no Mai) – Fire Release: Dance of the Fire Flies

    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra cost: 40
    Damage points: 80
    Description: The user shoots from their mouth multiple fireballs of intense heat shoot out like a storm of fireflies and converge on a large area and leave the surrounding area scorched from the intensity of the flames.
    Note: Can only be used 3 times.


    (Note: There were more that i need to ask Kagutsuchi what he allowed me and taught me)



     
         

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    Re: Enlightenment of Zen



    Allowed by Damon Salvator

    (Raitoningu Kangoku): Lightning Prison

    Rank:A
    Type:Supplementary
    Range:Short
    Chakra:60
    Damage:N/A
    Description:The user jumps into the air and shoots kunais arround his opponent in a circle.Then he uses lightning and he shoots it at the kunais making a lightnig sphere arround his opponent.
    *Note:Can be used twice per battle
    *Note:Lasts for 2 turns


    (Raiton:kyuushuu) Lightning:Suction

    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost:50
    Damage Points:N/A
    Descriptionnce a lightning jutsu is used against the user he does 3 handseals and lifts his hands towards the coming lightning.Then he absorbs the Raiton chakra from the justu.
    Note:Can be used 2 times per battle.
    Note:After used the user must use lightning jutsu in the same turn to free the stored lightning chakra.
    Notenly taught by Damon Salvatore
    Note:Can absorb only till A rank justus.


    Earth style:Earth Avatar-Doton Avatar

    Supplementary
    Range:Short/Self
    Rank: S
    Chackra cost:40
    Description: The user slams the ground and creates a Golem like figure.Then as the user focues his Doton chakra and closing his eyes he is able to control the Golem figure as his own body.
    Note:the Golem Avatar is usable once per battle.
    Note:The Golem can use only Doton up to B and is immune to fire and wind up to C
    Note:The user can create only two avatars.If there are two each will have one eye and if the user opens his real eyes the Avatars will be destroyed.
    Note:Taught only by Damon Salvatore.



     
         

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    Re: Enlightenment of Zen



    Allowed by Nemesis

    Name:Fire Release: Burning Arm (Katon: Nenshou Ude)

    Typeffensive
    Rank:S
    Range:Short
    Chakra Cost: 40
    Damage Points:80
    Description:The user channels chakra throughout their body, and an aura or fire is formed around them. Any physical attacks they land on their opponent will cause them to be either set ablaze as well, or severely burned, depending on the strength of the attack. However, the longer the aura is in effect
    *Only Used Once


    Name:Fire Release: Eruption

    Typeffensive
    Rank:S
    Range:Long
    Chakra Cost:40
    Damage Points:80
    Description:It is performed by gathering Fire-based chakra and forcing it into the ground and the erupting out like a geyser of flame burning anyone in front of him
    *Can only be used once


    Name:Fire Release: Fire Dragon Fury (Katon: Karyū Mōi)

    Type: Offensive
    Rank:S
    Range:Mid
    Chakra Cost:40
    Damage Points:80
    Descriptionnce you perform the hand seals, you inhale air passing through mouth, and utilizing a largest amount of fire chakra, you are able to spew an large amount fire breath (the fire forms likely to be a large fiery angry dragon) from their mouth, incinerating all the affected area
    *can only be used once


    Name: Daichi Yaiba (Earthen Blade)

    Rank: A
    Range: Medium~Far
    Chakra:40
    Damage:80 (if the jutsu connects with opponent)
    Description: It is an earth element ninjutsu that creates an earthen pillar in the form of a blade at the feet of the enemy, that crashes into his ribcage and throws him off his feet. Despite being an earthen 'blade' the impact is blunt, meant more to throw the opponent off his feet and allow some of the distance in between him and his opponent to be traveled with impunity.This jutsu can also be used to destroy incoming projectiles


    Name:Earth Release: Dragon Tail Barrier

    Type: Ofensive
    Rank:S
    Range:Long
    Chakra Cost:40
    Damage Points:
    Description:The technique works by creating over a dozen pillars, made of earth, which are arranged by hand gestures, making them form a gigantic shield or door like barrier between the caster and the opponent. Though highly resilient to outside attacks, it retains earth's weakness to Lightning Release techniques.
    Can only be used once


    Name:Earth Release: Totem Pole Shot

    Typeffensive
    Rank:S
    Range:Long
    Chakra Cost:40
    Damage Points:80
    Description:the user does a string of hand signs and claps his hands together, from the earth: will form a Totem pole, the user will throw that pole in a very fast and accurate way like a javelin, to attack the opponent, this jutsu can be used as a close combat melee weapon and to destroy incoming projectiles
    Used 2 times per battle


    Name:Earth Style: Mountain Rise Technique (Doton Yama Tatsu no Jutsu)

    Type: Offensive
    Rank:A
    Range:Long
    Chakra Cost:30
    Damage Points:N/A
    Description:This technique makes a mountain rise up from the ground as a defensive barrier
    Stays only for 2 turns


     
         

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    Re: Enlightenment of Zen



    Allowed by Shigure

    (Raiton: Aian Itten no Yoroi) - Lightning Release: Ion Particle Armor

    Rank: Forbidden
    Type: Defence
    Range: -
    Chakra Cost: 55 (+20 each turn active)
    Damage Points: - (-40 to the user when armor is activated, -5 damage per turn, whilst active, +20 to all Lightning Jutsu, -10 from any Lightning Jutsu)
    Description: The user gathers all positive electrically charged Ions in the nearby environment, creating an ultimate armor of Lightning that is capable of rejecting all positive and negative electrons that are coming in touch with them. The user's speed increases to Lee's 3rd Gate speed and his general competence in Lightning attacks increases. Each turn the armor is active, the ions zap the user's skin causing discomfort while he moves around. The first time the armor is activated, it slightly burns the surface of the skin.
    - Once the armor is deactivated, it cannot be activated for the rest of the battle.
    - May be teached only by Shigure.


    (Raikou Keiriku) – Lightning Execution

    Rank: Forbidden
    Type: Attack
    Range: Mid-Long
    Chakra Cost: 50
    Damage Points: 90 (+20 to user, and 10 additional damage to the opponent the next round.)
    Description: The user charges natural lightning from around him into both his palms, as he charges it, he slowly releases chakra from his hands, and two bolts of lightning get created in the user’s palms. As he fully releases the lightning chakra, the ground starts shaking and the user travels at very high speeds towards his enemy. Once reached his target, the user stabs him in a diagonal way with both bolts. If, during the attack, the lightning is watched through a microscope, there can be seen small chakra streams that spread throughout the lightning, and once hit the enemy, the streams get out of the lightning and affect him at a cellular level, and the opponent doesn’t notice in the beginning, but later on he starts feeling pains and gets muscle cramps. The small streams of chakra affect the user too, while he is holding both bolts in his palms.
    - May be used once per battle.
    - If the enemy is hit, the cellular damage is unavoidable.
    - Can be teached only by Shigure and Kaito.


    (Suimugenru) - Drunken Infinite Loop

    Rank: C
    Type: Attack
    Range: Short
    Chakra Cost: 15
    Damage Points: 30
    Description: The user kicks the opponent in the chin, sending him upwards, then he appears behind the enemy, and does a 5 kick combo, the first two kicks go to his lower body(groin, legs) the following two go to his upper body (chest, arms, shoulders) and the final kick is towards the head, the kick is strong enough to smash the opponent in the ground.
    - Must be in Drunken state in order to use.
    - Must be teached by Shigure.


    (Suisaru) - Drunken Monkey

    Rank: A
    Type: Attack
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: This is a variation of "Crazy Monkey".Drunken Monkey which involves a lot of throat, eye and groin strikes as well as tumbling and falling techniques. It incorporates a lot of false steps to give the appearance it is defenseless and uses a lot of off-balance strikes. The practitioner waddles, takes very faltering steps and sometimes fall to the ground and lies prone while waiting the opponent to approach at which time a devastating attack is launched at the knees or groin areas of the opponent.This technique is comprised of a combo of 25 hits.
    - Must have learned Crazy Monkey.
    - Must be in a Drunken state.
    - Must be teached by Shigure.




     
         

  22. #22
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    Re: Enlightenment of Zen



    Allowed by Yagura

    (Ikazuchi Uesama Mo-Do) - Thunder Emperor Mode

    Rank: A
    type: Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: The user concentrates and distributes lightning chakra in every point of the body. Making him powerful with lightning as the Thunder Emperor. The Thunder Emperor Mode will only last for 3 turns.
    Advantages:
    -The user now has +25% damage if using Raiton attacks
    -The user will only receive 50% damage from opponent Raiton
    Disadvantages:
    -The user is very vulnerable to Fuuton receiving +25% damage too
    -The user can't use Raiton attacks for 2 rounds after using Thunder Emperor


    (Ikazuchi Uesama Gigei: Shinjou Shuuha) - Thunder Emperor Arts: Body Wave

    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: After the user has transformed into the Thunder Emperor, the user concentrates Raiton chakra in his body and makes a body wave which can cancel incoming Doton attacks.
    Note: Must be transformed into Thunder Emperor Mode before using.
    Note: Only counters A-rank and below Doton jutsus
    Note: Only used 3 times in a battle and cannot be used anymore


    (Ikazuchi Uesama Gigei: Sonic Joukeiki) - Thunder Emperor Arts: Sonic Boom

    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user concentrates Raiton chakra to palms then adds Fuuton chakra on it. When the user releases it, the attack becomes a lightning discharge and when it hits the opponent, the opponent is blown away and is slightly paralysed (that's why it is "boom").
    Note: Must be transformed into Thunder Emperor Mode before using.
    Note: Only usable by ND
    Note: Only used 3 times in a battle and cannot be used anymore


    (Ikazuchi Uesama Gigei: Hanma) - Thunder Emperor Arts: Hammer

    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The Thunder Emperor concentrates fully on Raiton chakra and forms an electric hammer. Unlike the usual Raiton hammer, this hammer is more powerful with the use of Thunder Emperor Mode.
    Note: Must be in Thunder Emperor Mode before using


    (Ikazuchi Uesama Gigei: Hi no Hagane) - Thunder Emperor Arts: Wings of Sun

    Type: Attack/Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80 (if used to opponent)
    Description: The user concentrates Raiton chakra throughout his body transfers it to palms and releases it like a force wave. If the wave is hit to a mountain, a landslide will happen because of it's power. If the wave is hit to the opponent, he/she receives damage.
    Note: Only useable 5 times per battle and must wait for 2 turns to use again.


    (Ikazuchi Uesama Gigei: Fainaru Bentsu) - Thunder Emperor Arts: Final Vent

    Type: Supplementary
    Rank: Forbidden
    Range: Close
    Chakra Cost: 50
    Damage: n/a (+10 to Thunder Emperor Arts damage)
    Description: The user's sword is charged with Raiton chakra and the sword changes it's shape. The sword's shape is changed from a wakizashi to odachi and can add more damage if the user uses Thunder Emperor Arts. The user can't use thunder emperor mode again if it is deactivated when this jutsu is already in use. And can only be used 2 times


    (Ikazuchi Uesama Gigei: Tsuchi Bure-ka) - Thunder Emperor Arts: Earth Breaker

    Type: Offensive
    Rank: Forbidden
    Range: Short-Mid
    Chakra Cost: 50
    Damage: 90
    Description: The user after uses the final vent, uses his sword to slice the ground and the ground leaks up to mid range. The opponent can be sliced if his is in the mid range. The user can't use Raiton jutsu for the next 2 turns after this. And can only be used 3 times


    (Kumo Bure-ka) - Cloud Breaker

    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 25
    Damage: n/a
    Description: The user concentrates chakra to make a strong amount of light that can stop any jutsu the causes rainy clouds that perform a rain jutsu. This jutsu needs high chakra and this can only stop rainy cloud producing jutsu B-rank below.
    Note: Only used for Namikaze Deniziiu



     
         

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    Re: Enlightenment of Zen

    Allowed by Isiris

    (Doton: Shinku No Pitto): Earth Style: Pitfall

    Rank: A
    Type: Defensive/ Supplementary
    Range: short - mid
    Chakra: 30
    Damage Points: N/A
    Description: the user stomps on the ground, creating a small circular fissure that can trap the opponent and small summons.
     
         

  24. #24
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    Re: Enlightenment of Zen



    Allowed by Gats

    (Fuuton: shippu taifuu nagareboshi) - Wind Style: Compressed Typhoon Meteor

    Rank: A
    Type: Attack
    Range: Mid-Long
    Chakra Cost: 30
    Damage: 60
    Description: The user controls the wind in the air to create a largely compressed sphere in shape of a meteor to attack the enemy, which on impact onto the ground, creates a large typhoon
    (Note: only one meteor can be shot when using this move)


    Name: (Fuuton: Bakuretsu Ookami ) Wind Style: Buster Wolf

    Rank: A
    Type: Attack
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user concentrates wind chakra into both fists. He/She then punches the opponent causing the chakra to implode
    on the opponents body, followed up with the second fist which has the same effect.



     
         

  25. #25
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    Re: Enlightenment of Zen



    Allowed by Toku

    (Ninpo: Shinku Kiji Ryuu)- Ninja art: Scarlet cloth dragon

    Rank: B
    Type: Supplementary
    Range: Long
    Chakra cost: 25
    Damage cost: N/A (+10 for explosive tags)
    Description: the user opens a scroll and performs the following seals: tiger dog horse. This then releases multiple cloths with spiked tastles on the ends that is infused with chakra and allowing the user to control its path of direction. The scarlet cloth dragons are then able to trap the enemy by wrapping round the legs shoulders and arms and restrains their movements. The spiked tastles are then thrust into the ground to act as ankers to hold the enemy down. This can also be used by applying explosive tags to the cloth to use as extra damage after holding the enemy still.
    Note: This jutsu can be used in conjunction with explosive tags to cause damage.
    Note: can only be taught by Tokugawa Yohimune.


    (Katana Jutsu: Shinkirou Dageki) - Sword art - mirage strike

    Rank: A
    Type: Attack
    Range: short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user uses the light reflected off the blade and moulds it with chakra sent into the blade. This then intensifies the light reflected towards the enemy and then gives the illusion of multiple blades in which the enemy sees multiple blades coming towards them and find it hard to predict the actual blade.
    Note: This jutsu must be performed with a drawn sword.
    Note: This jutsu can only be taught by Toku
    Note: This jutsu can only be performed 3 times.


     
         

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