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  1. #1
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    ±± The Chest of Endless Wisdom ±±



    Index
    Ninja Arts
    Illusionary Arts
    Body Arts
    Earth Release
    Water Release
    Wind Release
    Fire Release
    Lightning Release
    Wood Release
    Multiple Element Jutsu
    Panda Contract
    Crane Contract
    Fuuinjutsu
    Sound Based Techniques
    Weapons
    Mushroom Release
    Decay Release
    Lazy Fist
    Fishman Karate
    Dragon Glass Release
    Edo Tensei
    Eight Trigrams Demonic Illusion Fist
    The Force
    Medical & Poison Arts



    People who have complete access to all my customs:
    Wesobi
    Lili-chwan
    The Pervy Sage
    Scary Yamato
    Raiden..
    Gin-San
    Jinbei

    §This is valid until custom number #16 (included), at which time the new rule of cjs was changed§






    List of Customs


    Custom Techniques

    1.Kougu no Pangu | Tools of the Creator
    2.Tsuyoi Shushi No Kushin! | The Mighty Finger of Pain!
    3.Hlín No Te | Hlín's Hand
    4.Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words
    5.Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One
    6.Genjutsu: Akuma no Houyou | Ilussionary Arts: Demonic Hug
    7.Genjutsu: Magirawashii no Serifu | Illusionary Arts: The Misleading Words
    8.Genjutsu: Akuma no Izumi | Illusionary Arts: The Demonic Fountain
    9.Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
    10.Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
    11.Doton: Doro Dekisui | Earth Release: Mud Drowning
    12.Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
    13.Panda Genjutsu: Kataki no Nemuri Hakkyou | Panda Illusionary Arts: The Revenge of the Sleeping Madness
    14.Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
    15.Doton/Fuuton: Meimei Oberisuku No Yougo | Earth/Wind Release: Divine Obelisks of Protection
    16.Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi | Earth/Lightning Release: The Super Active Trickster Squirrels

    ------After The New CJ Rules-----
    17.Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
    18.Mokuton: Sono Shimideru Shoueki | Wood Release: The Oozing Sap
    19.Mokuton: Sono Niwa no Tougenkyou | Wood Release: The Garden of Eden
    20.Mokuton/Suiton: Hi Sugi | Wood/Water Release: The Day After
    21.Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
    22.Kure-n Geijutsu: Kiai | Crane Arts: Screech
    23.Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
    24.Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water
    25.Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
    26.Genjutsu: Senkyoushi | Illusionary Arts: Missionary
    27.Magarime | Flip
    28.Ro-ru | Roll
    29.Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
    30.Hijutsu: Gaia no Futaken | Hidden Technique: Gaia's Twin Swords
    31.Suiton: Megami Kontorōru | Water Release: The Goddess Control
    32.Mokuton: Urin | Wood Release: Rain Forest
    33.Mokuton/Doton Hijutsu: Chikyū no Sakebi | Wood and Earth Release Hidden Technique: Terra Clamare
    34.Ninpou Hijutsu: Mazu Tsumibito | Hidden Ninja Art: The First Sinner
    35.Katon: Hai to Kitai Chunyu | Fire Release: Ash and Gas Infusion

    Official Sage Bonus
    36.Panda Hijutsu: Wuxi Yubi no Haaku | Panda Hidden Art: The Wuxi Finger Hold
    37.Hijutsu Fuuin: Mippū no Kōkina Kekkai | Hidden Sealing Art: The Sealing Barrier of Exaltation
    38.Fuuinjutsu: Kyō no Yōso Fūin | Sealing Arts: Master Element Seal
    39.Gutai Tenohira no Jutsu | Physical Palm Technique
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    Sensei bonus CJs
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    Custom Medicines
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    Custom Weapon
    1.Gaia No Buin | The Staff of Gaia

    Force - Force Sensitives Custom Clan
    1.Kyōsei Abunai | Force Acrobatics
    2.Kyōsei Ochitsuka/Gekido | Force Calm/Rage
    3.Kyōsei Sōsa Suru | Force Grip
    4.Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
    5.Kyōsei Kyūshū/Gesuidō | Force Absorb/Drain
    6.Kyōsei Mamoru/Settoku | Force Protect/Persuasion
    7.Kyōsei Mezame | Force Awakening
    8.


    Lazy Fist

    1.Genkotsu Namakemono: Sono Odori no Namakemono Wan | Lazy Fist: The Dance of The Lazy One
    2.Genkotsu Namakemono: Yakedo Bachi no Okashii Chilli | Lazy Fist: The Burning Punishment of The Trickster Chilli
    3.Genkotsu Namakemono: Souhou Hebereke no Panda | Lazy Fist: The Touch of The Drunken Panda
    4.Genkotsu Namakemono: Sono Odori No Hebereke Moya | Lazy Fist: The Dance of the Drunken Haze
    5.Genkotsu Namakemono: Sono Bukotsu Zou No Sochi | Lazy Fist: The Clumsy Stomp of The Elephant
    6.Genkotsu Namakemono: Sono Tonsou No Ranningu Panda | Lazy Fist: The Escape of the Running Panda
    7.Genkotsu Namakemono: Sono Odori no Suisei Niku | Lazy Fist: The Dance of Decaying Flesh
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    Decay Release
    1. Ibiton: Sono Mashin Reiki | Decay Release: The Mephistophelian Aura
    2. Ibiton: Sono Kougu no Odahviing | Decay Release: The Tools of Odahviing
    3. Ibiton: Megumi no Ulphir | Decay Release: The Blessing of Ulphir
    4. Ibiton: Sono Doki no Azazel | Decay Release: The Wrath of Azazel
    5. Ibiton: Tezawari no Nephilim | Decay Release: The Touch of Nephilim
    6. Ibiton: Sono Kenryoku no Belial | Decay Release: The Power of Belial
    7. Ibiton: Gozentaru Dou Lucifer | Decay Release: The Proud Body of Lucifer
    8. Ibiton: Lilith no Tsumi | Decay Release: The Sin of Lilith
    9. Ibiton: Zen Shi no Asmodai | Decay Release: The Ubiquitous Death of Ashmedai
    10.
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    Dragon Glass Release
    1. ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Monogatari no Kuro Kanashiki || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Tales of the Black Anvil
    2. ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Tsuyoi Gizō no Chō || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Bowels of the Strong Forge
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    Panda Contract
    1.Panda Kuchiyose no Jutsu: Ayaui no Maria | Panda Summoning Technique: The Grave of Maria
    2.Panda Kuchiyose no Jutsu: Kuroi | Panda Summoning Technique: Black
    3.Panda Kuchiyose no Jutsu: Shiroi | Panda Summoning Technique: White
    4.Panda Kuchiyose no Jutsu: Myoushu | Panda Summoning Technique: Master
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    Crane Contract
    1.Kure-n Kuchiyose no Jutsu: Sono Aoi Keimei | Crane Summoning Technique: The Blue Dawn
    2.Kure-n Kuchiyose no Jutsu: Grus | Crane Summoning Technique: Grus
    3.Kure-n Kuchiyose no Jutsu: Sarus, Inakamono | Crane Summoning Technique: Sarus, the Redneck
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    Last edited by Scorps; 07-10-2014 at 09:30 PM.

  2. #2
    Scorps's Avatar
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    Re: ±± The Chest of Endless Wisdom ±±


    Ninjutsu


    1.
    Kougu no Pangu | Tools of the Creator
    Type: Offensive/Defensive/Supplementary
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description:
    Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

    Note: Can only be taught by Scorps or Zenryoku
    Note2: Constructs are created within short range of the user
    Note3: Can only be used once per turn, up to 4 times.

    1±Taught to Solf J. Kimblee Here
    2± Taught to McRazor
    3± Taught to Mathias

    2.
    Tsuyoi Shushi No Kushin! | The Mighty Finger of Pain!
    Type: Offensive/Defensive
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: 20 (+10 if he hits something)
    Description:
    User holds his middle finger against his palm with his thumb while he focuses chakra into it. He will point it at his enemy and release the finger, flicking it. This releases a blunt impact that sends the enemy flying backwards. This can only be done in close quarter fights but doesn't require physical contact. Can also be used to deflect small projectiles and weapons.

    Note: Can only be taught by Scorps
    Note: This jutsu is as harmful as a direct punch
    Note2: Can only be used once per turn up to 4 times

    Looks like this at 0:13s


    1± Taught to McRazor
    2± Taught to Mathias

    3.
    Hlín No Te | Hlín's Hand
    Type: Defensive
    Rank: A-Rank
    Range: Short
    Chakra: 30
    Damage: N/A
    Description:
    Using basic chakra shape manipulation, the user coats his palm with pure chakra and expands it forming a thin circular construct in front of it that can be directed and used to defend against an offensive jutsu. The construct is light blue in color but remains quite transparent. Once per battle the user can make a construct strong enough to defend against 1 S-Rank jutsu but, if so, he can't use it again for the rest of the match. This chakra construct is weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

    Note: Can only be taught by Scorps
    Note2: Can only be used once per turn to a maximum of 3 times
    Note3: Can defend against 1 S-Rank, once per match but can't be used again and the user can't use Non-Elemental Ninjutsu in the following turn
    1± Taught to McRazor
    2± Taught to Mathias

    4.
    Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words
    Type: Defensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description:
    A special ninjutsu of the highest caliber that can only be done by those who have excelled in ninjutsu. The user takes out a scroll which he previously prepared by writing a text in Jõko Nihongo (Ancient Japanese) with Hiragana and Katakana scripts instead of Kanji. As he takes the scroll out and unfolds it in air in front of him in a semi crescent gesture, he claps his hands focusing chakra, performing 3 hand seals (Horse+Hare+Boar) and touching the scroll. The Hiragana and Katakana caracters, glow in a light blue color and rapidly converge from the scroll, like snakes, raging towards the target. As they reach the target, they wrap around it like chains and bind its movement completely. This jutsu has a more powerful yet more limited performing method: the user will take a smaller scroll (only slightly larger than his hand) with the same caracters and slam it with his palm on the enemy. The moment there is contact, the rows of Katakana and Hiragana caracters spread across the enemy's body as chains, resctriting his movement. Although faster and having no need for hand seals, this alternative method has the same binding strength as the normal method. This jutsu can be done to restrict anything solid, with equal strength regardless of size or mass.

    Note1: Can only use jutsu up to S-rank in the same turn
    Note2: Usable only twice
    Note3: Because of the advanced shape manipulation required, this jutsu can only be broken by equal rank elemental or regular ninjutsu or taijutsu
    Note4: User can't use other regular ninjutsu in the same turn
    Note5: The binding doesn't require user to maintain contact and lasts until broken or released
    Note7: Can only be taught by Scorps

    Approved Here
    1± Taught to McRazor
    2± Taught to Mathias


    35.
    Ninpou Hijutsu: Mazu Tsumibito | Hidden Ninja Art: The First Sinner
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short
    Chakra: 40 (-10 per turn)
    Damage: N/A
    Description:
    The user will use hand gestures to infuse a patch of solid earth or rock with a given elemental chakra. Upon doing so, the material will fragment and rise into the form of a protector, with the fragments of its body connected to each other by a raw form of the element used. The material used is nothing but a vessel for the chakra infused in it and makes up the body of the guardian and its main form. The various clumps of the material will be engraved in several kanji markings, reminiscent of a fuuinjutsu technique, that will serve as the chakra's path way. The clumps will then be lifted, seamlessly held together in the raw humanoid form of the guardian by the chakra used. Depending on the chakra used, the guardian will have different attributes and abilities, but will always be about the same size, namely, twice as big as a normal human. The guardian floats above ground (between 10 and 20 cms) and lacks real lower limbs but does have rudimentary hands and facial features, carved upon the rock that makes up his head. The guardian can use techniques the user knows of its elemental chakra up to S-Rank without handseals (his rudimentary hands are used to substitute the handseals with simple hand gestures). The guardian cannot speak but its chakra link with the user allows a hidden form of instant communication between the user and the guardian. The guardian is a sentient entity, capable of acting on its own but, due to its elemental composition, cannot be mentally or sensorily manipulated. Likewise, if the user loses conscious or the ability to sustain the guardian, it will collapse on the ground.

    Kaminari Tsumibito (Thunder Sinner): This guardian is produced using lightning chakra to infuse the rocks. Capable of using lightning techniques, it passively numbs and zaps (harmlessly) any enemy nearby due to the lightning chakra that keeps the clumps together. Once per battle, the user can either detonate the Tsumibito, producing an S-Rank lightning blast, short range in radius or make the Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc).

    Kazan Tsumibito (Volcano Sinner): This guardian is produced using fire chakra to infuse the rocks. Capable of using fire techniques, it burns any enemy on contact and is immune to basic weapons (shuriken, kunais, etc) which simply melt upon contact with it. Once per battle the user can detonate the Tsumibito producing an S-Rank Fire blast, mid range in radius, that will scatter countless molten earth debris.

    Arashi Tsumibito (Storm Sinner): This guardian is produced using wind chakra to infuse the rocks. Capable of using wind techniques, it has the unique ability to fly. Its flight abilities are strong enough to carry the user while easily out maneuvering most flying summons of his size. Due to the aura of wind that surrounds him and enables flight, its completely immune to Lightning techniques but very vulnerable to Fire techniques. Once per battle the user can make the Tsumibito collapse upon itself, effectively creating a miniature S-Rank "wind hole", sucking anything short-range from its center into it and crushing/shredding it in the process.

    Jishin Tsumibito (Earthquake Sinner): This guardian is produced using earth chakra to infuse the rocks. Capable of using earth techniques, it has the unique ability to reform if hit by any technique apart from Lightning or Lava, while being immune to Water techniques. Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns.

    Umi Tsumibito (Sea Sinner): This guardian is produced using water chakra to infuse the rocks. Capable of using water techniques without the need for a water source, its completely immune to Fire or otherwise, high temperature related Techniques. Once per battle the user can siphon any and every heat or fire from the battle field on to the Tsumibito, negating it completely.

    Note: Usable 3 times per match, with each Tsumibito being used only once per match.
    Note: Each Tsumibito can only be sustained for 5 turns.
    Note: The ultimate ability of each Tsumibito results in its destruction.
    Note: The user cannot mold techniques above A-Rank of the element he used for the Tsumibito on the same turn.
    Note: Can only be taught by Scorps.

    This is based upon The Elder Scrolls: Skyrim's Storm Atronach:
    Approved Here
    1± Taught to Lili-Chwan
    2± Taught to ZeroKelvin
    3± Taught to Mathias


    30.
    Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
    Type: Offensive/Defensive
    Rank: Forbidden Rank
    Range: Short-Long
    Chakra: 50
    Damage: N/A (-20 to the user)
    Description:
    Said to be one of the strongest long range techniques known in the ninja world, the Arrow of the Original Sin is a very complicated technique that combines several ninja skills, from elemental ninjutsu to genjutsu and even fuuinjutsu. The user will join his hands together and pull back one of his hands as if pulling on an imaginary bow string. As he does this, a bow of pure chakra materializes with the hilt held by the other hand. The bow can be done of any raw chakra the user is able to manipulate, appearing translucent as if made of pure energy. In the bow, as the hand is pulled back, an arrow materializes of the aforementioned chakra nature, completely engraved in kanji symbols. As this is done, the users chakra spills to the battlefield in such a forceful way that everyone nearby is affected by a low rank genjutsu (D-Rank) that makes them experience either terrifying visions or soothing ones, depending if they are the targets of the technique or not. The genjutsu is not a very focused or detailed one and its only purpose is to pressure or assure those around the user. It will only change minor things like turning the sky red and darkening the ambient while making it seem as if all living things are decaying and dyeing (plants, insects, animals) or making it seem as if a golden, almost angelic light shines from the user, a long with a soothing warmth and even ethereal sounds that will add to the ambient created. Even if it adds to the "drama" of using the technique, the Genjutsu is nothing more than a proof of the amount of chakra focused and manipulated to use this technique and its ultimate abilities and is nothing by the secondary effect of the proximity to that amount of chakra. As the string of the bow if fully pulled back, the user will let go the arrow created at amazing speeds through tremendously immense distances. While the customary use is with only one arrow, the user will be able to unleash up to 2 or 4 similar arrows in quick succession if he so pleases. The arrows, engraved, as well as the ethereal bow, in tons of kanji are nothing more than vessels for a powerful sealing technique that will trigger on impact. Upon impact, besides the elemental damage done by the arrow (according to its own elemental weaknesses and strengths and taking the basic Forbidden-Rank rank damage with it), the sealing technique acts as a "purifier", a "cleanser". When activated, the sealing technique quickly expands a spherical barrier that suddenly collapses upon itself, sealing what was caught within it and siphoning any nearby chakra onto itself, cleansing the area thrice its size of any foreign chakra (enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range). The sealing technique expands on contact with foreign chakra or on the users own will (he can "hit" a target with the elemental part of the technique and trigger the sealing at a different time if he so pleases) and will seal anything within a 5m diameter sphere inside itself in a mere moment. The sealing technique ensures certain defeat if it hits the opponent and can be used to seal/counter any Ninjutsu thrown at the user (within reason and logic according to the applications of the technique itself) as well but in this case will act slightly different. The seal will expand and siphon the technique onto itself completely, instead of only sealing what would be within its area. If the user decides to make use of 2 to 4 arrows instead of one, the elemental damage will be spread through them equally and the sealing technique will be smaller in proportion (2 arrows = S-Rank arrows with 2,5 m diameter seals, 4 arrows = A-Rank arrows with 1,25 m diameter seals) albeit still having the same sealing strength.

    Note: Usable twice and counts as 2 techniques of the 3 per turn.
    Note: User will suffer severe damage to the hand that holds the bow and will be unable to do handseals on the same turn while suffering a speed loss in terms of handseals during the next 2 turns if not healed.
    Note: User will be unable to use techniques above S-Rank in the same and next turn.
    Note: The speed of the arrows is enough that in short range it simply cannot be countered (even if in this scenario its extremely hard to find the window of opportunity to use it) and in mid range only users with advanced reactions (dojuutsu, sensing, enhanced senses, EIG, etc) will be able to even notice it, while making a viable counter is a completely different story.
    Note: The distance the user is able to reach with the arrow is only limited by the chakra he puts in it and by his own aiming skills.
    Note: Can only be taught by Scorps

    Approved here

    1± Taught to Lili-Chwan




    Kuchiose no Jutsu: Niiro oyobi Kiiro no Kyouku | Summoning Technique: Red and Yellow Stability
    Rank: C
    Range: Self
    Chakra Cost: 15
    Damage Points: N/A
    Description: Allows the user to summon either Cranberry Juice or Lemon Juice in controlled ammounts into the user's own stomach. The summon is just like any other weapon summon, and the seal is found on the user's belly.

    (Ninjutsu: Dorobō Neko) Ninja Arts: Burgler Cat
    Rank: C
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: With one handseal, the user is able to create a small chakra burst on the palms of the opponent, when he/she's holding something (such as a sword, or a kunai, etc). The burst will invariably make the hand open, and shoot the object outwards. If in short-range, the user can choose to make the object fall on her hand.
    Mainly this is a distraction jutsu, as most opponents, Sannin and above, will have the necessary reflexes to re-catch the weapon again after it is shot a small distance (arm's range or elbow's range).
    The user can shout: "Expelliarmus", if the user is a geek.

    Ninjutsu: Nezumi no Hoohige | Ninja Arts: Rat Whiskers
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will make one handseal and expel her chakra outwards, from her hands. The chakra will create a set of thin and sharp but strong wires, this chakra wires, which will have an Elemental Nature in order to be effective, will immediately wrap around the opponent. Wind will make the wires much sharper. Lightning would numb the opponent, and make the wires sharper. Fire would burn the opponent and make add to the sharpness of the wires melting properties, Earth will make the wires thinner but stronger. Water is useless to the effect desired.
    Upon trapping the opponent, the user will quickly constrict the wires, severing the thinner limbs and severely injuring the thicker body parts (I.e Severe arms, legs, necks, and Injure torso, head).
    *This jutsu can only be used twice per battle*
    Note: The wires created aren't enough no envelop the whole body, so only a limb/body part can me affected.

    (Katateochi Meisai Gakure no Jutsu) - Partial Camouflage Concealment Technique
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user will focus their chakra into parts to their body like the camouflage concealment technique, but instead ill only turn the named body parts invisible to the naked eye. The user can also use this by placing their hand on object and releasing their chakra into it making it invisible to the naked eye. This can be very useful when used on throwing weapons or your arms in a close combat fight.


    Note: Object must remain in the users grasp to remain invisible. Using wires to connect to the object won't work.
    Note: Doujutsu can see through this technique.
    Note: Can only make invisible something up to the size of the user.
    Note: Useable 4 times.

    (Shintou Shuuha) - Concussive Wave
    Type: Supplementary
    Rank:A
    Range: Short-Mid
    Chakra Cost:30
    Damage Points:N/A
    Description: The User gathers a large amount of chakra in their hands and quickly claps them together. The clap releases a condensed wave of chakra in all directions. Once the wave reaches the opponents ears (the wave moves very quickly) it will sound like a loud blast followed by a high pitched ringing in the ears which deafens the opponent for 3 turns. This will also result in a noticeable, but not completely impairing, loss of balance in the opponent. The user will concentrate chakra into their ears to provide protection to themselves during the use of this jutsu.
    Restrictions:
    -Can only be used 2 times per battle.
    -User cannot hear at the moment the wave is released due to chakra ear protection.

    Learned from Scary Yamato here

    (Shikaisha Hijutsu: KamiKorosu Aburana no Jutsu) – Moderator Secret Technique: Yawn Rape technique
    Rank: S
    Type: Pawner
    Range: Short
    Chakra Cost: 40
    Damage points: 80
    Description: The user will release fire chakra into the air creating the temperature to rise and making the enemy become drowsy and then yawn. As the enemy yawns the user pokes their finger into the enemies mouth releasing chakra to enter their throat and cause muscle retraction and making it hard for them to breathe.
    Note: Can only be used 3 times
    Note: Must Be a Moderator

    (Kuchiyose - kashakutaku ) - Summoning: Torture table
    Type: Attack
    Rank: S rank
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/a
    Description: The user will perfrom 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the targets feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is anable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lighting wont work.
    Note: Useable once
    Note: Target must be distracted
    Note: User cant use elemental jutsu while concerntrating on this jutsu.

    Odin Yari | Spear of Odin
    Type:Attack
    Rank: S
    Range:Mid to long
    Chakra cost:40
    Damage Points:80
    Description:The user focuses chakra in one hand and makes a spear using shape manipulation.This spear is then launched at the target.It explodes upon contact causing a blast of 2 yards' radius
    Note:Can be used 3 times.
    Created by Chan.

    Davy Jones Todana | Davy Jones Locker
    Type: Summon
    Rank: S
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: 80
    Description:
    This summon is very similar to "Iron Maiden" summon. The user able to summon a old, sea forged, metal crate that is the size of a human under the enemy at either short or mid range. Once summoned the crate very quickly rises out of the ground and trapping the enemy, the opening in which the target is engulfed is similar to the way a puppet traps an enemy. Once the target is trapped then a summoning of chains even faster wraps around the entire crate just like the "Iron Maiden". The crate has many holes on the top of it. The user can either keep the enemy trapped in the locker or if near water the user can kick the locker into the water up to mid range, causing the enemy to sink very fast because the locker is very heavy and drown in the process.

    Notes:
    - Trap lasts for 1 turn
    - Drowning happens within 2 turns
    - Unable to use water and/or earth technique in same turn as summon
    - User must have some type of Taijutsu training to be able to kick "Locker" in water
    - Only usable/trainable by Dexter..

    (Soshi kishimu Kuchiyos) - Elemental summoning gourd
    Rank: S
    Type: Attack/defence
    Range: Short – Mid
    Chakra cost: 40 (-10 per turn)
    Damage points: 80
    Description: The user will peform 2 handseals slamming their hands down performing a summoning. The two handseals will depend on the element they choose. The user will summon a gourd that they have prepared before the battle. Each gourd was prepared with a barrier in it and will contain one of the 5 elements that will be infused with the users chakra. The element will act as an extension of the user. The user is able to control the element on their back with their chakra, much like Gaara can with his sand just not as fast. The way the elements are released in the gourd, is that the gourd is filled with fuuin seals which contain the desired element, like a scroll can contain fire. The use will release that seal releasing the element with each gourd.The elements are:

    Katon: This gourd will have special flames sealed within it that were created by the user and are infused with the users chakra. The user can control these flames with hand movements or special handseals.

    Suiton: This gourd will contain a portion of water infused with the users chakra allowing him to control it and bend it into shapes. The user can control the shape of the water and movements by moving their hands or using handseals.

    Fuuton: This gourd will contain spiralling, violent winds that are visible to everyone and are infused with the users chakra. The user can control these winds for attack and defence with their hands or handseals.

    Raiton: This gourd will contain pure lightning sealed within the gourds barrier infused with the users chakra that the user can release, bend and control, reshape, attack and defend with using their hand motions or handseals.

    Doton: This gourd contains mud infused with the users chakra. This Mud can be controlled through hand motions or handseals or handmotions. Upon performing 1 handseal, the user can harden the mud to solid stone.

    Each gourd has taken a long time to be created and only the user can control the contents due to the amount of chakra infused within the elements. If the use is using their hand motions to control the shape and motion of the elements, they are unable to use other jutsu. All the gourds have the same one ability, the user can perform the snake handseal and the element from within the gourd will surround them in an orb creating a protecting barrier.

    Note: Only one gourd can be summoned by a person or clone at at a time and only one gourd can be present in the battlefield at a time.
    Note: Each person or clone can only control the one gourd at a time.
    Note: Once the element has been destroyed it can no long be used. An exampe would be if the fire was overpowered by water, it would be gone for good.
    Note: The gourd only lasts on the field for 4 turns
    Note: Each gourd can only be summoned once
    Note: Can only use this jutsu 3 times per battle.
    Note: Controlling the movement of the element counts as one of the users 3 jutsu per turn.
    Note: The speed of the elements is the same as that of normal elemental jutsu of that nature.

    (Ōdoen'you: Muge Kamigaka ) - Royal Domain Invocation: Fetterless Mother of the Gods
    Type: Supplementary
    Rank: S
    Range: Self-Affecting
    Chakra Cost: 40
    Damage Points: N/A
    This technique is an extremely useful method of avoiding what would otherwise be a sure battle loss. The user, when he is paralysed or tied down by the effects of any chakra based technique, concentrates to create a slight weakness in the technique, enough for him to pull up some of his chakra reserves into a sphere shape inside his body at the region of the heart. The sphere then expands suddenly, washing away traces of the opponent's chakra from the binding technique from every part of his body and the outer layer of his skin, releasing him to move free again.
    However, the concentration required to make a slight weakness takes a toll of 10 damage to the user, and the sphere also washes away any of his chakra already existing in his body due to one of his jutsu, meaning that any "Modes" such as Sage Mode or Eight Gates or anything activated will also automatically dissipate away. He also cannot attack the opponent during the same turn or the next turn, and has to be content with Jutsu that are listed Defense or Supplementary.

    Learnt here

     
         
    Last edited by Scorps; 05-06-2014 at 08:44 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Genjutsu



    5.
    Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One
    Type: Supplementary
    Rank: C-Rank
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description:
    The user gazes upon his enemy intensely and makes him experience the sensation of being grabbed and squeezed in a specific region of the body, preferably the butt. This distracts the enemy and can even make a shy enemy blush. Although it doesn't do any damage, one must be careful to use this on a woman as it often leads to uncontrollable rage or, in some cases, marriage. To enhance it, the user can wink an eye and use some random dirty pick-up line to further augment its perverted effect.

    Note: Can only be taught by Scorps
    Note2: Requires direct dirty eye contact and complete lack of shame from the user

    Approved here


    27.
    Genjutsu: Senkyoushi | Illusionary Arts: Missionary
    Type: Defensive/Supplementary
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20
    Damage: N/A (40 if done with hand seals)
    Description:
    The user will induce a simple but precise and useful illusion onto the enemy making him feel a blow was just delivered to the back of his knees. As a reflexive response, in reality his legs lose strength and the enemy falls on his knees immediately. While quite simple, the technique serves many purposes and leaves the enemy vulnerable. The technique can target other areas and deliver similar blows to induce other similar reflexive actions. If the user does 2 handseals (boar+rat) he can cause the enemy to experience pain and even target the enemy's neck from behind, making the enemy experience severe pain and loss of limb control for a few moments, collapsing to the ground as if a precise blow was given to a nervous cluster in the neck. Off course in reality, no damage is done but the body is fooled into reacting in a reflexive manner to the illusionary blows.
    Note: Can only be taught by Scorps
    Note: For the hit to cause damage, the user needs to do the handseals.
    Approved here

    1± Taught to Lili-Chwan
    2± Taught to Reborn
    3± Taught to Mathias


    6.
    Genjutsu: Akuma no Houyou | Ilussionary Arts: Demonic Hug
    Type: Offensive/Defensive
    Rank: A-Rank
    Range: Short to Mid
    Chakra: 30 (+10 next turn to keep active)
    Damage: 60 (at the end of the 2 turns)
    Description:
    The user makes 3 simple hand seals (Boar+Serpent+Rat) and makes the enemy feel as if he's being tightly squeezed; as if pressure is being applied to every point of his body, rendering him restraint and unable to move. The pressure on the enemy's body is so great that he'll feel it hard to breathe and will begin to hyperventilate and eventually will enter a panic state as the pressure keeps building on his body. If he doesn't dispel the Genjutsu he'll faint from hyperventilation in the second turn.

    Note: Can only be used twice
    Note2: Has to be taught by Scorps
    Note3: Can't use Genjutsu in the same turn or the next

    1± Taught to McRazor
    2± Taught to Reborn

    7.
    Genjutsu: Magirawashii no Serifu | Illusionary Arts: The Misleading Words
    Type: Offensive
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description:
    A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.

    Note: Usable 4 times
    Note2: Can only be used before techniques of the 5 basic elements that the user knows
    Note3: Can only use up to S-Rank on the same turn its used
    Note4: Can only be taught by Scorps

    Approved Here
    1± Taught to Reborn
    2± Taught to Flash07
    3± Taught to McRazor


    8.
    Genjutsu: Akuma no Izumi | Illusionary Arts: The Demonic Fountain
    Type: Offensive
    Rank: S-Rank
    Range: Short to Mid
    Chakra: 40
    Damage: 80
    Description:
    The user does 2 hand seals (Ram+Dog) and inserts his chakra into his opponents brain. By doing this he triggers an illusion were the enemy will suddenly feel as if water is gushing inside his mouth, both bursting and flowing out of his mouth but also into his air ways, drowning him from the inside. The water gushes and flows with increased volume and speed as time passes, quickly overflowing his air ways, lungs, gastric tract, stomach and also his ears, leaving the enemy in a state of desperation as he struggles to breathe and gain balance within this demonic overflow of water. As the human reflex in a drowning situation is to gasp for air, the enemy will eventually start, in reality, to hyperventilate (without noticing) which will lead progressively to him fainting. Of course, all of what the enemy experiences is but an illusion and his lost of conscience is due to his own hyperventilating panic.

    Note: Enemy has to release the gen in his immediate counter or he'll lose conscience the beginning of the users following turn
    Note2: User can only use Ninjutsu (elemental or not) up to S-Rank in the same turn
    Note3: User can't use other Genjutsu in the same turn
    Note4: Can only be used twice per battle
    Note5: Can only be taught by Scorps

    Approved Here
    1± Taught to McRazor
    2± Taught to Reborn


    9.
    Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
    Type: Supplementary/Offensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description:
    A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

    Note: Can only be used thrice per battle
    Note2: User can't perform other Genjutsu in the same turn
    Note3: User can't perform any technique above S-Rank on the same turn
    Note4: Can affect multiple enemies
    Note5: Can only be taught by Scorps

    Approved Here
    1± Taught to McRazor
    2± Taught to Reborn
    3± Taught to Emperor



    Genjutsu Masters Hideout


    ( Genjutsu: O Ushiro ! ) - Illusion Technique: Behind You !
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user runs forward at the target, and makes one handseal, casting an illusion on a single target. To that person, it appears as if the user has put on a burst of speed and vanished, appearing behind him and attacking the target physically. In reality, however, the user is merely hidden from the target's sight due to the Genjutsu and is still in front of them, allowing him to quickly attack before the target realizes he is in an illusion.


    ( Genjutsu: Okuyuki Chikaku ) - Illusion Technique: Depth Perception
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user makes three handseals, casting an illusion on a single target that causes that target to see the user one metre closer to him than he really is. Although this is useless in terms of avoiding most Ninjutsu or Genjutsu, it is very useful in causing Taijutsu or Kenjutsu users to swing at the air one metre in front of the user's real position, safeguarding the user from damage.


    ( Genjutsu: Mayaku Yotsu Kamereon ) - Illusion Technique: Drug-Intoxicated Chameleon
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user makes two handseals, casting an illusion on any observing target(s), that make him observe an item of the user's choice as a different colour or multitude of colours. Although simplistic, this technique is very versatile, and can be used to fool the target, for example, into believing the user is covered with an earth defense, or by an Uchiha to fool the target into believing their normal flames are the flames of Amaterasu, or into fooling an opponent that an earth technique is infact a lava technique, among many potential applications.


    ( Genjutsu: Yotta Kōmori ) - Illusion Technique: Drunken Bat
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user snaps his fingers, making multiple target(s) who hear the sound fall under an illusion. Using this illusion, the user is able to change the sounds produced by an object, mask them entirely, or switch the direction from which they originate, fooling the target(s). This is particularly useful in situations where sight is unreliable, such as when hidden by mist.


    ( Genjutsu: Ikirei no Shitai ) - Illusion Technique: Doppelganger Corpse
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes three handseals, casting an illusion on a single target. The user, if under attack from another technique, causes the target to believe that the user has been struck by the technique, and is feeling its effects. The illusion is sophisticated enough to fool the target's sense of touch if he is attacking the user physically. This allows the user to then counterattack as a surprise. However, after casting this illusion, the user must further use some other technique to actually avoid the target's technique in reality. Since this might take a while, it is advisable not to use this illusion when under attack by a speedy technique.


    ( Genjutsu: Kakushitsu ) - Illusion Technique: Dead Skin
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes three handseals, casting an illusion on a single target. The illusion deadens all sense in the target's skin. This keeps the target from noticing any subtle indicators of other techniques, such as any physical contact, changes in temperature, breezes, wetness, etc. This could allow the user to place items such as tags, insects etc., or use a wide-range technique that raises or lowers temperature, and these will come as a complete surprise to the target since he cannot feel them building up but will only feel their effects.


    ( Genjutsu: Gunkaku Merutodaun ) - Illusion Technique: Arms Race Meltdown
    Rank: B
    Type: Supplementary/Offensive
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.


    ( Genjutsu: Akumu Samasu ) - Illusion Technique: Waking Nightmare
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes four handseals, casting an illusion on a single target. The target then appears to 'wake up' in his own bedroom, unhurt and rested, as if the events of the preceding battle were a particularly realistic nightmare. This makes it difficult for the target to break the genjutsu, as he does not notice it. In reality, the target is immobile as his mind believes he is safe in his bed, allowing the user to strike.


    ( Genjutsu: Pechunia ni Yoru Shibō ) - Illusion Technique: Death by Petunia
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes four handseals, casting an illusion on a single target. To the target, it appears as if a large amount of petunias suddenly grows out of his mouth and into his windpipe, before the roots of the plant emerge from...various orifices....of his body. The opponent experiences a choking sensation, and falls over on the ground clutching his throat. This is particularly useful when the opponent is releasing techniques from his mouth to cause him to lose control.


    (Genjutsu: Apollo no Te) Illusion Technique: The Hands of Apollo
    Type: Supplementary
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20
    Damage. N/A
    Description:
    A technique used to pressure enemies, its most effective against non-dojutsu users. The user will make one hand seal (Rat) and trigger this dormant illusion in the enemies brain. From the point the genjutsu is activated, every time the enemy sees the user perform a handseal or more, these will be perceived by the enemy at a blazing speed. Basically, the enemy will see the user perform these handseals at a speed that makes it all look like a blur (a string of 15 handseals will appear to take less than 1 second to perform). The moment that the user starts to make the handseals, the illusion tricks the enemies perception of time, making him see what took a few seconds as almost immediate. This illusion only alters the enemies perception of handseals and has no effect on the speed in which he perceives the following techniques. Since this illusion works by using a visual trigger, the enemy must see the user perform the handseals, even if just a peripheral perception of such is needed. Also, while one needs to perform the genjutsu short-mid range of the enemy, once it takes effect, range no longer plays effect, and even from long range, the enemy will still see the handseals as performed at blazing speeds.
    Note: Lasts 4 turns


    ( Kurogen: Za Niyurareiza ) - Black Illusion: The Neuralizer
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user makes four handseals, and a bright light emanates from his body. Any target(s) who observes the light will be placed under an illusion that suppresses their memories of the last two turns of the battle. The illusion will use their own memories of the battle two turns ago to fool their brain. This means they will see themselves, the user, and the terrain as it was two turns ago and see nothing out of the ordinary in that.
    This could lead them to forget if they have activated any "modes", or be unaware of any "modes" the user has activated, as well as giving the user great terrain advantage if the terrain changed recently. However, once the user utilizes any such "modes" again, or uses the changed terrain, the target will snap out of the illusion instantly, his mind restoring the suppressed memories.
    Note: This technique may be used only thrice per battle.


    ( Genjutsu: Sakasama no Seikai ) - Illusion Technique: Inverted World
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user makes five handseals, placing a single target under an illusion where, to the target, it appears as if all directions are inverted. The target perceives what is in reality above him to be below, and vice-versa; what is in front of him to be behind, and vice-versa; and what is to his left to be to his right. This utterly confuses the target and prevents him from being able to suitably block or dodge techniques. However, because of the drastic change wrought on the target's vision, it is easy to be aware of the fact that it is an illusion.
    Note: This technique may be used only three times per battle.


    ( Irooni Genjutsu: Ketsueki to Sora no Rendan ) - Colourful Demon Illusion Technique: Duet of Blood and Sky
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user makes four handseals, casting an illusion on a single target. This causes the target to observe everything in the world around them in either a vibrant red or a cold blue. The user can pick which objects the target observes in what colour. This plays havoc with the target's judgment of distance, the objects coloured red seeming closer, more dangerous and setting off an adrenaline rush, whereas the objects coloured blue seem farther, less dangerous and soothe the target. The target is rendered unable to judge distance, identify major threats and is physically exhausted by switching from adrenaline to serotonin rapidly and often as the target sees numerous objects.
    Note: This technique may be cast three times per battle.
    Note: The target is unable to use A-rank and above Taijutsu due to exhaustion for the same and the next turn after the use of this technique.


    (Dou Genkaku: Ina Kashira no Chikin) Mayhem Illusion: The Reverence of the Rooster
    Type: Offensive
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description:
    A very interesting and funny technique designed to counter mostly summoned animals but that can be used on ninjas as well, whose main use is to confuse and disturb the enemies concentration, rather than to cause damage. The user does 3 handseals and puts any enemy into a deep foul illusion. They feel as if their head just detacthed from their bodies and fell to the ground. As the head rolls on the ground to a halt, they see their body running around without a head and arms stretched forward, as if trying to feel their way around. In reality, the enemy will be mimicking the movements he sees his headless body perform in the illusion, left basically, without a sense of direction or even control on his own movements, "running around like a headless chicken".


    (Dou Genkaku: Akuma Gojou no Nori) Mayhem Illusion: Demonic Carousel
    Type: Offensive
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description:
    The user does 2 handseals and puts any enemy in sight into an illusion where they suddenly feel as if they suddenly begin to spin, as if on a carousel. As they appear to rotate at enourmous speeds, the world before their eyes becomes blured and their senses dulled, as they feel gravity, sound, air displacement, etc all on par with the illusion they are perceiving. As the speed increases, not only does the enemy lose balance but he will also feel motion sickness and will eventually pass out due to the excessive G-Forces. Off course, all of this is an illusion and what happens is that the users mind is tricked into fainting through the perceived illusion.


    (Suiton Genjutsu: Yama no Bachi) Water Release Illusion: Mountain's Curse
    Type: Offensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the horse hand seal, the user infuses the moisture in the battle field with his chakra. The chakra infused moisture will be inhaled by all enemies on field as they breathe. Once the chakra is inside the enemy, it disturbs their chakra flow from the inside in a parasitic manner, inducing a powerful illusion in which the enemy feels as if the air is progressively harder to breathe. He'll feel as if he's breathing in a 8000 metre high altitude, leading his body to react accordingly. With the illusion that the atmosphere is thinner and lacks oxygen, the enemy will tire quickly and will begin to feel his mind dull and slow, as his body reacts to the illusion. Of course the oxygen level is the same and nothing really happens to the enemy body a part from the symptoms his mind induces as a response to the illusion. The enemy has 2 turns to release the technique otherwise they'll faint. Once triggered, due to the illusionary fatigue, as each turn passes, the enemy will feel hard to use higher ranked techniques, some ranks even, completely inaccessible to him. In the first turn, he can't use Taijutsu above D-Rank and loses the stamina needed to use Forbidden ranked techniques. In the second turn and prior to his loss of consciousness, he becomes unable to move and can only use B-Ranks and below.


    (Katon Genjutsu: Ahou no Shinkirou) Fire Release Illusion: A Fools Mirage
    Type: Supplementary
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description:
    To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the tiger hand seal and unleashing his fire chakra into the field all around, the user is able to increase the temperature of the air all around him up to Long range. This increase in temperature, although barely noticeable is enough to alter the density and behavior of the air and, in the process, altering the way light passes through it. By using this simple principle, the user produces a visual illusion were the enemy will see a sea of water coming from the ground and heading towards him with an amazing speed. Looking around the user will see the same wave coming from all around him, regardless of were he looks to. The main advantage of this technique is that it can be used against Sharingan and Rinnegan users, since the illusion pertains to refraction of light instead of the normal process through which other illusions happen. In reality, the illusion is nothing more than the refraction and mis direction of light in the heated air, a similar albeit chakra enhanced effect of the same phenomenon that happens in deserts and other very hot locations.


    ( Kurogen: Dai Hachiken, Ningyō Gekijō ) - Black Illusion: Eighth Sword, Puppet Theatre
    Rank: S
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user, having already had physical contact with the target, makes a string of fifteen handseals. Upon completion, the target is placed under an illusion where he observes the user holding a small doll shaped like him. The user then proceeds to open up the doll, revealing labelled organs, muscles, bones, etc. In the illusion, the user can then "crush" one of these organs. To the target, it actually appears as if his body is being damaged, and he takes damage due to mental stress. His body begins acting as if, for example, his hand was broken, even though it was not in actuality.
    Note: This technique may be used once per battle, and lasts a maximum of two turns.
    Note: Even if the user crushes the "heart" of the doll, or any vital organs, the target will not die nor will his body act dead, instead he will merely have trouble moving or breathing.
    Note: If the target moves to long range from the user, he will not take any further damage.


    ( Genjutsu: Dangan no Jikan ) - Illusion Technique: Bullet Time
    Rank: S
    Type: Defensive/Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user makes five handseals, placing himself under an illusion. The illusion takes advantage of the adrenaline coursing through the user's body when he is in a fight, and super-enhances his reaction time and speed by forcibly fooling his mind into thinking he is really that fast. Regardless of the speed of the opponent, the genjutsu speeds up the user's motion so much the opponent appears to be moving in slow motion, allowing the user to dodge or counterattack.
    Note: This technique may be used only once per battle
    Note: The speed and reflexes boost lasts for 5 turns
    Note: After the 5 turns, the user's body is pushed to its limit, taking 20 damage, and rendering him unable to do any Taijutsu or physical attack ( Chidori, Rasengan etc. ) for 5 turns or until healed.


    (Dou Genkaku: Oni no Hara) Mayhem Illusion: Belly Demon
    Type: Offensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description:
    One of the most painfull genjutsu known in the ninja world, this illusion stands as a statement of mastery over the Illusionary Arts. Ther user does 1 handseal, putting his opponent into an illusion were he feels a sudden abdominal pain. Sharp and fast, the pain comes and goes, increasing its intensity as the technique borrows deeper and deeper into the enemies mind. For 3 turns the enemy will feel abdominal pain, disconfort, cramps, etc, mimicking the symptoms of a severe Gastroentritis. The illusionary effect is so great that at the end of the 3rd turn, when the pain becomes excruciating, the enemy will vomit compulsively and may even experience a blackout due to the mental stress and pain. The body, fooled by this powerfull illusion, is led to believe that the pain and symptoms are real, inducing vomit as a result of such pain and stress.
    Note: Lasts 3 turns


    (Doton Genjutsu: Dou Ion) Earth Release Illusion: Ionic Mayhem
    Type: Offensive
    Rank: Forbidden Rank
    Range: Short-Mid
    Chakra: 50
    Damage: 90 (-15 to the user)
    Description:
    To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. The user will do 3 hand seals (Boar+Rat+Horse) and unleash his earth chakra into the enemies body. Doing so he manipulates the minerals in the enemies body to alter his metabolism and mess with his ionic balance. Although many effects could be achieved with this same principle, the only one that one is capable of achieving without direct physical contact and medical knowledge is a type of madness or confusion linked to the accumulation of urea and creatinine in the central nervous system (as the ionic balance of minerals is messed up so is the renal functions, leading to the accumulation of said toxins). This induces several illusions and visions that mess up the enemies perception of reality. A type of madness that manifests in demonic torturing visions that eventually lead to the enemies loss of conscience. The technique, however, has some severe weaknesses. Clones are completely unaffected by it and the technique can only target one enemy. Not only that, but due to the immense power and control it commands, one can only use it twice per battle and the sheer physical and energetic requirements to use it will damage the user, making him unable to mold other forbidden rank techniques the next turn after its use. If released, the enemy's metabolism will quickly (if he is healthy and in a normal state) return the ionic balance to normal and the enemy will only feel fatigue for 3 turns (due to the energy needed to restore the balance) that might hinder his reactions and weaken his Taijutsu (-15 damage) and Speed (loss of one rank, inability to open EIG). However, if unreleased, the mental stress will lead to complete loss of conscience and mental breakdown. To release this Genjutsu the enemy must only apply a large amount of pain that will expel the users chakra from his body and thus his influence.





    Genjutsu: Kage bunshin no sakkaku | Illusionary Arts: Shadow Clone Illusion
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 25
    Damage: N/A
    Description: The user performs the clone hand seal and makes his opponent see a shadow clone appear next to the user. The opponent then sees the shadow clone and the user start running towards him, both in an arc, left and right. Then the opponent sees them using jutsus that come at him from both sides, somewhat diagonally. As the jutsus are coming at the opponent, the original user can freely attack him.
    Note: Using an other Genjutsu while this is active would end the illusion
    Note: Only McRazor can teach this
    Learned Here

    ( Genjutsu: Hyakujuu ) Illusion Technique: Animalia
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/a
    Description: By preforming 1 handseal, the user is able to cast an illusion where the opponent will feel a great amount of animals of any chosen size, within some limit , around himself. The illusion will manifest itself as body parts, whole animals, living or dead, attacking the user or standing still. While it can create any animal, it is more frequently used to summon animal specimens of one's summoning contract. Blood can be added to further reinstate the realism of the illusion.
    Learned Here

    Genjutsu: Saru no Sobaeru | Illusion Technique: Prankster Monkey
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.
    *The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above*

    Genjutsu: Shojishōgai | Illusionary Arts: Dysgraphia
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user performs a single handseal and places a genjutsu upon the opponent. The genjutsu consists of tricking the opponents brain into suffering from Dysgraphia. Dysgraphia is a neurological deficiency that impairs the ability to write, same as basic motor skills. The inability to write is also referred to as Agraphia, which is a complete loss of ability to write and spell when writing. Also, persons with agraphia can't transform graphemes in written language. The impairment of motoric skills manifests in the inability of the victim to perform handseals properly, confusing them and not being able to place his hands correctly, which results in not being able to successfully mold chakra for the upcoming jutsu. The purpose of the genjutsu is to make the opponent unable to write seals for sealing techniques as well as other techniques that require seals and symbols to be written on scrolls in order to be performed, same as performing handseals for techniques that require them. With the inability to write proper seals, same as performing correct handseals, the opponent's attempt to perform such techniques would result in a fail. The genjutsu lasts for 2 turns, unless the opponent frees himself by then. The opponent is still, however, capable of performing techniques that don't require handseals, and those that don't require writing seals in general.
    Note: No other genjutsu while this is active
    Note: Usable only twice (2) per battle
    Note: Only McRazor can teach this
    Learned Here

    ( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30 + (Decoy Jutsu)
    Damage Points: N/A ( Non quantifiable)
    Description: The genjutsu begins by replicating a weak, easily releasable genjutsu (by Kai or small pain) and place it on any number of opponents within range. An example would be False Surrounding, changing the area around the targets. When the target moves to release it, the second, stronger, genjutsu will recognize the output, be it a chakra peak caused by pain or a Kai. This is based on the notion that certain genjutsus, for their complexity and strength, require sharper pain or bigger chakra outbursts in order to be broken, anything smaller will not affect the genjutsu. After having recognized the peak, the genjutsu will duplicate and repeat it in increasingly higher frequency. This will overload the opponent, preventing the usage of complex jutsu (S and above), genjutsu or summoning jutsus, and exhaust the chakra reserves, equivalent to a chakra cost of a Kai for each peak. The repetition of the chakra peak that exhausts the chakra reserves touches the Ninjutsu in it's technique, as it copies and sends out chakra signals that affect the chakra system physically, but in a very raw and primitive manner, highly distant from the Kurama KG.
    The Second Genjutsu clears the effects of the first one, and changes it with slight ringing noises, body palpitations and slight dizzy vision. If the used method of release was pain, it will recreate the pain by adding it to the body palpitations, seemingly making the body sore. These illusions are presented intermittently.
    *The phsyical effect of the second genjutsu only serves to exhaust the chakra reserves, not to make the illusion of the technique real. Thus no damage is done physically*
    *Can only be used once per battle*
    *Allows multiple targets, but not multiple layers of this same genjutsu*
    *Costs as 2 jutsus*
    *The weak jutsu gets released upon the usage of Kai, small pain spikes or other means of releasing it. The second, stronger, genjutsu, will react to any method of countering the first genjutsu that would suffice to counter an A ranked Genjutsu.*
    *High Ranked users will counter both genjutsus with a single Kai usage (because the second genjutsu is an A rank).
    *After the second genjutsu kicks in, although it restricts the usage of complex jutsus, will still allow different methods of countering, such as higher pain peaks, or 3rd person infusion of chakra , despite the primitive physical part of the genjutsu (ninjutsu)*
    *The user can't preform Summoning techniques or other Genjutsu in the same turn. Can only use 2 jutsus in the second turn. Can't use Forbidden techniques in the same or second turn*
    Learned Here

    Genjutsu: Kyuumin Shobatsu(Illusionary Technique: Dormant Punishment)
    Type: Supplementary/Offensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: The user will channel their chakra into their opponent's chakra via the Rat seal. The user's chakra will then remain dormant until the victim uses a technique B-rank or above. The resulting amount of chakra needed will cause the user's chakra to activate like a switch to cause the affects of the illusion. As the victim begins to channel their chakra for the technique they use, they will see several spiked chains shoot up and restrain them, wrapping all around their body and dragging them to the ground. The chains will gradually become tighter and tighter and the victim will feel the spikes of the chains sinking deeper into their bodies and also the lack of air from being restricted. Eventually, after so much tension, the victims will fall unconscious.
    ~This technique remains dormant for 3 turns only
    ~The technique (if activated) will render one's opponent unconscious after 2 turns.
    ~Can be used 3 times per battle
    Taught by Reborn here

    Genjutsu: Setsuwa no Ichi Ni Kumo | Illusion Technique: The Tale of the Itsy Bitsy Spider
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This jutsu acts both as a form of Kai and an actual genjutsu. Itsy Bitsy Spider allows the user to manipulate the jutsu and make it work towards her own purposes, while trapping the opponent. This jutsu comes in 2 phases.
    In the first phase, the user will suddenly start to turn into tiny hideous spiders, until she disintegrates completely, while manipulating the Genjutsu she's on. For example, if an opponent genjutsu creates a tree that envelops the user, it will constrict her so much that she explodes into multiple spiders, while the tree starts to decay. (The user can have any creativity she wants). This marks the release of the opponent jutsu.
    In the second phase, the opponent will start to feel uncontrollable itch, and the genjutsu will force him/her to scratch him/herself frantically. The skin will start to breach and create gashes, from where small spiders will start to come out, as the skin will expose the muscles and the bones, until the person is just mutilating itself, with spiders appearing from every inch of his body. The fear and pain will grow on the person quickly and steadily, until all turns black and a huge hideous spiders suddenly appears in front of the user, with multiple horrible eyeballs, which will knock the opponent out, convulsing in his sleep.
    *Knocks the opponent out for 2 turns*
    *Can only be used against techniques of the same rank or lower*
    *The user will not be able to use genjutsus for 3 turns*
    *Can only be used 3 times per battle
    *Genjutsu especialist or doujutsu specialist will be able to counter techniques one rank above*

    (Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
    In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
    *Affects 1 person per usage*
    *In case of the Kurama, the genjutsu is short-ranged*
    *Can only be used once every 2 turns*
    *Can only be used 3 times*
    *Kurama's restrictions only apply when the Inner Demon is activated*
    Learned Here

    ( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: After 3 handseals, the user is able to cast a genjutsu either on her/himself or on an opponent. The genjutsu pertains as the removal of harm and pain, giving a false sense of security, where there is none, by reattaching severed limbs or healing up wounds and burns or merely anesthetizing the opponent from pain. The illusion comes with a feeling as if the user has been coated by a soft bubble, like a feathery cushion, while seeing missing limbs being reattached, or wounds healing up or poisons being removed from the organism. The illusion makes it so that anything posterior to the initial cast of the genjutsu simple disappears or is bounced off from the skin, instead of healing, further adding to the false notion of security.
    While it could be use to sustain wounds that do not put someone in immediate danger, being solely nuisances, the genjutsu could also cover up potentially fatal and paralyzing injuries, making it's target careless and self-harmful. The genjutsu latches strongly to the opponent's mind, allowing the user to combine it with a second genjutsu, making the second genjutsu strong against physical pain releases, however major pain stimuli ( very deep cuts, strong burns, etc. ) will still break it.
    *Lasts 3 turns max*
    *Can only be used 2 times*
    *If used with a painful second genjutsu, there will be no pain involved.*
    *Can be used against opponent's genjutsu as a means to counter it's effect, up to the rank of the technique*
    *Genjutsu specialists or doujutsu users can cast against 1 rank higher*
    Learned Here

    (Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
    Type: Offensive
    Rank:S-Rank
    Range:Short-Mid
    Chakra:40
    Damage:80
    Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.

    -In order to use this jutsu, the user is required to have mastered his Genjutsu training
    -Usable only twice per battle
    -Usable only by Konoha Ninjas
    -Requires user to know the Rasengan

    ±± Konoha Village Custom ±±

    Genjutsu - Svengali | Svengali illusion
    Type: Attack
    Rank: Forbidden
    Range: Short
    Chakra Cost: 40
    Damage Points: N/a
    Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
    After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
    After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
    After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
    After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
    When svengali has control of all the opponents limbs they are unable to battle.
    Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
    Note: No S rank or above while controlling Svengali
    Note: No nin/gen jutsu can be used at the same time as svengali
    Note: No Genjutsu for the rest of the match after use.
    Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.

     
         
    Last edited by Scorps; 05-06-2014 at 08:39 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Taijutsu


    28.
    Magarime | Flip
    Type: Supplementary/Defensive
    Rank: C-Rank
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description:
    A simple Taijutsu move, Flip pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way.While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on flips, either lateral flips (or cartwheels) back flips or front flips. The user will charge his muscles and spring his body, performing either a lateral, front or a back flip, with or without the help of his hands. If he uses his hands he can do up to 4 consecutive flips that will bring him from short to mid range from his initial position. The speed of the flips is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Flip technique.
    Note: Can only be taught by Scorps
    Approved Here
    1± Taught to Zero Kelvin
    2± Taught to McRazor
    3± Taught to Lili-Chwan
    4± Taught to Mathias


    29.
    Ro-ru | Roll
    Type: Supplementary/Defensive
    Rank: C-Rank
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description:
    A simple Taijutsu move, Roll pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way. While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on rolls, either back rolls, front rolls or side rolls (also called strifes or strifing rolls). The user will charge his muscles and take a lower stance, while using the strength of his body to either do a lateral roll, a front roll, or a back roll, with or without the use of his hands. The roll can be done on the ground (shorter but faster) or by jumping and rolling at the same time (longer but slightly slower). The speed of the rolls is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Roll technique.
    Note: Can only be taught by Scorps
    Approved Here
    1± Taught to McRazor
    2± Taught to Lili-Chwan
    3± Taught to Mathias






     
         
    Last edited by Scorps; 02-14-2014 at 08:54 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Earth Release | Doton



    11.
    Doton: Doro Dekisui | Earth Release: Mud Drowning
    Rank: B
    Type: Attack
    Range: Short-Long
    Chakra Points: 25
    Damage Points: 40
    Description: With just one hand seal, and with the enemy standing on mud, the user manipulates the mud to form two hands that grab the enemy's feet, dragging him under, drowning him in the mud very quickly.
    Note: Can only be taught by Scorps
    Note2: The enemy needs to be standing on mud.





    Doton: Usagi no Bibiri | Earth Release: Cowardly Hare
    Rank: C
    Range: Short-Long
    Chakra Cost: 15
    Damage Points: 30
    Description: The user creates 10 small hare-like earth structures, which appear from the ground at least 20 meters from the opponent, all around. Their purpose is to approach the target and once they touch it, they blast outwards, with a small explosion, just like Paper Bombs. They're as fast as normal hares, but they're also as coward. They hide underground while the opponent is looking in their direction, and only move when in the opponent's blind spot. The transition between hidden and moving is almost instantaneous, and while underground they're undistiguishable to the naked eye (Can be seen or sensed by Byakugan and Chakra Sensors)
    *Can't be used twice or thrice at a time. The user can only create a new set of hares once the first one has either reached the target or blocked in the way there*
    *Can only be used thrice*

    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: Domayuhōden) - Earth Release: Earth Cocoon Discharge
    Rank: B
    Type: Defence
    Range: Short
    Chakra cost: 25
    Damage Points: N/A
    Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.

    Doton: Haretsu no Cho'gath | Cho'gath's Rupture
    Type: Offensive/Supplementary
    Rank: B
    Range: Short - Long
    Chakra Cost: 20
    Chakra Damage: 40
    Description: The user does the snake hand seal and at the same time focuses his doton chakra under the opponent. This causes the ground to silently burst the opponent into the air (not very high, maximum 2 meter). This will happen quite rapidly, and due to the silence of the technique is extremely hard to detect. The user will then go into the second phase by using his chakra to manipulate the ground beneath the opponent (were he will land), which will cause small spikes (they would fit in a normal sized palm) to shoot out of the ground (they will leave the ground as projectiles with great force), and hit the opponent from underneath. These spikes shoot out as silently as the earth rises.

    Note: Can only be taught by Wesobi
    Note: This is an very silent jutsu, despite being an earth jutsu, and is very sudden.

    ±±Learned from Wesobi here±±

    Doton: Kadou Gatling Gan | Earth Style: Mobile Gatling Gun
    Type: Attack
    Rank: B
    Range: Long
    Chakra Cost: 20
    Damage: 40
    Description: The user uses Earth chakra to fuse one of his arms with nearby rock and forms a circle with 8 rock hollow barrels around the arm. Then by using Wind chakra they can fire up to 8 bullet-like projectiles at their enemy. There is rifling (spiraling grooves) inside the barrels for added spin and penetration.
    Note
    - Can only be used twice.
    - Firing at long range decreases it's penetration abilities.
    - Its recoil can cause it to be inaccurate
    - The user must use all projectiles as the jutsu only lasts one turn.
    - (Can only be taught by Ragerok)

    Doton | 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.

    Doton: tsuchi heika | Earth Release: Earth swords
    Type: Supplementary
    Rank: B-Rank
    Range: Short
    Chakra cost: 30 (when making the sword)
    Attack points: 40
    Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra.
    since the earth used is made from the users chakra it can cut through C rank earth.
    -The user cannot use any jutsu that require hand seals while holding the sword.
    -Sword takes 3 seconds to make.
    -Must be taught by ~Yard~

    Earth Style: Levitating Plateau
    Type: Supplementary
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage Points: 60
    Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
    *only stays in effect for four turns at the most*
    *usable only three times a battle*

    Doton: Zou no Shoufuku | Earth Style: Elephant's Submission
    Rank: A
    Range: Short-Long
    Chakra Cost:30
    Damage Points: 60
    Description: The user stomps on the ground, erupting irregular rock boulders all around the opponent, striking the opponent with great strength and lifting huge ammounts of dust. The dust cloud stretches high and wide, lasts 3 turns and can only be blown away by B rank Wind. With one handseal, the user can make the boulders friction on eachother, by move in opposite directions, dilacerating anything trapped in between.
    *It requires a 4 turns waiting before it can be used again*
    *Can only be used twice per match*
    *The user can't use S rank Earth jutsus on the next turn*

    Doton: Tsuchi Kakujuu | Earth Style: Earth Expansion
    Type: Attack/Defence
    Rank: A
    Range: Short - long
    Chakra Cost:30
    Damage Points: +25
    Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

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

    Doton: Supaiku Chikyu Ropu | Earth Release: Spiked Rope
    Rank:A
    Type:Attack
    Range:Short-long
    Chakra Cost:30
    Damage:60
    Description:In this jutsu the user focusses his doton chakra into the ground below the opponent and then chains two handseals forming a thick rope of earth (4 cm is the radius of the cylindrical rope) covered with spikes the rope pops out and coils around the opponents legs and arms, binding both legs and hands causing damage to the legs and arms as they are pierced by solid rock spikes.The spikes cannot pierce substance denser than solid rock.
    *can only be performed thrice in a battle

    Doton: Tsuchi Kurassha | Earth Release: Earth crusher
    Type: Offensive
    Rank: A
    Range: Short-mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
    - Can only be used twice per match.
    - Must have mastered at least A rank earth.

    Doton: San-kai Hashira Kaden | Earth Release: Three Pillar Household
    Rank: A
    Type: Supplementary
    Range: Short/Long
    Chakra cost: 30
    Damage points: N/A
    Description: By performing a single handseal, the user makes three great plateaus of earth and stone rise up through the ground wherever he wishes. The plateaus rise through the ground very quickly and without warning, and they cause small tremors around them as they rise. The user is able to slightly manipulate the shape and form of the plateaus, before they rise through the ground, to suit his needs. By forming a single handseal, the user is able to emit spikes from the plateaus. This technique is an advanced version of the Earth Style: Earth Flow Rampart.
    Notes:
    • Can only be used 4 times per battle.
    • Can only be taught by Leeroy G. Zero

    Doton: Iwaengi no Jutsu | Earth Release : Rock Expansion Technique
    Rank: A
    Type: Attack/Defence/Supplementary
    Range: Short [Intially] - Long [Activating]
    Chakra cost: 40
    Damage points: N/A
    Description: The user infuses a small or medium sized rock with earth chakra (takes a second), then the user does the snake handseal causing the rock to rapidly expand into a large boulder. The chakra within the rock lasts for three turns.

    Doton: Jisatsu Tori | Earth Release: Suicidal birds
    Type: Attack
    Rank: A-rank
    Range: Short-Long
    Chakra cost: 30
    Attack points: 60
    Description: the user summons three stone birds that explode out of the ground and take flight. Once the birds gain altitude they come crashing down on the opponent leaving crater size holes where the opponent stood.
    *note: can only be used 3x per battle.
    *note: can only be used by Toku.

    Doton: Kachiku Kanshou | Earth Release: Bovine Intervention
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: This Jutsu is based on the Earth Chakra's abilities to harden or soften any earth feature. By slamming the user's palm on the ground, or on any thrown or erupted earth structure, the user is able to harden or soften the said structure, all at once. The technique is based on the user's chakra reservations, and thus the area and volume of the feature the user wishes to change varies with it.
    As described this technique has two variants:

    (Buru no Ai Naguriai ) Bison's Love Fist, which allows the structure struck by the right hand to harden immediately. Basically, any soft structure, such as Sand, Gravel or Mud (Created by Earth Release (Canon Element), not Mud Release (Custom Element)) will turn into rock.

    (Ushi no Nyuujou Kissu) Cow's Milky Kiss, which allows the structure struck by the left hand to soften immediately. Basically, any hard structure, such as Rock, Harden Mud or Earth will turn into sand.

    *Can only be used 3 times per battle*

    Doton: Kame no Nigasu | Earth Release: The Escape of the Turtle
    Rank: S
    Chakra Cost: 40
    Damage Points: 80
    Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
    *Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
    *The shell happens as fast or faster than Gaara's dome*

    (Doton: Balrog) - Earth style: Balrog
    Rank: Forbidden
    Type: attack/defence
    Range: short - mid
    Chakra Cost: 30
    Damage points: N/A
    Description: The user will perform 3 handseals placing his hand on the ground, quickly releasing his chakra into the ground. Out of this, a giant black beast made of earth shall arise(see image below). This earth demon is known as a Balrog, its body is made of earth and down his back are spikes of fire. He can also weild a flaming sword or a fire whip. For these 2 fire weapons to be created the user needs to perform one handseal. This earth deamon has 3 abilities.
    1. The Balrog can use up S rank fire (not including S ranks)
    2. The Balrog can control a fire whip or a flaming sword.
    3. The Balrogs body is as hard as S rank earth
    These beast is able to walk and move, but not able to fly even though it has wings. Once the body of the Balrog is destoryed the fire will extinguish shortly after.
    Note: Useable 1 times per battle
    Note: Can't use genjutsu in the same turn as this jutsu
    Note: Must be taught by the pervy sage
    Note: Stays on the feild for 4 turns, or until destroyed
    Note: The user takes 30 damage from the amount of chakra they have to use for this jutsu
     
         
    Last edited by Scorps; 05-13-2014 at 08:03 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Water Release | Suiton



    32.
    Suiton: Megami Kontorōru | Water Release: The Goddess Control
    Type: Supplementary/Offensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: N/A (up to 60 if used offensively)
    Description:
    A powerful ability, the Goddess Control can be used in two ways. One can use the ability passively to seize control over nearby moisture or water molecules (even from mist, clouds, rain, etc) and exert his will over them through hand gestures. While the damage produced by the technique is directly related to the amount of water manipulated and the momentum one can induce, one can even alter weather patterns (mists, rain, clouds, etc) or defend from enemy techniques, making the possible uses of the technique much more defense oriented than offensive. The second use of the technique is to use it to enable a water source of other techniques that would otherwise require it. The user will take control of the moisture in the atmosphere or anywhere nearby and condense it as he shapes it for the following technique that would require it. While the user will perform two techniques, the first one will act as a simple ability and the second one as the technique, meaning that while he'll spend 2 moves, he will be able to do it in almost the same time he'd take to do the second technique.
    Note: usable 5 times per battle
    Note: if the atmosphere is depleted of moisture the technique will serve no effect as moisture has to be present on the field to be usable
    Note: can only be taught by Scorps
    Approved Here


    12.
    Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
    Type: Supplementary/Defensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: N/A
    Description:
    With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

    Note: Can only be taught by Scorps
    Note2: Doesn't require a water source and can be used as one
    Note3: Usable only thrice
    Note4: In the same turn the user can't use techniques above S-Rank

    Approved Here
    1± Taught to Mathias
    2± Taught to McRazor
    3± Taught to Flash07
    4± Taught to Zero Kelvin


    25.
    Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water

    Type: Defensive/Offensive
    Rank: S-Rank
    Range: Short
    Chakra: 40 (-10 per turn)
    Damage: 80
    Description:
    The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques.

    Note: Can only be used 3 times
    Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank
    Note: Can't mold Water above S-Rank the following turn
    Note: Can only be taught by Scorps
    Approved Here

    1± Taught to Lili-Chwan
    2± Taught to McRazor
    3± Taught to Hellsbadass
    4± Taught to Mathias


    18.
    Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
    Type: Offensive/Defensive
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: 90 (-20 to the user)
    Description:
    The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.

    Note: can only be taught by Scorps
    Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
    Note3: user can't use anything above S-Rank the following turn
    Note4: usable only once

    Approved here
    1± Taught to Mathias
    2± Taught to Wesobi
    3± Taught to Lili-Chwan
    4± Taught to McRazor


    ♆ Ame-No-Mi-Kumari - Goddess of Water ♆


    "The blade of the Seven Seas"

    Granted Abilities:
    • The user doesn't need to do any handseals for his suiton jutsu's, instead he just needs to swing his sword.
    • Gives +15 damage to every suiton jutsu of the user.
    • Suiton jutsu's of the opponent loose -10 damage.
    • Doton jutsu's of the user loose -10 damage.
    • The sword can be infused with suiton-based chakra. As a result a very thin layer of water flows around the blade of the sword. This increases the cutting power of the sword and the water can extend, increasing both the length and width of the sword. Also when another sword strikes on it, it can slip of the blade creating a chance to strike the opponent. Twice per battle it can be used to destroy C-rank or below suiton jutsu's.
    • Three times per battle the sword can negate the elemental weakness of one suiton jutsu, making it so it doesn't have any basic elemental weakness. It has to be said when using this ability on the moment you use the suiton jutsu.
    • The user doesn't need an already existing water source to use water jutsu's as the swords can get enough water out of the air. Also the blade can release a very thick Hidden Mist Jutsu that covers the entire battlefield.


    Sword Techs:


    (Suiton: Mizuhiru) - Water Style: Water Leech

    Rank: B
    Type: Defensive/Supplementary
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user focuses suiton-based chakra into Ame-No-Mi-Kumari and, when facing an enemy suiton Jutsu, swings the sword and hits the jutsu. The result is that the jutsu instantly disappears and looses all its power. 50% of the damage it would originally have done is sucked up into Ame-No-Mi-Kumari and is automatically added to the damage of the next suiton jutsu the user will use (regardless of what type it is).

    ☛ Can only be used against B-rank and below suiton jutsu's
    ☛ Does not get the default damage boost from the Goddess of Water
    ☛ Can only be used four times per battle


    (Suiton: Mizu Bo-ringu) - Water Style: Water Bowling

    Rank: A
    Type: Offensive
    Range: Short/Medium/Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses suiton-based chakra into Ame-No-Mi-Kumari and then makes a stabbing motion with the sword. A round object, with the size of a basketbal, made out of water, materializes at the tip of the sword as its swung, releasing itself at the apex of the motion, shooting out at great speeds. The ball has the unique ability to bounce off solid structures, so that it bounces extremely fast towards the opponent, using the initial momentum of the throw and the ground as a means to propel towards the target without slowing down. Though it seems a harmless ball it can easily bounce itself through larger, though weaker, jutsu's without much effort. Then at the command of the user it explodes releasing hundreds of small water senbon in all directions, except towards the direction of where the user is standing.

    ☛ Does not get the damage boost from the Goddess of Water


    (Suiton: Mizu Jaggurumatsuri) - Water Style: Water Juggling Festival

    Rank: S
    Type: Defensive
    Range: Short
    Chakra Cost: 40 (+5 each turn)
    Damage Points: N/A
    Description: The user focuses suiton-based chakra into Ame-No-Mi-Kumari and it releases water which forms three orbs around the user. These three orbs then keep hovering around the user. When the opponent attacks the user with a jutsu, one of the orbs can be sacrificied at the command of the user to stop the incoming attack. The orb then goes straight for the attack and neutralizes it completely without any visible damage.

    ☛ Can only be used once per battle
    ☛ One orb can stop up to A-rank jutsu's, two orbs can stop up to S-rank jutsu's and sacrificing all three orbs at the same time can stop one forbidden ranked jutsu. Normal elemental weaknesses are applied. Each orb can only be used once if that wasn't clear yet.
    ☛ This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and when the three orbs have been sacrificied, the jutsu ends
    ☛ As long as this jutsu is active the user can't use any suiton-based jutsu's


    (Suiton: Kobushi Mizutenshu) - Water Style: Fist of the Watergod

    Rank: S
    Type: Offensive
    Range: Medium/Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user starts to focus suiton-based chakra into Ame-No-Mi-Kumari. As a result the sword starts to release water, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a water-replica of Ame-No-Mi-Kumari. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the earth fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The water arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

    ☛ Can only be used thrice per battle
    ☛ Does not get the default damage boost from the Goddess of Water


    (Suiton: Yaseimizu Hitonami) - Water Style: Wild Water Stampede

    Rank: Forbidden
    Type: Offensive
    Range: Short/Medium/Long
    Chakra Cost: 60
    Damage Points: 120 (-20)
    Description: The user focuses an enormous amount of suiton-based chakra into Ame-No-Mi-Kumari, which then starts to release large amounts of water. By swinging the sword forwards an enormous tidal wave, both wide and high, rushes towards the opponent. However in the front part of the wave you can see the heads and front legs of hundreds galloping horses rushing towards to opponent to crush him. The wave is so strong it works like a shovel on the earth, ripping large chunks from the surface and taking up boulders, making it so that the opponent not only gets hit by the water pressure, but also by everything it picked up along the way. The final result is that the battlefield in front of the user has been changed into a muddy soaked field with a layer of water over it.

    ☛ Can only be used once per battle
    ☛ Does not get the default damage boost from the Goddess of Water
    ☛ The user takes -20 damage due to the extreme force of the water
    ☛ The user can't use any suiton-based jutsu's the next two turns
    ☛ The user can't use any forbidden jutsu's the same turn this jutsu is used






    (Suiton: Ten no namida) Water style: Tears in heavens
    Type: Supplementary
    Rank: C-Rank
    Range: Short - Long
    Chakra: 15
    Damage: N/A
    Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is blown away by the wind till the water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
    Note: Can only be taught by Flash07.
    - Requires a previous or existing water source.
    - Lasts only six turns before water molecules evaporate or until water source is destroyed.
    Learnt Here


    Suiton: Hebi no Naitei | Water Style: Serpent's Harem
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user stomps on the ground, releasing a wave of oil, knee-high, that can either be spread in a radial manner to Mid range, or straight forward to Long range, leaving behind a shallow layer of oil. As soon as the wave is released, with 3 handseals, the user can turn the oil layer into tons of snakes-like structures that will bite and restrain the target.
    *can only be used once every two turns, and a maximum of thrice*

    Suiton: Ikigai | Suiton release: Breath of Life
    Rank: B
    Type: Defensive
    Range: Short
    Chakra Cost: 60
    Damage Points: N/A
    Description: Allows the user to create a bubble of air encased in a water mask around their own mouth or another users mouth so they can breath.
    - One use per battle/spar
    - Will only last 2 turns
    - Taught by meimei only

    Suiton: Chika mizu | Water Release: Subterranean Waters
    Type: Supplementary
    Rank: B
    Range: Short/Long
    Chakra: 20
    Damage: N/A
    Description: Using his own chakra the user can, unbeknownst to his opponent, can create a single or multiple water sources within the earth. The water sources can vary in size, depending on the need of the user. The user can create up to 3 seperate sources but their size altogether can't exceed the size of a human sized pond. They don't form too deep in the ground, but about a meter or two beneath the surface. They can be used only as a source for other water techniques.
    Note: Usable only thrice (3) per battle
    Note: Only McRazor can teach this
    Learned Here

    Suiton: Puchibuta Ginkou | Water Style: Piggy Bank
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user expells a great ammount of Water chakra throughout her body, quickly growing a thick water sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her.
    With one handseals (One hand) the sphere condenses on itself, concentrating all on the user's hand, still not touching it, which can then be released as an horizontal crescent.
    *The user can't use water jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again*

    Suiton: Hazumo Ibo no Kerokero | Water Release: Bouncy Frog Warts
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: After 3 handseals, the user spits out up to 5 spheres of water (The water has sticky properties, similair to Water Style: Syrup Capture Field), in a quick succession and at great speeds. Utilizing her Water Chakra, the user drastically increased the cohesion of the water molecules and decreased the adhesion of the water molecules, thus creating thick beads of water that will bounce off any object. The user can redirect the beads of water by stomping on the ground, thus erupting (up to 10) small pillars of earth (Counts towards the jutsu count) , until either she decides to pop them (using one handseal) or the beads collide with a sharp object, thus breaching the spheres and blasting the sticky substance inside onto the target. the user can infuse Fire or Lightning into the balls (For Boiling Beads or Electrified Bead, isntead of Sticky Beads), without changing the Adhesion and Cohesion levels. Wind jutsus might burst the ball aswell.
    With one handseal, the user can make each bead burst into 10-20 smaller yet faster beads, with the same characteristics, despite the size.
    *Can only be used 3 times per battle. Can only be used once every 2 turns*

    Suiton: Bouhatei no Hanamizu | Water Release: Mole Snot
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
    In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
    *Can only be used thrice per match*
    *Created by Lili-Chwan*

    Suiton: Mizu Kakujuu | Water Style: Water Expansion
    Type: Attack/Defence
    Rank: A
    Range: Short - long
    Chakra Cost:30
    Damage Points: +25
    Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.

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

    Suiton: Nechinechi Senjigusuri | Water Release : Sticky Infusion
    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: The user infuses all his water techniques (up to S rank) with the glue like substance from "(Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field", this does not increase the damage or rank of the technique but just gives it sticky properties. This only affects water techniques made after this technique is used and not those already made, also because it is the user's chakra it does not effect himself

    -Lasts up to four turns (within the four turns the users water techniques are infused)
    -Twice per battle

    Suiton: Kiri Kawarimi | Mist Replacement
    Rank: S rank
    Type: Supplementary
    Range: Short
    Chakra cost: 20
    Damage Points: N/A
    Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.

    Note: Lasts for up to 2 turns
    Note: Must know hidden mist jutsu
    Note: Cant attack in the form
    Note: useable Once

    Suiton: Mizu Bakuha | Water Style: Water Explosion
    Rank: A-S
    Type: Attack
    Range: Short - long
    Chakra: (A rank: 30) (S Rank: 50)
    Damage: (A rank: 60) (S Rank: 100)
    Descriptions: With just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed wit other water jutsu, even water clone jutsu. Note once used the jutsu the water will be still there, it wont disappear, it will be just scattered every where and the larger the source of water the greater the damage.
    Once used = No S-rank jutsus next turn
    Used twice= No S rank or A rank jutsus next turn
    *Created by Hellsbadass*

    Learnt Here

    (Suiton: Suetto no Potteri Buta) – Water Release: Sweat of the Bloated Pig
    Rank: S
    Type: Supplementary/Defensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A
    Description: The user will perform the Boar Handseal whilst focusing their chakra into a nearby solid element e.g. Earth, Paper, Sand, Clay and etc. The resulting effect will be the miniscule drops of water residing in the air around it, quickly converging on the target material/element, aiming to seep through the pores, cracks and crevices in the material, if not simply being absorbed by it. Whilst doing this, the water will take on a very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. The resulting effect of this forced absorption of moisture will cause the affected substance to gorge and inflate to an incredible size, but also become so heavy that it can no longer move, remain airborne or even be manipulated in the slightest. To signify this, the affected material will begin oozing out adhesive water from its openings, almost overflowing due to the great amount of sticky water its been forced to absorb e.g. Clay creatures will be "drooling" adhesive water from their mouths. This technique will have varying effects on different elements e.g. Paper will become too heavy/sticky and will begin to cling to other sheets of paper, Sand will become almost impossible to control/manipulate, Clay will become incapable of detonation and etc. However since the basis of this technique relies on water absorption, the user will be physically incapable of using it on metal or crystal-based elements. Furthermore, the affected material/element must be completely in solid form and not partially e.g. cannot effect Mud, Lava and similar solid-like liquids.

    Note: Can only be used four times per battle
    Note: Can only be Taught by Negative Knight
    Note: Cannot be used on consecutive turns
    Note: Can only be used on elements/materials and not on people directly
    Note: Follows elemental weaknesses and strengths

    Learnt Here
     
         
    Last edited by Scorps; 02-14-2014 at 08:56 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Wind Release | Fuuton



    26.
    Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
    Type: Defensive/Supplementary
    Rank: B-Rank
    Range: Short-Long
    Chakra: 20
    Damage: N/A
    Description:
    The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
    Note: Can only be taught by Scorps
    Approved Here
    1± Taught to Wesobi
    2± Taught to Lili-Chwan
    3± Taught to McRazor
    4± Taught to Negative Knight
    5± Taught to Mathias
    6± Taught to Erzo



    (Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre
    Type: Attack
    Rank: D-A
    Range: Short-Mid
    Chakra Cost: 10-30
    Damage: 20-60
    Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack.

    -Can only be used by members of Konoha
    -One tree is equivalent to rank D
    -A few trees is equivalent to rank C
    -A thin forest is equivalent to rank B
    -A large forest is equivalent to rank A

    ±± Konoha Village Custom ±±

    Fuuton: Kyousei Doragon Kaze Waza | Wind Release: Great Dragon Wind Technique
    Rank: B-Rank
    Type: Offensive
    Range: Short-Long
    Chakra cost: 25
    Damage points: 40
    Description: After performing the necessary hand seals, the user inhales air via his mouth and gathers up chakra into his chest, then the user can fire several large dragon-shaped wind balls at his opponent. The technique appears to require a lot of chakra to use, but if not careful this jutsu can become a more of a burden than an asset. The wind balls seem to be very accurately modeled after a dragon’s head with fine detail. These wind balls can cause great damage to a enemy.

    Fuuton: Kishi no Jōdan | Jest of the Knight
    Type: Offensive
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Chakra Damage: 40
    Description: The uses focuses his wind chakra to the left, behind and to the right of the opponent, and also infront of himself creating 4 small spheres of hissing wind at each location, about mid range from the target. He then sends the one infront of him at the opponent. While the opponent is busy defending from it, he can manipulate the other ones to strike the opponent from all sides.
    Note: Can only be taught by Wesobi
    ±±Learned from Wesobi here±±

    Fuuton : Rippou of Katto Uindo | Wind Release: Cuboid of cutting wind
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
    -Co creator Zen.
    -Can only be taught by Zen and Yard.

    (Suraisu Kaze) - Slicing wind
    Type: Attack/supplentry
    Rank: A
    Range: Short-Mid
    Chakra Cost: 25
    Damage Points: 45
    Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

    Note: Only doujutsu can see the wind.
    Note: The user takes double damage in wind state from fire attacks
    Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
    Note: Only be used twice
    Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.

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

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

    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~

    Fuuton: Rashinban Taka no Me | Wind Release: Compass Hawkeye
    Rank: A
    Range: Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does one handseal, and the air in on of 4 different locations, North, East, South West, will compress and assume the shape of a hawk, soaring in the air about 20 meters from the ground, and Long range from the opponent(s). It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make this wind-hawk (One at a time, or as the user wishes) shoot itself at speeds slightly higher than the current sniper bullets, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique.
    *Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can preform any other jutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
    Once targeted (At the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, looses consciousness or get's killed.

    (Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
    *This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
    *Can only be used once every 3 turns*
    *Can't use Wind Techniques above S rank in the same turn*
    Update of an old technique learned here

    Fuuton: Ketsugō-tai Sōseiji No Setsuna | Wind Style: Juncture of the Siamese Twin
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user punch forward and release a blast of Wind. While the blast of wind travels towards the opponent, the user performs the Horse hand seal, and the wind splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
    Note: Can only be taught by Wesobi
    Note: The user can either split the wind in the turn used or in his next turn, if the wind has not hit the opponent yet or if he has enough time to split it
    Note: Can only be used twice
    Note: Each individual blade of wind is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
    Note: Can not use above S-rank in the same turn, nor can the user use wind in the same turn or the next.
    ±±Learned from Wesobi here±±

    (Fuuton: Arashi) – Wind Release: Tempest
    Type: Attack
    Rank: Forbidden
    Range: Close-Long
    Chakra Cost: 50
    Damage: 100 (-20 to user)
    Description: The user will start by infusing a large amount of Wind chakra into a projectile (Kunai, Shuriken, Needles…etc). Then, after he throws it, he will perform one hand seal which will trigger the jutsu. A devastating spinning wind will be created around the kunai, merging with it. From the enemy’s point of view, it’ll look like an F-5 tornado is coming toward him, horizontally, and that the tip of that tornado is the kunai, which is now spinning at a furious speed. This jutsu will carve the very earth as it rushes toward its target, and it’ll leave the field devastated to the point where even the user will suffer damage and be projected long-range from his initial position. Even if the jutsu doesn’t directly hit the opponent, both him and the user are left with several cuts on their bodies, moderately bleeding.

    -Can only be used once per match
    -No S-rank and higher Wind jutsu next two turns
    -Must at least be Kage rank to use this jutsu

    ±± Konoha Village Custom ±±
     
         
    Last edited by Scorps; 07-10-2014 at 11:12 AM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Fire Release | Katon



    10.
    Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
    Type: Offensive/Supplementary/Defensive
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20
    Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
    Description:
    User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.

    Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
    Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
    Note3: Can't ignite flesh or wet materials.
    Note4: The speed of ignition is slow except on paper or other more flammable materials.
    Note5: Usable 5 times.
    Note6: The ignition spot has to be within the users visual field.
    Note7: Can only be taught by Scorps.

    Approved here
    1± Taught to McRazor
    2± Taught to Zero Kelvin
    3± Taught to Negative Knight


    36.
    Katon: Hai to Kitai Chunyu | Fire Release: Ash and Gas Infusion
    Type: Supplementary
    Rank: A-Rank
    Range: N/A
    Chakra: N/A (+5 to mold Fire techniques)
    Damage: N/A
    Description:
    Similar to Water Release: Sticky Infusion, the user will make all his following fire techniques produce either the flammable, scolding hot ash of ( Katon: Haisekishō ) - Fire Release: Ash Pile Burning Technique or the flammable toxic gas of ( Katon: Kasumi Enbu no Jutsu ) - Fire Release: Mist Blaze Dance Technique. This doesn't add any damage or range to the technique, rather simply making it produce either ash or gas. Off course this cannot be applied to all techniques, only those that would be logically possible to produce either Gas or Ash and still be usable. Activating this ability is instant and not time consuming.
    Note: Once activated lasts 3 turns
    Note: Can only be used 2 times
    Note: Can only be taught by Scorps

    Approved Here

    1± Taught to Emperor




    Katon: Kasai Sukin | Fire Style: Fire Skin
    Type: Defence
    Rank:A
    Range:short
    Chakra:30
    Damage:60
    Description:After the user performs a single handseal he channels his entire body with katon chakra and,the user coats himself with the katon chakra making him impervious to all katon jutsu's of A-rank and below

    Note:
    -can only be taught by igneel
    -can only be used 2 times in battle

    (Katon: kasai kakujuu) - Fire style: Fire expansion
    Type: Attack/Defence
    Rank: A
    Range: Short - long
    Chakra Cost:30
    Damage Points: +25
    Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.

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

    ( Katon: Jomei no Karasu ) Fire Style: Raven's Purge
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Point: N/A
    Description: After 1 handseal, allows the user create a localized fast burning ember that reduces a patch of organic materials like leaves, mushrooms, plants, to ashes in moments, releasing a large cloud of smoke. These clouds will hold a specific compound or subtance that the organic material was holding, such as toxins, venoms, poisons, etc, quickly purging them into the air. With a second handseal, the user can control the hot smoke into vanishing harmlessly or aggregate it on an opponent. Can be used on opponent's techniques up to the rank or user's own created with no rank restriction, only size.
    Works on dead animals, never bigger than a human, or a small group tiny animals, never bigger than a normal insect.
    *requires a 1 turn cool down*
    *Can only be used 3 times to overcome opponent's techniques*
    [URL="http://narutobase.net/forums/showthread.php?t=331297"]Learned Here/URL]

    Katon: Kitsune no Uen | Fire Release: Devious Fox
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user preforms a row of 5 handseals, and places her hand on the ground. From each finger, an extremely fast string runs along the floor, against the opponent, that then multiplies into a series of wires that engolf the opponent, locking his movements and burning him severely.
    *Can only be used twice per match*

    Katon: Raion no Honba | Fire Style: Lion's Lair
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user expels a great amount of fire chakra throughout her body, quickly growing a flaming sphere outwards until it reaches the limits of short range. With one handseals (One hand) the orb condenses on itself, concentrating all on the user's hand, which can then be released as an horizontal crescent.
    *The user is covered by a thin chakra coat that prevents the jutsu from burning her*
    *The user can't use fire jutsus higher than A rank in the next turn, and will have to wait at least two turns to be used again*

    Katon: Kibaku Koumori | Fire Release: Exploding Bats
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will make a row of 6 hand seals and then will create several bat-like fire beings that can be controlled by the user with much ease. The bats possess great speed and are as big as gamakichi (during the fight of the three sannins ), however they can't deliver much damage themselves. Each of the bats is able to explode in an outburst of flames, that has the same explosive power of a regular explosive tag and they can explode at any given time, as long as the user orders them to.

    ~ The user is able to create up to 18 bats
    ~ Depending on how many bats are created, the following rules will apply
    [1 to 9] No fire S-ranks or above during the following turn
    [10-18] No fire A-ranks or above
    ~ The technique is only usable once per battle

    (Katon: Ryūsei-gun) – Fire Release: Meteor Shower
    Type: Attack
    Rank: S
    Range: Close-Long
    Chakra Cost: 40
    Damage: 90
    Description: The user extends both arms in front of him, with the palm of his hands facing forward. Then, as he focus fire and wind chakra into both hands, two small but bright flames will be create in front of each palms. Immediately after, as the flames keep hovering centimeters away from the user, he will start punching those flames at a blazing rate. Each times he do so, a powerful jet of fire will burst from the flame and shoot itself toward the enemy(ies). Each of those fire blast are so fast and powerful that an untrained eye will only see flashes of light and the craters created where the fire hit it's target. The total amount of damage will be divided by the number of fire blast sent. This mean that if the user shoots 4 blast, they do 20 damages each.

    -Can only be used twice per match
    -Can only shoot up to 10 fire blasts and a minimum of 3 fire blasts
    -Must at least be Sannin rank to use this jutsu

    ±± Konoha Village Custom ±±

    Katon: Ningyo no nenshō| Fire Release: Burning of the Mermaid
    Type: Offensive/Defensive
    Rank: S
    Range: Mid-Long
    Chakra Cost: 40
    Chakra Damage: 80
    Description: A jutsu that lives up to its rank and is quite complex. The user starts out by creating a dense sphere of fire in his hand, a bit bigger than his own fist. It is basically a sphere of fire, that has a highly compressed amound of fire chakra inside. The user then hurls the orb out at an incoming water attack, or directly at the opponent. When thrown at a water based attack, the user does the Tiger hand seal when the fire is about the hit the water, and the orb releases all of its power. Due to the sheer force, and sudden outburst, the water is blown back at the opponent, but instead of normal water, is boiling due to the fire that has heated it. The sent back water loses one rank in power and is thrown back in the form of an unfocused burst of steam, half the size of the initial water technique, although gaining the ability to scald and burn whatever it touches. If sent at the opponent directly, the user can create a massive wall of fire that goes towards the opponent once releasing the chakra and fire in the orb.
    Note: Can only be taught by Wesobi
    Note: Can only be used twice
    Note: Can only send back up to A-rank water
    Note: Can only use up to S-rank techniques in the same and next turn
    Note: Must wait at least 3 turns before using this jutsu again

    ±±Learned from Wesobi Here±±

    (Kaen Tatsumaki) - Blazing Tornado
    Type: Attack/Defense
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 80
    Damage Points: 100
    Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

    Note: Can only be used once
    Note: No s ranks or above the next turn
    Note: User will take 30 damage too if its used at mid range

    Katon: Hagetaka Kaen | Fire Release: Condor Blaze
    Type: Supplementary/Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90
    Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
    -If the user has signed the condor contract then this jutsu will only require 5 handseals.
    -No Katon for the next 2 turns.
    -Can only use this jutsu once per battle.
    -Can only use 2 jutsu on the next turn.
    -No Katon jutsu before this jutsu.
    -The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
    -If the user is caught in the explosion then he/she will die.
    -Can only be taught by ~Yard~

     
         
    Last edited by Scorps; 05-06-2014 at 08:37 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Lightning Release | Raiton





    Raiton: Ranpu Suicchi | Lightning release: Light Switch
    Type: Supplement
    Rank: B
    Range: Short-long
    Chakra Cost: 25
    Damage Points: n/a
    Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
    - This does not increase the power of raiton techs, only adjusts the brightness.
    - Can only be used twice per match.
    - Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
    - Must skip a turn before using again.

    Raiton: Fukuro no Giragira | Lightning Style: Owl's Glare
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user quickly gathers lightning chakra on the eyes, making them glow, iluminating the path. If eye contact is made with the opponent, a beam of lightning is shot to pierce the opponent's eyes. The beam is virtually untrackable, due to an optical illusion: Since the beam travels straight forward, all the opponent see are the glowing eyes. Only experienced doujutsu users or chakra sensors (Sage rank), will be able to notice the slight increase of chakra/glow as the beam is being shot, and as such are able to respond correctly.. In the case the opponent notices, it is easily blockable, for if it it's anything other then soft tissue (I.e. Eyes) the max it can do is leave 2 small wounds.
    *Can only be used thrice, lasts 3 turns, where the user can shoot 2 pairs of beams throughout*

    Raiton: Harinezumi no Mayowasu | Lightning Release: Deceiving Porcupine
    Rank: A
    Range: Physical Touch
    Chakra Cost: 30
    Damage Points: 60
    Description: The user is able to expell lightning chakra from up to 3 adjacent Chakra Points, and insert it on the opponent's Nervous System. This technique works best if the user releases the lightning from the finger's chakra points, and the chakra power has the ability to paralize the opponent's muscles completly. If expelled from any other chakra point, the user can only paralize the arm or leg touched. (This doesn't apply to Gentle Fist users).
    *Lasts 1 turn*
    *Can only be used twice*

    Raiton: Raikou Riki Kasui | Lightning Release: Lightning Land Spikes
    Rank: A
    Type: Attack
    Range: Short-Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user channels chakra through their feet. After the user had channeled the chakra into their feet, the user stomps their feet and sends the lightning chakra into a desired area. The lightning shoots up in that area without warning making between one and eight spikes. The spikes can go through flesh and numb the target body for one turn.
    -Only used three times per battle
    -Chakra Sensors and Chakra read Doujutsu Users can sense/see lightning.

    Learned from Solf J. Kimblee here

    Raiton: No Seiteki | Lightning Release: Static
    Rank: A
    Type: Defensive
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user can create using a large amount of Raiton chakra, making a large amount of static energy when it is released into the ground. It will mean the ground will have a negative charge and so any kunai/metal objects which are thrown fall or stick straight to the ground.
    - Can be used twice in battle
    - Only will work on metal objects
    - Taught by meimei only

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

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

    Raiton: Ketsugō-tai Sōseiji No Setsuna | Lightning Style: Juncture of the Siamese Twin
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user punch forward and release a blast of lightning. While the blast of lightning travels towards the opponent, the user performs the Horse hand seal, and the lightning splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
    Note: Can only be taught by Wesobi
    Note: The user can either split the lightning in the turn used or in his next turn, if the lightning has not hit the opponent yet or if he has enough time to split it
    Note: Can only be used twice
    Note: Each individual bolt of lightning is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
    Note: Can not use above S-rank in the same turn, nor can the user use lightning in the same turn or the next.

    Learned from Wesobi here

    Raiton:Kaminari Supurasshu | Lightning Release: Lightning Spash
    Rank:S
    Type:Attack
    Range:Short-long
    Chakra Cost:40
    Damage:80
    Description:In this Jutsu the user gathers a huge amount of raiton chakra and then performs three handseals and then releases a huge wall of electricity 10 meters tall and 12 meters wide that travels towards the opponent fast, destroying the ground below as it passes and causes burns,paralysis and numbing when comes in contact with the opponent.
    *can be used thrice in battle

    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.

     
         
    Last edited by Scorps; 08-24-2012 at 11:56 AM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Wood Release | Mokuton



    19.
    Mokuton: Sono Shimideru Shoueki | Wood Release: The Oozing Sap
    Type: Offensive/Defensive
    Rank: B
    Range: Short-Long
    Chakra: 25
    Damage: N/A (+40 to fire technique/40 if ignited by non-jutsu)
    Description:
    The user claps his hands and focuses his wood chakra into any wood, tree, bush, etc in the field, such as a previous wood jutsu. As a result, copious amounts of sap or resin ooze from the wood as it becomes saturated in it. With a small burst of chakra into the wood, the user can make the sap/resin squish a bit from the wood. The sap or resin is extremely flammable and can be ignited with the smallest spark. Its also very sticky and makes the wood much more resistant to water than normal. The basic form of the technique doesn't do damage in itself, retaining only its sticky properties and water resisting properties. However, if ignited it adds +40 damage to the technique that ignited it or does 40 damage all by itself if ignited by something other than a technique.

    Note: Wood Jutsu that was saturated with Sap can withstand Water (and Water based releases) one Rank higher than the jutsu in which it was used
    Note2: Sap/Resin can be ignited by any fire, explosion, lightning, high levels of friction, etc
    Note3: Can only be taught by Scorps

    Approved here
    1±Taught to Scary Yamato
    2± Taught to Kerrah


    20.
    Mokuton: Sono Niwa no Tougenkyou | Wood Release: The Garden of Eden
    Type: Supplementary
    Rank: S-Rank
    Range: N/A
    Chakra: N/A (+5 to use Wood Techniques)
    Damage: N/A
    Description:
    This secret technique passed upon only to the most powerful Mokuton shinobi is a simple technique in its essence but one of the highest caliber. Without the need for hand seals, the user will use his mokuton affinity to make his following wood techniques for a given duration produce a specific plant instead of the normal trees and wood common to the release, similar to how Senju Hashirama was able to produce specific flora. The technique itself is not time consuming and is basically a passive skill one can access through focus and precise chakra control, through which one can go beyond the production of generic plants and wood and create specific species. All of these plants share the same strength and uses of the normal wood but gain additional effects inherent to the specific plants produced:

    Kuroi Bara | Black Rose: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the infamous black rose. This rose releases a strong sweet neurotoxin into the air. When inhaled and/or absorbed through the skin, it destroys the pain receiver nerves, rendering the enemies incapable of feeling physical pain. Besides these flowers and their toxin, the rose's wood is completely covered in small razor thorns, adding a degree of danger even to the simplest wood techniques.

    Shiroi Garan | White Temple: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the infamous white temple. From all of his following wood techniques, several small White Temple flowers bloom, opening their big stamens. These stamens are ultra sensitive to chakra, having the ability to feel chakra up to mid range from them. This information is then relayed to the user through the ground. As long as the user has contact with the ground and at least a flower exists in the field, he'll receive that information from it.

    Akatōkarashi | Red Bell: The user changes the nature of his wood techniques to produce bushes, trees, branches, flowers and fruits of the infamous Red Bell. From all of his following wood techniques, several Red Bell fruits will bloom, roughtly the size of fists. These fruits are hollow and contain inside a very vicious toxin. Upon mental command, the user can detonate these fruits, causing a localized explosion. Each fruit can deliver an E-Rank explosive damage (only slightly larger/stronger than a normal explosive tag) and the number of fruits depends on the rank of the technique. A D-Rank technique will have 4, with each rank above it doubling the number of fruits. The main ability, however, is not the explosive power, as useful as it may be. The explosion releases the toxin inside into the air in the form of a red "smoke" or "mist" which has an SHU rating of over 2 million. Each Red Bell can contain enough toxin to spread across a 2 meter radius sphere around its detonation spot. This mist induces a burning sensation to the skin on contact but mainly all wet membranes of the body (eyes, mouth, ears, etc), creating a very painful effect. The effect is so severe if inhaled or breathed that one will tear up, hindering one's eye sight and become unable to speak properly as he gasps for air and coughs severely. If water is present on the field, the effect is more drastic as the chemical reacts in a more lasting way. The effects however, are short lived overall and don't actually do direct damage a part from the disconfort and stress induced by its effects

    Burūhimawari | Blue Sunflower: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the cute Blue Sunflower. As the wood techniqueds are used, hundreds and hundreds of sunflowers will bloom from them. These blue, big flowers have the property of manipulating and producing light. This light is done by consuming the calories inside the wood technique that gave birth to them and transforming it into low heat and light. This special ability alows the user to trigger on command an immensely powerful flash effect that can blind any enemy (except Doujutsu users) or even create coordinated flashes to disorient the enemy or even seemingly creating rudimentary visual illusionary images. The wood will draw nutrients from its substract and direct them to the flowers which will then glow in the described way. The reaction can be controlled and the user can create flashes of light from any color of both the visible and the invisible spectrum of light. Although no damage can be achieved by this property, the blinding effect is very lasting and the more wood you have (meaning the stronger or bigger the technique is) the more effective and overwhelming it will be. The user is, however, immune to these blinding lights by having trained to support them.

    Murasakiiro Deijī | Purple Daisy: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the menacing Purple Daisy. These small, yet numerous, purple flowers bloom anywhere in the wood techniques that use it. Once they bloom, still while the wood is growing, they can be used for a special effect: sound production. They can be used to produce sound by vibrating their little petals and agitating the air in specific patterns. The user can replicate his voice to confuse his enemy or to produce loud, annoying sounds or even distressfull ones. The user can even produce music in substitution to other music instruments or mimic other voices he has heard before, through this technique. Diversionary in nature, the effects are very vast. The user can distract enemies with loud bangs or high pitched noises but also distract him into thinking an ally is nearby or that the user is suddenly in another place or even, by mimicking multiple voices, that the enemy is sudenly surrounded by other ninjas. The technique bestows a few added features due to these flowers one of which is that they raise the resistance of Wood towards sound release by 1 rank (wood is already naturally a good sound insulator, so X-Rank Wood technique can only be cancelled by X+2-Rank Sound technique). The small flowers act as a sponge and disperse sound when it touches them. The other main added feature is sound sensitivity in which the flowers will vibrate and act as the ninja's ears but with a much higher level of sensitivity and precision. As long as the user is touching the ground, he can receive the information of any flower on the field and any flower on the field can hear up to mid-range around, with the higher number of flowers raising the effectiveness of the hearing up to inhuman levels. The flowers can produce basically any sound but cannot be used to produce Sound Release techniques, being more akin of the Cicada Technique and similar (albeit different and more enhanced/pure) than Sound Release. The user, having grown acostumed to the techniques effects, can remain unaffected by its sounds if he so chooses.

    Kuroi Mōsengoke | Black Sundew: The user changes the nature of his wood technique to produce bushes, trees, branches and flowers of the weird Black Sundew. From the wood techniques that are used from this specific species, multiple small appendages bloom with a black shiny substance on its end. These small stamens have a very sticky and strong gluey sap in their extremity which is easily ignited by anything from fire to lightning or even extreme friction. Similar to small hairs, these stamens are very tiny and numerous and, with the black sap on their end, give the wood technique the appearance of having just passed through a slight morning dew. However, this is not the main ability of this specific plant. The sticky sap will cling to any enemy it touches, gluing him to the wood technique. The binding effect is a physical binding of the same rank of the wood technique used. Once in contact with an opponent, the stamens immediately begin to zap chakra from the enemy in the same amount per turn as the chakra spent to produce the wood technique. The chakra absorption is not continues but in pulses, with the immediate first momentary contact being the first pulse which is repeated at the beginning of each turn. The amount of wood used by the technique also makes a difference. The chakra will then reenforce the wood technique, making it grow. The more chakra the wood consumes, the bigger and stronger it gets. It transforms the chakra absorbed into power in the same ratio as one does for a normal jutsu (x chakra = 2X strength).

    Midori Kajitsu | Green Nut: The user changes the nature of his wood technique to produce bushes, trees, branches, flowers, fruits, etc from the dangerous Green Nut. From the wood techniques used, multiple small (0.5 cm long) green nuts bloom, spreading rapidly and numerously. These form and gather into small seed clusters which are very dangerous due to their parasitic abilities. With a simple mental command, the user can make these seeds burst from the wood technique and spread in a radial manner up to mid range of their initial point. They will then attach themselves to any viable substract they find. Water, Earth, Mud, Sand, Chakra, Organic Life, Decomposing Organic Matter, etc will all serve as viable substracts. The seeds will quickly metabolize the substract (in the case of sentient life or raw chakra, they will simply metabolize the chakra) and rapidly bloom into Trees and plants of the Green Nut. These plants will be of the same strength of the technique used to produce the original set of seeds and will multiply at an exponential rate as long as their is a viable substract and the user allows it. D-Rank Wood techniques will produce 2 Seed Clusters, with each rank above it doubling the amount of seed Clusters. These clusters fully bloom in one turn, producing an amount of wood or a wooden structure (tree, forest, pillars, etc) equal to that of the initial technique that produce the original seed cluster. When the seed clusters attach themselves to an opponent or a sentient being, they will bloom in double the time, engulfing the target in a blazing speed as they zap their chakra (they need half the amount of chakra needed to produce the original technique). Each Cluster of Seeds has 10 Seeds but each cluster (even if only one seed or if all seeds find a substract) will give birth to one wooden structure. In alternative, the user can use the generic wood techniques to produce only seeds which he can throw at a target to infest them or to attack them. The seeds will grow into a generic tree or wooden structure of pillars of the same rank as the technique used to produce the seeds. These are very useful when attacking Jinchuriki chakra cloaks or chakra barriers or other chakra techniques (due to the chakra metabolic properties) or simply as a complement to the users own hand to hand, close quarter combat.

    Note: can only be used 2 times
    Note: lasts a maximum of 4 turns each time
    Note: can only activate up to two of the plants at a time, which will combine into hybrids with both characteristics
    Note: can only be taught by Scorps

    Originally Approved Here
    Updated Here
    1±Taught to Scary Yamato
    2± Taught to Kerrah


    21.
    Mokuton/Suiton: Hi Sugi | Wood/Water Release: The Day After
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: 80 (+40 to Wood technique)
    Description:
    The Mokuton user focuses a lot of water chakra into any existing plant (either from the field or created by his own techniques) by doing one simple hand seal (Ram). As he does this, he uses his wood chakra to manipulate the wood in a way that makes it hipersaturated with water. This increases the volume of the wood 3 times in a blinking burst before it explodes in a large blast of water and wood splinters. The size of the water blast/explosion is proportionate to the size of the wood in which the technique is used. The blast is the ultra expansion of the compressed water inside the wood into all directions and can, when used in one given point, span maximum up to mid range all around that point if used with a sufficient enough large wood source, dealing blunt impact damage. The user can manipulate this technique in a lesser, more controlled manner, by increasing the volume of a previously used Wood Technique to 2 times its original size using the same principle. Although the wood technique becomes increasingly larger and stronger, it also becomes more vulnerable to Lightning Release techniques.

    Note: Usable 4 times
    Note: No water techniques above S-Rank in the same and next turn
    Note: Can only be taught by Scorps

    Approved Here
    1±Taught to Scary Yamato
    2± Taught to Kerrah


    33.
    Mokuton: Urin | Wood Release: Rain Forest
    Type: Supplementary/Defensive
    Rank: Forbidden Rank
    Range: Short-Long
    Chakra: 50 (-10 per turn)
    Damage: N/A (-20 to the user)
    Description:
    The user will do 3 handseals (Tiger+Boar+Snake), spreading his chakra through the battle field. As the chakra spreads, humongous trees rise from the ground all around following the spread of the chakra. As the technique progresses through the following seconds, the trees grow taller and denser, spreading branches, intertwining their roots and blocking the sky. The result after a few seconds (5 or 6) is a large, dense forest of enormous trees, larger than any boss summon. The forest itself is so densely rooted into the ground that the earth itself becomes out of reach for earth techniques. However, since the trees are so high and large, the space between the trunks will still enable mid range skirmishes at ground level with some clearance as no branches exist at that height. After the forest has been created, the high humidity of its atmosphere triggers rain to fall in large rain drops. The moisture is so high that water techniques will be able to be used without a water source for both user and enemy but in return, using lightning techniques becomes dangerous, as self electrocution will happen to add a backfire damage of 1/2 the original power of the technique used. Because of this overflow of water, water based techniques and special elements such as Ice or even Wood are must faster and bigger in size (but with the same strength) both those of the user and the enemy. The rain will fall intensely in the densely netted root floor that will retain it. As time passes, the water will rise, creating after 3 turns a 5 meter deep water field in the whole forest that will be kept at that level throughout the battle. All the water present in the forest has the users chakra at very very low levels, not preventing the enemy from using it for water techniques or damaging the enemy in any way. In return, the small chakra levels in the water molecules serves as a sort of sensing ability. The user is able to sense where this moisture/water moves and when it touches anything. It doesn't detect chakra or anything other than physical contact with something but it does serve as an effective contact detection technique. The information is relayed to the user in real time. This technique, however, comes with a great drawback. The technique automatically zaps chakra from the user constantly to keep the moisture levels high enough to keep raining which drains the user as time passes and lowers his overall stamina levels. The forest itself is very resilient due to its massive size and bulk but still follows normal wood release weaknesses.
    Note: usable once
    Note: can only use S-ranks and below next and same turn
    Note: counts as 2 moves
    Note: enemy can easily defend from the large growing trees with Taijutsu and agility if he so desires due to the unfocused nature of the technique that isn't designed to attack the enemy directly, although it will still make him lose his footing due to the tremors and movement of the large trees growing all around
    Note: user is unable to use Fire Release techniques while he's fueling chakra into the technique.
    Note: the user can fuel the technique with chakra as long as he has it but can also stop it when he wishes, if needed and doing so slowly replenishes his stamina to its normal levels
    Note: the forest is kept living and existing, even if not fueled with chakra unless its destroyed by a large enough technique.
    Note: after 5 turns, the user will feel the fatigue and will lose the ability to mold Forbidden rank techniques, after 7 turns, S-Ranks. If he manages to be alive at the end of the 10th turn, he won't be able to fuel chakra into the technique at the risk of passing out due to exhaustion.
    Note: can only be taught by Scorps
    Approved
    1± Taught to Kerrah


    34.
    Mokuton/Doton Hijutsu: Chikyū no Sakebi | Wood and Earth Release Hidden Technique: Terra Clamare
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: 90 (-20 to the user)
    Description:
    Terra Clamare is the ultimate technique known to Mokuton users. Its described as calling the forth the essence of the earth to attack ones enemies. The user with do 4 handseals (Boar+Tiger+Dog+Ram) and unleash his chakra towards the desired target area. The user will use an earth reinforced amount of wood release chakra to forcefully break apart the earth in the chosen area. This is done by taking advantage of the "nature" of wood release to infiltrate and break apart earth but in a "lato sensu" or, in literal english, broader sense; primal nature of that characteristic. The earth will break apart in a mere moment in such a minute scale that the molecules of the different elements that compose it (minerals, metals, etc that are part of Earth) are separated completely into individual units. Such a forceful separation at the molecular level of such hard and enduring materials, all at the same time, releases a tremendous amount of energy and heat (separating molecules from each other results in the release of the energy that was holding them together, generally in the most basic form which is heat) that obliterates anything nearby. The effect, when seen from a 3rd person point of view, is that of a column of “light” that raises up to 100 meters in the air. Anything caught above the area is devastated by the sheer brute amount of energy released. To the enemy, the time window is short from the moment he can perceive the “glow” and heat from the earth at his feet to the point where the technique is completely unleashed, transforming the act of countering the technique into a delicate and difficult task. The area the user can affect is only limited by his chakra and his will and he can affect even the whole battlefield at the cost of being caught in the technique himself as well. After the technique takes it effect, the area it targeted has its temperature drastically lowered. The molecular dust suddenly siphons all the thermal energy into itself following the reverse process to the technique. The temperature is “sucked” in to the area to the point that it can drop 40ºC around the technique in the immediate aftermath. This process is followed by the sudden harden of the targeted area into rock and starts returning to its normal temperature.
    Note: can only be used once
    Note: user can’t use other Wood or Earth techniques in the same and next turn
    Note: user can’t mold chakra above S-Rank the next turn
    Note: the user suffers damage to his body due to the chakra strain, causing great pain at the moment of using the technique and the turn afterwards, lowering his Taijutsu capabilities for that same time.
    Note: can only be taught by Scorps
    Approved Here
    1± Taught to Kerrah



    Mokuton:Mokuzai Hoko | Wood Release:Wood Arms
    Rank:B
    Type:Supplementary/Offense/Defense
    Range:Short-Long
    Chakra:20
    Damage:40
    Description:The user preforms the Snake hand seal and creates two or more versatile wooden pillars which are formed to look like arms with hands and fingers.The user can use this to trap his opponent in place or create the arms from his body and use them as an extra pair of hands helping them when using hand seals,throwing kunai,using taijutsu.When the arms are created from the users body they are normal sized but can be extended to the users required length.When created from the ground the arms are larger and more resistant.
    Notence activated from the users body they last for 5 turns.
    Note:Must have a Wood bio.
    Note:Must be taught by -Cobalt-.

    Mokuton: Mokusei Ãmu | Wood Release: Wooden Arms
    Rank:B
    Type:Supplementary
    Range: Short
    Chakra cost:30(+5 to taijutsu)
    Damage:N/A
    Description: In this jutsu the user manipulates wood to grow two arms made from normal wood which can be used along with the users helping the user in taijutsu as the heartwood of the snakewood tree is one of the strongest wood in the world with a specific gravity of around 1.2,hence increasing the strength of the user.And providing the user with an advantage over the opponent.the hands cannot use jutsus but are able to throw kunais,tags and other weaponry.
    ~can be used twice per battle
    ~the hands can be dropped at any time with a single Bird seal by the user
    ~no handseals required
    ~can be used/taught by Jinbei

    Mokuton:Mokuzai no Hōkō | Wood style:The Roar of Wood
    Rank:A
    Range:Short(self affecting)
    Chakra cost:30
    Damage:60
    Description:In this jutsu the user focuses their mokuton chakra all over their body(except the palm, fingers the soles of the feet).Then instantly wooden spikes of about 2 inches grow all over the user (except the palm, fingers the soles of the feet).

    The wood from which the spikes are formed are extremely hard and sharp at the same time the wood is also light which doesnt hampers the users speed ,and if the opponent hits the user their hands hurt and bleed.The spikes also grow on the users face (except the eyes)giving the user a devilish look.

    ~this jutsu can be used thrice per battle
    ~the user is shielded from taijutsu attacks unless enhanced by a hardening technique or lightning based taijutsu
    ~the user can deactivate all the spikes at any point of time with a single dragon handseal
    overexhaustion off mokuton chakra
    ~can be taught/used by Jinbei

    Mokuton: Hikari no Ki Tsubasa | Wood Release: Light Wood Wings
    Rank: A
    Type:Supplementary/Attack
    Range: Short (the spikes from the wood can travel long range)
    Chakra cost:30
    Damage:5 for each spike hit
    Description:In this jutsu the user forms one handseal and wings of the lightest wood i.e the balsa wood appear on the users back.This wood is special as it is lighter than the hollow wing bones of a bird and is used in making gliders due to its lightweight.With these wings the user can fly in the air unrestricted upto 30 meters without any problems.Also the user can form wooden senbons from their wings at an additional cost of 20 chakra.These senbons are your average senbons,they are just made of wood instead of metal.

    ~can be used twice per battle
    ~can be used/taught by Jinbei
    ~the wings can be shed at any times by forming a single ram seal by the user
    ~the senbons can be used thrice
    ~the wings last for 4 turns

    Mokuton: Chakra Torakkingu Za-men (Wood Release: Chakra Tracking Seeds)
    Rank: A-Rank
    Chakra: 30
    Damage: none
    Description: User creates several seeds made out of their chakra. If his/her are able to implant the seeds onto his/her opponent, the seeds disperse into the opponent's chakra system and become 'trackers'. Besides being able to track where their opponent is, the seeds are able to sense the next elemental move the opponent is going to use and send a warning to user.

    Learnt from Akihiko-sensei here

    Mokuton: Hageshii Kaze no Misairu | Wood Release: Fierce Wind Missiles
    Rank: S
    Type:Attack
    Range: Short-Long
    Chakra cost:40
    Damage:80
    Description: This is a useful mokuton jutsu in which the user starts to spin on his heels simultaneously releasing, from every part of the users body mokuton spears.The spears are pointed at both ends and are about 1 and a half feet long feet long,these are infused with fuuton chakra of the user and travel and very high velocities towards the opponent piercing him all the way through and inflicting a large amount of damage,as the attack covers a full 360 degrees it also covers all the blind spots making it a jutsu of choice for the user.

    ~can be used thrice per battle
    ~no mokuton jutsus next turn due to overuse of mokuton chakra
    ~can only be taught/used by Jinbei
    ~no handseals required

    Mokuton: Namaikina Mokuzai Tsubame | Wood Style: Cheeky Wood Swallows
    Rank:S
    Range:Short-Long
    Chakra cost:40
    Damage:80
    Description:In this jutsu the user chains four handseals after which 10 swallows made up of wood rise up from earth or water whichever is more suitable (if the opponent is near water then they will rise from water and if the opponent is near earth they will rise from earth since wood=earth+water the swallows can be formed on both water and earth) though the birds do not rise extremely near the user but about 5 meters from the opponent.The swallows are very small in size about 3 inches in length.

    They are fast flyers and are also quite agile and can easily dodge kunais and other weaponry.As soon as they form they charge towards the enemy from all directions and when the user makes a single tiger seal,they explode causing damage too the user as splinters from the wooden swallow pierces the opponent like grenade shrapnel damaging him quite brutally.

    ~can be used twice per battle
    ~the user decides how may swallows he creates (from 1-10)
    ~the user cannot create more than 10 swallows
    ~the user can make them explode at any time(with a single tiger handseal) though if they come in contact with lightning,fire or the opponent they automatically explode
    ~can be only used/taught by Jinbei
    ~can not be used in two consecutive turns

    Mokuton: Kibaku Chuuseki | Wood Style: Exploding Pillars
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description: By using mokuton,the user is able to create multiple pillars that will grow and form a circle around the opponent.Then,after the user performs one handseal,the pillars will explode.The explosion radius expands all the way up to mid range.

    Note~The pillars don't take more than 3 seconds to grow.
    Note~Can only be used twice per battle and the user can't use any other mokuton jutsu for two turns.
    Note~Can only be used and taught by Jinbei.

    Mokuton: Hayashi Dappi | Wood Style: Forest Emergence
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Description: The user gains the ability to merge himself into the trees at will to attack their target from whichever tree they want.
    Restrictions:
    *The user must be in a wooded area*
    *Can only be used 4 times per battle*
    Note: This is similar to Kimimaro's technique: Sawarabi no Mai - Dance of the Young Ferns

    Learned from Scary Yamato here

    Mokuton: Doki Bara | Wood style: Wrathful Thorns
    Rank: S
    Range: Short - Long
    Type: Attack
    Chakra: 40
    Damage: 80
    Description: allows the user to make hardwood thorns protrude from any existing wood on the field. The thorns can extend up to 1 meter in length.

    Learned from Scary Yamato here

    Wood Style: Senju Wood Technique | Mokuton: Senju Mokuton no Jutsu
    Rank: S
    Type: Attack/ Defense/ Supplementary
    Chakra: 40
    Damage: 80
    Description: The user can can create large amounts of S-ranked pillars/trees made from Lignum Vitae (a hardwood know as the tree of life). This can be used for attack or defense; and change the size, shape, and density of they wood they conjure as they please. This wood is extremely strong and durable, and can protect agianst all A-ranked attacks, but can only take one shot from a S-ranked lightning or S-ranked wind-cutting technique.
    *can only be used 4 times per battle*

    Learned from Scary Yamato here

    (Mokuton: Ametsuchi Megumi) Wood style: Nature’s Blessing
    Rank: S
    Range: All
    Type: Supplementary/Defense
    Chakra: 40
    Damage: N/A
    Description: the user summons a large totem pole which emerges at a location of the users choosing. The totem begins to grow large trees around itself and they continue to grow outward until the entire area is covered by trees, making a large forest. The totem continuously infuses the trees with chakra which reinforces their strength and causes the trees to regrow if they are destroyed. The chakra reinforcement allows the trees to block S-ranked lightning and wind attacks, but the tree(s) they come in contact with is destroyed in the process.
    Notes:
    -Lasts 4 turns
    -Can only be used 2 times per battle
    -After the technique ends, the trees remain, but are not reinforced and cannot regenerate.

    Learned from Scary Yamato here

    Wood Style: Tiny Seeds (Mokuton: Chippoke Za-men)
    Rank: Forbidden
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user creates several tiny chakra seeds the size of a grain of rice. They then send these seeds towards his/her opponents. If a seed touches the skin of the opponent, they immediately respond to their chakra, sticking to the victim's skin and sprouting into a poisonous flower. This slowly numbs and kills the victim with spreading its poisonous chakra throughout their bloodstream. It also slows down his attacks.

    Note: *Kills opponent in three turns if they do not get rid of it*
    *can only be used one time a battle*
    *can only be taught/used by Akihiko*

    Learnt from Akihiko-sensei here

    (Saidai Mokuton No Jutsu) - Ultimate Wood Style Technique
    Rank: S
    Type: Supplementary/Attack/Defense
    Range: Short-Long
    Chakra cost: 40
    Damage points: 80
    Description: This allows the user to perform a better version of Greater Wood Style Technique.
    ~Useable three times per Battle.
    Learned Here

    (Mokuton: Bakuhatsuteki) Wood Release: Explosive
    Rank: E-Forbidden
    Range: Short-Long
    Chakra Cost: 05-50
    Damage Points: 10-90
    Description: After the user have used a Mokuton Jutsus he may use this Jutsu. The user slams his palms together with great force releasing a Great amount of Chakra (Depends on the Rank of the Mokuton Jutsu he used earlier.) into the Mokuton Jutsu, causing the Wood to Explode damaging everything nearby. The Rank on this jutsu depends on the Rank of the used Mokuton Jutsu, for an example: I use a D-Ranked Mokuton Jutsu this also counts as a D-Ranked Jutsu, and according to Forbidden Rank the user will take the same amount of damage of the jutsu he makes explode.
    ~To cause the wood to explode the user must be in contact with the wood that they wish to explode or be incontact with the ground
    ~ if used for exploding S rank wood , the user cannot perform S rank wood ninjutsu or above the following turn
    ~Can only be used twice per battle.
    Learned Here
     
         
    Last edited by Scorps; 02-14-2014 at 08:45 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Multiple Elements



    15.
    Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
    Type: Offensive/Defensive
    Rank: A-Rank
    Range: Short-Long (on throwing)
    Chakra: 30 (-10 each turn)
    Damage: 60
    Description:
    User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.

    Note: can only be used 3 times
    Note2: stays active maximum of 3 turns
    Note3: can only be taught by Scorps


    16.
    Doton/Fuuton: Meimei Oberisuku No Yougo | Earth/Wind Release: Divine Obelisks of Protection
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short-Long (on throwing)
    Chakra: 40 (-15 each turn)
    Damage: 80
    Description:
    User does 5 hand seals (Dog+Ox+Bird+Ox+Bird) and 2 Rock Obelisks breaks from the ground within short range of the user. Each obelisk is about 4 meters high and 2 meters wide. These Obelisks are then infused with wind chakra which makes them rise from the ground and hover above ground between short to mid range around the user making them each an A-Rank Doton/Fuuton. The user can direct each obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire or both to defend against up to Forbidden Rank Lightning and Water, S-Rank Fire, Earth or Wind. When an Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. These Obelisks can also be used to attack the enemy, by throwing them against the enemy.

    Note: can only be used 2 times
    Note2: stays active maximum of 3 turns
    Note3: can only be taught by Scorps
    Note4: can't use wind in the next turn
    Note5: even if one obelisk is destroyed or used, the other still remains in play


    17.
    Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi | Earth/Lightning Release: The Super Active Trickster Squirrels
    Type: Offensive/Defensive
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: 100 (-10 to the user)
    Description:
    The user makes 2 hand seals (snake+monkey) and 9 normal sized squirrels made of rock and dense earth chakra rise from the ground within range. The squirrels are then infused with an enormous amount of lightning chakra, glowing in a bright blueish color. The lightning enables them to move (above ground or underneath) at enormous speeds that only 3T Sharingan and Byakugan can follow. The squirrels surround the enemy in a nonagon pattern facing him. They then link to each other and unleash the combined Earth and Lightning chakras into the nonagon. Within the nonagon, a mayhem of raging vortexes of electromagnetic and geoenergies starts to petrify, rip and shock everything caught in it, releasing heat, (the user can engulf the whole battleground but, if so, takes his own life also) and leaving only a crater behind. The squirrels can also surround the user short range from him and face outwards, using the combination of Earth and Lightning chakras to produce a perfect spherical shield that can protect the user against up to F-Rank Earth, Lightning and Water and S-Rank Fire and Wind. If a squirrel is hit, a non-focused lightning burst is released around him, stunning everything short range around it. However, as long as there is at least 3 squirrels, the technique can be used (3 Squirrels=A-Rank, 4-8 Squirrels=S-Rank). Due to the massive amount of chakra and concentration needed, the user will experience great pain and exhaustion upon use of this technique.

    Note: User can't mold Lightning or Earth in the next turn.
    Note2: In the turn its used, user can only cast one more jutsu
    Note3: Usable only once
    Note4: The severe exhaustion left by the amount of chakra spent to use this jutsu leaves the user unable to use ninjutsu (elemental or not) above S-Rank for 2 turns
    Note5: Can only be taught by Scorps

    Approved Here
    1± Taught to McRazor






    ( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk
    Rank: A
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/a
    Description: The user focuses chakra on the tip of his finger and produces a thin thread of water, nearly invisible to the naked eye, before shooting it in any direction, at the speed of an arrow. The thread itself has the flexibility of water, and can curve and bend at wish. Once it reaches a target, it is able to pierce through clothes and skin, connecting the user's finger to the target, at which point the user releases a powerful current of lightning, which is able to paralyze the opponent completely frozen, for 2 turns. Depending on the area struck, the opponent can even loose consciousness (head) or have difficulty breathing (chest). After contact is made, through what seems like a vaccine sting, the lightning reaches up Mid-Range ( 15m ) in half a second.
    Likewise, the user is able to create a net made of water strings, covering an area of 2 meters radius, anywhere short range from the user. Using the same principle as above, the user can send a current though the strings in order to shock the opponent and paralyze him for 1 turn.
    *The jutsu ends once the lightning is released
    *The chakra natures are divided unevenly, with the lightning part being considered as B rank, and the water part being considered as C rank
    *The laid down threads last 2 turns, in case the lightning is not triggered
    *No other jutsu can be done while the thread is active
    *Cannot use Lightning jutsus above S rank for 2 turns
    *Cannot be used again for 4 turns after it is used
    Learned Here

    Katon/Raiton: Mure Sai no Shuuren | Fire/Lightning Style: The Drill of the Rhinoceros Crash
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Point: 80
    Description: The user will preform 3 handseals, and quickly spit a continuous stream of fire, which will start to spin with a great speed forming a huge drill. This rotation can be either around the user or near the user, the tip of the drill being pointed towards anywhere the user wishes it to point. As the user starts spitting the fire, the user will preform a different handseal, which will then start enveloping the fire drill with lightning chakra. As both elements start to friction on each other, the drill starts spinning substantially faster and will increase the temperature largely, all adding to the piercing power of the technique. At the user's wish, the bright drill can be shot at great speed towards the desired location, going on a straight line until the user decides to make it explode, blasting outwards multiple similar drills, significantly smaller in side.
    *The large drill can shoot to Long Range, the small drills will be shot in a short range radius*
    *Both phases can be done at the same time by two shinobis*
    *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
    *Can't use Lightning or Fire Techniques above S rank in the next 2 turns*

    Doton/Katon: Ichida no Danpen Harinezumi | Earth/Fire Release: The Blow of the Shredding Echidna
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user preforms 6 handseals, while charging earth chakra on the ground, erupting up to 3 huge shields, about 3 meters radius, made of silicate minerals found in the earth. Afterwards, the user can preform 5 handseals, while charging fire chakra on the shields, which will make the shields explode outwards, turning into a shredding blast of hot glass particles, made from the crystallization of the silicate minerals. Likewise, the user can choose to preform only one handseal, and slam her hand on the shields, coated in fire chakra, which will take less time.
    Wind can be added to make the blasts stronger.
    *Can only be used once every 3 turns*
    *The user is only able to use Earth or Fire jutsus up to S rank the next two turns.*

    Fuuton/Katon: Ikusen no Houou | Wind/Fire Release: The Squad of the Scorching Falcons
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This technique consists in two different steps, which can be preformed simultaneously, using an ally, or in a quick succession. The first part consist in stringing together 4 handseals before spitting a huge quantity of seriously hot ashes, which will then burst into an hellish flock of about 10-15 bird-like ash structures. The birds will fly out in different directions, some will fly high into the sky, while others (Only a few 2-3) will attack the opponent(s) directly.
    The second part of the jutsu consists in preforming 3 handseals. The first will quickly gather air around each individual bird. The second will concentrate the gathered wind into the ash-hawks, which will make them burst ablaze. At that point, the birds will be sharper and faster, aswell as hotter. The third handseal will make all of the birds fall onto the opponent. Much like real birds of prey, the free-falling bird-structures will acquire great speeds, and will violently explode upon impact (At the scale of a Paper Bomb induced Explosion). The few birds that directly attacked the opponent will simple burst outwards, burning anything close to them.
    *This jutsu can only be done once per battle*
    *The user will the ability to call forth Fire or Wind Chakra to preform techniques higher than B rank in the turn after usage, higher than A in the next and higher than S in next*
    *The user will suffer a damage loss of 20 damage points*

    Suiton/Fuuton: Koketsu no Waniguchi | Water/Wind Style: The Jaws of the Alligator
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After a row of 6 handseals, the user is able to summon a huge amount of water near herself, and shoot in towards her target with great pressure. As soon as it is released, the blast of water takes the shape of a huge alligator, jaws open wide, to swallow and crush the target, leaving behind a lake's worth of water, progressively draining, lasting 5 to 8 turns (Depending in the temperature/humidity of the environment). With 3 additional handseals, the user will infuse the charging alligator with wind chakra, which will drop to bellow freezing temperatures. Because the wind will keep the water within the alligator moving, it won't turn to ice, instead it will increase it's piercing and slashing power. Once in lake form, temperatures only slightly above freezing, the user will be able to keep up to 6 smaller normal sized alligators colder than the lake, which can attack any underwater opponent freely, for 2 turns.
    *the smaller alligators do not reform if destroyed, and have the speed and strength of average alligators, it is not enhanced*
    *Can only be used once per battle*
    *Given the chakra strain, the user won't be able to use Water and Wind above S rank for 3 turns*

    Raiton/Fuuton: Houkou no Kora-Hanta | Lightning/Wind Style: The Growl of the White Tigress
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user charges wind or lightning chakra on the hand. When the hand is pulled back, simulating a string of a bow being pulled, a concentrated wind arrow appears charged. Upon release, the arrow disappears to the eye of the opponent, but actually it turns into several sharper arrows, that travel just a little bit faster than a normal arrow, and hit the opponent's body several times in multiple places. Depending on the accuracy and weapon's mastery of the user, the arrows can hit random body points or specific nerves, arteries or organs, though easily traceable even to a first-tomoe sharingan, after creating the arrow, user can enlarge it with a second layer of chakra. Upon releasing, the Lightning/Wind will combine to maximize the piercing and speed abilities, being so that it is a combination of the two fastest and sharpest elements. The barrage of tiny arrows will increase it's range and speed drastically, while the arrows themselves will be drastically smaller and more piercing.
    *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
    *Can't use Lightning or Wind Techniques above S rank in the next 2 turns*

    Doton/Raiton: Tobu no Kangaru Bokushingu | Earth/Lightning: The Jump of the Boxing Joeys
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will make 2 handseals, and charge earth chakra on the field. This will cause several earth features, (The ground and/or stagnant earth feature chakra or non chakra created) to implode on themselves, concentrating into head sized black balls, which will be extremely thick and heavy. But with a third handseal, the user will coat the with lightning, which will make them shoot out at great speeds. The lightning coat will not only protect the balls from lighting, making it spread harmlessly along the surface of the balls, but will also expel small electrical discharges whenever they touch anything, which will only make the balls propel further way. With the handseal meant to create the lightning chakra, the user can focus the attack on a target, by forcing the balls to be propelled off the ground into chosen directions. The heavy balls are capable of smashing the bones, and will kill if left unprotected.
    *Great speed does not mean Lightning speed*
    *This technique creates up to 4 balls*
    *The lightning is able to protect the balls from all lightning jutsus up to his rank, being overpowered by wind jutsu the same and higher ranks.*
    *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
    *Can't use Earth or Lightning Techniques above S rank in the next 2 turns*
    *The user cannot perform other jutsu as long as they are controlling the bounce of the balls*

    ( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force every and all liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire.
    *The stag remains in play for 2 turns before the fire consumes itself*
    *This jutsu can only be used once every 3 turns*
    *The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
    *Can only be used thrice per battle*
    *The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +10 and making it impervious to water jutsus of the same rank. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*
    *A strong enough water can push through the vapor coat, streams or masses of water of the same rank as fire being coated by the vapor, or a pressurized stream of water of a rank bellow will block the protection*
    Learned Here

    ( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander
    Rank: S
    Type: Defensive/Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user performs 3 handseals and stomps the ground, charging chakra through it in a radius manner. This will quickly create a large wave of earth which will spread out jagged chunks of jagged rock and gravel from the ground, unbalancing and knocking down the opponent, as well as rising a sharp barrier of flint around the user. The barrier experiences the elemental weakness and strengths of any A rank wall of Earth, protecting the user from outside projectiles and other attacks, as it reaches an height greater than the user by a meter. Afterwards, the user will weave an additional 3 hand seals and expel outwards water-chakra, by means of a great blast of dark flammable oil, like the one used in Water Style: Black Clouds. While the barrier is strong against frontal impact, when hit from behind by the oil blast, the shield will break apart into several chunks of gravel and jagged rock debris, which will thicken and strengthen the fast oil blast. As it runs through the rough ground, the oil ignites violently, in a directional shockwave of flame, debris and scalding oil, hitting the opponent unaware after he/she's been knocked down by the initial earth wave.
    *Can only be used thrice per battle*
    *Requires the user to wait 2 turns in between usages*
    *Can't use Earth or Water techniques above S rank in the same and next turn*
    Learned Here
     
         
    Last edited by Scorps; 02-14-2014 at 08:40 PM.

  12. #12
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    Re: ±± The Chest of Endless Wisdom ±±


    Panda Kuchiyose | Panda Summons



    Summoning Contract
    Summoning Animal: Pandas
    Scroll Owner: Scorps
    Other Users who have signed contract: Wesobi, Scary Yamato
    Summoning Boss if existing: Myoushu
    Other Summoning Animals tied to contract: Shiroi, Kuroi and Ayaui no Maria
    Description and Background:
    Pandas are very wise and ancient beings, having lived for centuries in seclusion and meditation. Derived from Bears, they long abandoned their predatory instincts and habits, adopting a more peaceful and nature friendly attitude. Although they strive for peace, they are also known as being fierce warriors of great might and power.
    Pandas generally move around in a humanoid stance, supporting themselves in their hind legs and using their front paws as hands but can also run and move about in all fours. They all possess great physical strength and are excellent hand to hand fighters, using their strength to compensate their below average speed. As creatures in tune with nature, their elemental affinities varies, but as earthen creatures they generally tend to be more adept with Fire and Earth. The high panda sages have been known to master a wide varieties of special skills and arts only known to the most powerful and lucky chosen ones.

    ±±±±±±±±±±±±±±±±±±±±


    Panda Ninpou/Genjutsu | Panda Arts/Illusionary Arts

    14.
    Panda Genjutsu: Kataki no Nemuri Hakkyou | Panda Illusionary Arts: The Revenge of the Sleeping Madness
    Type: Defense
    Rank: S-Rank
    Range: Short to Long
    Chakra: 40
    Damage: 80
    Description:
    This special Genjutsu is a formidable defense. Its a technique that stays dormant on the users mind until an enemy connects with it. It can only be triggered by offensive enemy eye techniques (like Sharingan ones), aggressive mind manipulation (like the Yamanaka clans) or any other aggressive technique in which the enemy manipulates the users mind (like Genjutsu). Once the users brain is attacked, this defense activates, backtracking through the link created by the enemy and stimulating his dream center to make him suffer horrible and terrifying nightmares as he loses his grasp on reality, leading to complete mental breakdown, physical pain and ultimately can make him faint. This defense is only possible through years of mental training with the Panda Elders; a training to boost ones mental strength to such a degree that if his mind is breached, his chakra attacks whatever is breaching it to defend himself.

    Note: This technique is released automatically with little control from the user
    Note2: The moment its activated it releases a massive burst of chakra in the users mind that disrupts its flow and dispels any A-rank and below genjutsu that might have been affecting him
    Note3: It doesn't require the user to be conscient to be released/activated
    Note4: When activated/released, the user is unable to use Genjutsu for 3 turns and can't use any forbidden rank techniques in the next turn
    Note5: Requires the Panda Contract and can only be taught by Scorps
    Note6: Usable only once per match
    Note7: This jutsu has to be stated in the bios special abilities

    Approved here


    22.
    Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
    Type: Offensive/Supplementary
    Rank: S-Rank (Forbidden when used by Myoshu)
    Range: Short-Long
    Chakra: 40 (50 when used by Myoshu)
    Damage: N/A (90 when used by Myoshu)
    Description:
    A manifestation of the primal ancestry of Pandas, this last resort technique has been passed down for generations of Pandas, being a manifestation of the ultimate bound to their origins. The Panda focuses a large amount of his chakra in his throat and executes a very loud, strong Roar. Using his most primal instincts, the roar is (much like the killing intent technique) charged with aggression and rage. The bloodlust contained in the roar is so intense that any enemy in the field will shiver in pure fear, regardless of any other aspect in play. The technique, while simple in its essence, its very complex. The technique is boosted to its ultimate effect when used by the boss summon, Myoshu who's roar can level anything in its path.

    Abilities:
    -Enemies will experience fear and pressure, putting less effort and chakra into their offensive and defensive techniques, which results in a -10 damage penalty to their techniques
    -Any summon on the field immediately disperses in fear, running to his/her "homeland"
    -The summoner's gain a momentary (5 turns) bonus in strength (+10 to Taijutsu) and damage in Ninjutsu (+10 to elemental techniques), as the primal roar increases their adrenaline flow and clears their mind, dispelling harmful emotional or illusional (up to S-Rank) effects, regardless of their origins
    -When executed by Myoshu (the boss summon), the Primal Roar is labeled as a Forbidden Rank and produces a shockwave that levels everything in its path, much like a wind technique, due to the the size and enormous chakra Myoshu has.

    Restrictions:
    -While usable by every Panda Summon, each summon can only use it once per battle
    -The user can use it twice per battle
    -Can only be used by Pandas or by signers of the Panda Contract.

    Approved Here

    1#Taught to Wesobi


    37.
    Panda Hijutsu: Wuxi Yubi no Haaku | Panda Hidden Art: The Wuxi Finger Hold
    Type: Offensive
    Rank: Forbidden
    Range: Short
    Chakra: 50
    Damange: 90 (+20 if used with elemental chakra)
    Description:
    One of the most devastating Nintaijutsu moves known to Pandas, the legend of the Wuxi Finger Hold is as great as is the rarity of those who can use it. The user will, when facing an enemy in taijutsu, grab hold of his hand, finger, knee, elbow, etc, basically the extremity with which the enemy is attacking him, between his index and thumb, with his own pinky held upright. Then, focusing a very large amount of compressed chakra, the user will flex his pinky sending it all through the enemy's body. This causes massive damage as the chakra is conducted trhough the enemy directly. As a result, the chakra bursts out of him and sends a shockwave all around, clearing the area mid range around which is left as a "steaming" crater with the enemy and the user standing in the middle. The enemy doesn't move as a result of technique, since the technique isn't an impact on him but rather the channeling of that large chakra onto him. The damage is, however, enough to knock an enemy out cold in one hit. If the user is awesome he can say in a dramatic way something like "squadoosh", "kaboom" or "kapow" upon lowering his pinky, giving that much drama to the scene. The legends and mental pressure of facing such a technique is enormous and the enemy will genuinely feel afraid to move while the user is holding him. The effect is somewhat a mimic of what Killing Intent produces but not nearly as powerful, producing only minor shivers and the sensation of fear. By adding elemental chakra the user is able to increase the damage and its properties, although also increasing the damage to himself in return. Adding Wind damage produces massive cuts all over the enemy, Fire leaves him burnt as the chakra channels through him, Water ripples through his body, damaging his soft tissues, Earth damages his bones and fractures many of the smaller ones and lightning electrifies the enemy, which can lead to heart failure.
    Note: usable once
    Note: cannot use hand based Taijutsu for 2 turns
    Note: user takes 15 damage and suffers an additional 20 damage if he uses it with elemental chakra.
    Note: Can only be used by Panda masters
    Note: can only be taught by Scorps.

    Approved Here


    Summoning Animals
    1.
    Panda Kuchiyose no Jutsu: Myoushu | Panda Summoning Technique: Master
    Rank:S-Rank
    Range:Short-Mid
    Damage:40
    Chakra:80
    Description:
    The Elder Ruler of the Pandas, Myoushu (Master) is about half the size of Gamabunta (about 50 meters tall) and looks like a normal giant panda (black and white). He's very harsh and outspoken but also very fair and wise. Strapped to his back he has a giant Staff (proportionate to his size) that he uses with great proficiency, when fighting upright on both his rear legs. He has Suiton chakra when most Pandas have either Doton or Katon chakras, allowing him to use any S-Rank Suiton technique the user knows but without the need to use handseals. Unique to him, he can be summoned anywhere within short to mid range of the summoner. Because of his size and strength he is immune to basic ninja tools and Fire and Water C-Rank and bellow.

    Note: Can only use up to S-Rank techniques in the same and the next turn.
    Note2: Must have signed the Panda contract and have its tattoo.
    Note3: Can only be summoned once per battle
    Note4: His moves count as one of the users normal 3 moves.
    Note5: Can only stay in play for 4 turns.


    2.
    Panda Kuchiyose no Jutsu: Shiroi | Panda Summoning Technique: White
    Rank: S-Rank
    Type: Attack/Defense
    Range: Short
    Chakra: 40
    Damage: 80 (+10 if Kuroi is in play)
    Description: White is a giant panda slightly smaller than the average giant panda (standing she's about 1.8meters tall) but her color is mainly white with the exception of two black circles around her eyes, her black tail and paws and the Kanji for Balance on her forehead. She can produce a shockwave of earth chakra that produces a short to long range S-Rank “Tsunami” of earth 120º in front of her once per turn (counts as one of the users 3 moves) and she can feel anyone standing on the ground or beneath it around her up to long range which can only be used 3 times and counts towards the users three per turn useage. She is a strong taijutsu warrior that can fight while standing upright on her hind legs, with a speed slightly above that of a Sage Rank Strong Fist Master.She has a very outspoken and loud personality that highly contrasts her pure angelic looks. If her brother Kuroi is in play, they both receive a +10 damage bonus to all their jutsu. Like all Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

    Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
    Note2: can't be summoned with another panda except if its Kuroi
    Note3: can only be summoned once per battle
    Note4: can only stay in play 4 turns
    Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn.

    Approved Here


    3.
    Panda Kuchiyose no Jutsu: Kuroi | Panda Summoning Technique: Black
    Rank: S-Rank
    Type: Attack/Defense
    Range: Short
    Chakra: 40
    Damage: 80 (+10 if Shiroi is in play)
    Description:
    Kuroi is a Giant Panda that's slightly larger than the normal Giant Panda (about 3 meters high when standing up), but differs in his color: he's mainly black with the exception of two white circles around his eyes, his white tail and paws as well as the Kanji for Equilibrium visible on his forehead fur also in white. He can exhale a hot, dense, concentrated S-Rank short to long range fire stream from his mouth once per turn (counts as one of the users 3 moves) and is immune to fire up to B-Rank. He's a strong taijutsu warrior that can fight and move upright in his hind legs like a human, with a raw strength which makes him capable of incredible feets of strenght and competing with much larger summons, producing even small craters with his kicks and leveling rocks with his punches. He has quite a shy demeanor for such a big, menacing body. If his sister Shiroi is in play, they both receive a +10 damage bonus. Like all Pandas, he can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

    Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
    Note2: can't be summoned with another panda except if its Shiroi
    Note3: can only be summoned once per battle
    Note4: can only stay in play 4 turns
    Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn

    Approved here


    4.
    Panda Kuchiyose no Jutsu: Ayaui no Maria | Panda Summoning Technique: The Grave of Maria
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short to Long
    Chakra: 40 (+20 per turn)
    Damage: N/A
    Description:
    The user spreads blood through his summoning tattoo and makes the required hand seals and claps his hands. From a portal in the ground, a large rusty metal box completely engraved in Kanji spells rises, all tied up in chains, floating only a few inches from the ground: The Grave of Maria. The chains then release and retract, letting the box open and reveal Maria. Maria is a human size female panda with a very delicate and fragile look to her although having her body all tied up in rusty chains which are also engraved with kanji spells. The user must expend chakra to keep the chains restricting her and keep her controlled through the kanji spells. She has a demented, mad and slightly psychotic look on her face that is completely in tune with her own mad personality. The moment the box opens, Maria's chakra spills into the battlefield creating both fear and unease amongst all enemies, unleashing the effect of an S-Rank Killing Intent (Sakki). Although, like most other Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG) with great proficiency and speed (slightly above that of a Sage Rank Strong Fist Master), Maria's special ability is a wicked S-Rank Genjutsu that's inherent and passive to her and that she can use at will. Through this Genjutsu she can alter the enemys perception of the battlefield and his surroundings much like a stronger version of (Genjutsu: Kokohin) - Illusion Technique: False surrounding. This Genjutsu enables her to manipulate what the enemy can see, hear, smell or feel with any of his senses to create false "visions" of the environment/battlefield and other illusions she deems fit. When she activates her Genjutsu her eyes glow in white and a small high pinched evil giggle is heard through the battlefield.

    Abilities and Restrictions:
    -The genjutsu can only be used once per turn to a max of 2 times
    -The genjutsu illusions can last as long as Maria is in play, unless dispelled, and can target multiple enemies
    -This genjutsu can't make the enemy feel pain or any type of distress or damage the enemy in any way
    -Low rank enemies (Chuunins and Genins) will feel nauseated and faint from simply feeling the enormous power and pressure of Maria's sick Killing Intent (Sakki)
    -If Maria is attacked, her box can close and protect her from up to 1 B-Rank jutsu, keeping her in play but dispelling her already casted Genjutsu
    -Maria stays in play for 4 turns
    -While Maria is in play, the user is limited to S-Rank techniques and below due to the constant chakra drain
    -Can't use Genjutsu while Maria is in play
    -Maria can only be summoned once per match
    -If the user loses his conscience, Maria is locked back into her "grave" and dispelled back to prevent her from getting lose and rampaging on NB
    -After Maria comes out of play, the user has to wait 2 turns to summon another Panda
    -Marias Genjutsu counts towards the users move count
    -Can only be taught by Scorps and must possess the Panda Contract and Tattoo

    Approved here

     
         
    Last edited by Scorps; 07-30-2013 at 08:33 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Cranes



    Summoning Contract
    Summoning Animal: Crane
    Scroll Owner: Scorps
    Other Users who have signed contract: McRazor
    Summoning Boss if existing: Sono Aoi Keimei
    Other Summoning Animals tied to contract: To be submitted
    Description and Background:
    Cranes are a family of large, long-legged and long-necked birds in the order Gruiformes. There are fifteen species of crane in four genera.

    The cranes are very large birds, including the world's tallest flying bird. They are long-legged and long-necked birds with streamlined bodies and large rounded wings. The males and females do not vary in external appearance, but on average males tend to be slightly larger than females. Most species of crane have some areas of bare skin on the face; the only two exceptions are the Blue and Demoiselle Cranes. This skin is used in communication with other cranes, and can be expanded by contracting and relaxing muscles, and change the intensity of color. Feathers on the head can be moved and erected in the Blue, Wattled and Demoiselle Cranes for signaling as well. Also important to communication is the position and length of the trachea.

    The cranes' beauty and their spectacular mating dances have made them highly symbolic birds in many cultures with records dating back to ancient times. Crane mythology is widely spread and most ancient cultures had their own belief about them. They were thought to be holy birds and granted luck.

    Most Crane Warriors are Water users, due to their ancestry and connection to it. However, some are adept and masterful in using other skills. Most crane summons can speak directly to the user and are generally very intelligent. While most Crane Warriors are very good, fast fliers, some take that to another level by showcasing enormous agility and advanced flight tactics.

    I would like to claim right to all 15 species of Cranes because I want to make them as other summonings tied to this contract.

    Genus Balearica
    Black Crowned Crane, Balearica pavonina
    Grey Crowned Crane, Balearica regulorum
    Genus Grus
    Common Crane, Grus grus
    Sandhill Crane, Grus canadensis
    Whooping Crane, Grus americana
    Sarus Crane, Grus antigone
    Brolga, Grus rubicunda
    Siberian Crane, Grus leucogeranus
    White-naped Crane, Grus vipio
    Hooded Crane, Grus monacha
    Black-necked Crane, Grus nigricollis
    Red-crowned Crane, Grus japonensis
    Genus Anthropoides
    Blue Crane, Anthropoides paradisea
    Demoiselle Crane, Anthropoides virgo
    Genus Bugeranus
    Wattled Crane, Bugeranus carunculatus

    Summoning tattoo:

    Looks of the contract:


    Kure-n Geijutsu | Crane Arts

    Kure-n Geijutsu: Toranpetto ni yoru aizu | Crane Arts: Trumpet Call
    Type: Offensive/Supplementary
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: N/a
    Description: A crane performs its loud trumpet call which triggers a very powerful illusion where the opponent sees the crane perform the trumpet call as a call for aid in the battle. Suddenly a huge number of cranes, from the same species, attack the opponent from all sides, which start poking his body with their beaks, ultimately poking his eyes out. If the opponent doesn't free himself before his eyes get poked out, which happens after 3-4 seconds, the genjutsu will actually trick his mind into going blind, which will stay for one turn, until his brain realizes that his eyes are sending information and until the brain starts to process it again.
    Note: Must have signed the Crane Summoning Contract
    Note: Can only be performed by a Crane, after being summoned to the battle
    Note: Usable only once per battle
    Learned Here


    23.
    Kure-n Geijutsu: Kiai | Crane Arts: Screech
    Type: Offensive/Supplementary
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: N/A
    Description:
    This technique is the ultimate showcase of the Cranes and their ancestry skills. The crane summon inhales and focuses chakra into its throat. As it exhales, it produces a loud, high screech that travels at the speed of sound. The screech leaves any enemy in the field momentarily deaf while disturbing their inner ear and equilibrium, making them stumble and lose balance, unable to move correctly or coordinated. The screech however, has additional effects, specially on enemy summons. Upon hearing the painful sound, the enemy summons immediately disperse back into their "homelands". This technique can also be used to release the summoner from genjutsu or mind manipulation techniques when used by a Crane Summon, by sheer shock the screech produces in the user's hearing.

    Abilities:
    -Deafens the enemies for 3 turns
    -Severely decreases the enemies balance and equilibrium for 2 turns
    -Dispels any summon on field
    -Releases the user from Genjutsu up to S-Rank (including MS related Genjutsu)

    Restrictions:
    -While usable by every crane summon, each crane summon can only use it once per battle.
    Approved Here
    1± Taught to McRazor


    Summoning Animals

    1.
    Kure-n Kuchiyose no Jutsu: Sono Aoi Keimei | Crane Summoning Technique: The Blue Dawn
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description:
    The Blue Dawn is a big blue crane, with red eyes and a orange long beak, with a wing spam of 15 meters. Calm, composed and with a naturally leadership demeanor, when she is on the ground, standing on her two legs, she is about 3 meters tall. Being the Matriarch of the Cranes, she stands as their leader. Capable of communicating with his summoner either through speech or through a special mind link. Her powers are unrivaled as are her flying grace and speed while also being a master manipulator of Water. Unable to use Water jutsu themselves, she can, however, use 3 water based abilities which more than make up for that small short coming.

    Abilities:
    -She is capable of exhaling a strong, wide, S-Rank, short to long range, dense stream of Water, which can be used as a water source for the users techniques
    -She can materialize water from the atmosphere around her to create a spherical, transparent S-Rank Water Shield around her, protecting her and her summoner
    -She can sense any water molecule in the field, up to Long Range
    -Can be summoned anywhere between short to mid range of the summoner

    Restrictions:
    -Can only be summoned once
    -Can stay on the field for a max of 4 turns
    -Using the Water Stream and the Water Shield count towards the users move count

    Approved Here

    2.
    Kure-n Kuchiyose no Jutsu: Grus | Crane Summoning Technique: Grus
    Type: Supplementary
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: N/A
    Description:
    Grus is the embodiment of a Crane. A beautiful, elegant, grey and white bird with beautiful red beak and green eyes. He's not the biggest Crane, with a wingspan of about 8 meters and the body in proportion to it but he has a strong build, capable of flight with 2 humans on his back with no apparent effort. Capable of speech and possessing an acute intellect, he acts as a support summon to help the user in any way he can, making up for the fact that, apart from the Crane Arts, he can't use Ninjutsu. When in flight he is both fast and graceful, possessing an unsettling agility, unrivaled amongst all the cranes and most birds.

    Note: Can only be taught by Scorps and requires the user to have the Crane Contract and its Tattoo.

    Approved Here


    3.
    Kure-n Kuchiyose no Jutsu: Sarus, Inakamono | Crane Summoning Technique: Sarus, the Redneck
    Type: Supplementary
    Rank: S-Rank
    Range: Short
    Chakra: 40
    Damage: N/A
    Description: Sarus is considered one of the fastest flying birds. It's not massive in size which grants its flying speed. With a wingspan of 6m, it can easily carry the user on its back. It is conspicuous and iconic and it's easily distinguished amongst the other cranes because of its red colored head that spreads to its neck, therefore the name, Redneck. The red head and neck aren't actually feathered, but rather bare flesh. Sarus is known for its loud trumpeting calls. These calls are, as in other cranes, produced by the elongated trachea that form coils within the sternal region. His calls are quite loud and can be quite unsettling to hear. His actions can be easily merged with the users own as Sarus, same as the other cranes, has the ability to easily communicate with its owner through a special mindlink or through speech. The main ability of Sarus, however, is its mastery over the wind element. Though it's considered a master it doesn't have the ability to perform all of the wind jutsus that the user knows, but rather a special ability, known only to Sarus. It can create a very thick atmosphere around a specific point, just inches thick but enough to disperse any lighting jutsu that tries to pass through it. It can form the thickening of the air in various of shapes, be it a sphere around the user or a shield-like formation in front of him (or to his sides, etc.). The thickening effects the short area around the thickening point. The process works by simply compressing the desired field of air and infusing it with its own chakra, in a way that cancels out lightning. This ability counts as 1 jutsu that the user is allowed to perform per turn.
    Note: Wind ability counts as an S rank wind technique from one of the users 3 techniques per turn
    Note: Must have signed the Crane Summoning contract
    Note: Can only be summoned once and stays on the field only 4 turns
    Approved here


     
         
    Last edited by Scorps; 02-14-2014 at 08:47 PM.

  14. #14
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    Re: ±± The Chest of Endless Wisdom ±±


    Fuuinjutsu | Sealing Techniques

    39.
    Fuuinjutsu: Kyō no Yōso Fūin | Sealing Arts: Master Element Seal
    Type: Offensive/Defensive/Supplementary
    Rank: A-Rank
    Range: Short
    Chakra: N/A
    Damage: N/A
    Description:
    A simple basic sealing technique, this elemental seal is designed to work as an advanced substitute to the normal, basic ninja special weapons such as exploding tags, smoke bombs, flash bombs, etc. In a method similar to that of the Contract Seal or the Thunder God Seal, the user will mark anything through touch with a circular seal, which contains the kanji for the chosen element or elements in the middle, no bigger than his own palm. As he does this, he focuses his chakra inside the seal, varying the amount according to his own needs. The raw chakra is then manipulated by the sealing formula and bound to the medium. The seal will then be charged with the given element and its properties and can then be used for a variety of effects. Different seals can be created depending on the will of the user and can vary in how they trigger, how strong they are, how its released, their type (destructive, defensive) and even what specific effects they create.
    • Trigger: The seal can be set to trigger and release the sealed chakra on command (confrontation handseal), proximity of specific chakra signature, proximity of any foreign chakra, after a set amount of time or a custom set of conditions that might suit the situation.
    • Strength: The user can infuse anything from 10 chakra points up to 30, into the seal, giving him freedom in what power he can release when used. This creates a directly proportionate effect in terms of rank, meaning that, for example, 30 chakra points will produce an A-rank damage or effect.
    • Release Method: The user can set the seal to release chakra outwards all around, outwards in a localized burst from the seal, directly infusing the medium in which the seal is placed, etc.
    • Type: The seal can be destructive in the effect it produces or defensive. Destructive will basically create an explosion or otherwise damaging attack using the seal as the trigger point and using the same element and its given properties. This explosion will be confined in short range around the sealing mark for explosions up to A-Rank, were as A-Rank explosions will trigger an explosion up to mid range in size. Directional blasts can reach mid range if B-Rank or below or long range if A-rank. The user has control over the size, as long as these max sizes are obeyed. Defensive use can be applied in both physical means (like unsealing a large amount of earth chakra creating a large boulder wich will defend from an incoming water attack) or disruptive means (unsealing lightning chakra directly on to an earth technique can be used to cancel its chakra and cancel the technique).

    Note: Seal can only be placed in a passive medium (kunai, paper tag, scroll, etc) not on a living medium, but always through direct contact.
    Note: The seal itself is A-Rank in strength and follows all normal sealing rules and limitations, meaning that if the medium is destroyed so is the seal.
    Note: When placed on the medium, the seal is, like all other seals, undectectable until triggered
    Note: Can only be taught by Scorps

    Approved Here
    1± Taught to Mathias


    24.
    Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
    Type: Supplementary/Offensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: N/A
    Description:
    An ancient sealing technique that is designed to weaken one's enemy. The user does 2 hand seals (Ram+Dog) and slams the ground with his palm. Upon contact a sealing formula spreads, covering a circle about 2 meters wide with the kanjis for "From your power I grow; With your power, I win" and a human sized Panda made of the ground (rock, earth, mud, water, snow, basically the material from which the ground were its used is made of) rises, covered in the sealing formulas. The seal has the unique ability to absorb small amounts of any chakra present on the field and siphoning it into itself (exception made for the users chakra). The seal absorbs any chakra that is released into the field, regardless of any other properties but only in small amounts. Because of this, the effect of the seal is, while its active, to decrease the power of enemy techniques by absorbing chakra from them into itself. However, the seal isn't infinite. When it reaches its limit, the stored chakra in the Panda makes it collapse upon itself into nothing.

    Abilities:
    -Reduces the enemy ninjutsu by 1 rank while active

    Restrictions:
    -Can only be used twice
    -User can't use any other Fuuinjutsu technique for 2 turns
    -If the user attempts to mold a Forbidden Rank technique, the seal is dispersed due to the disturbance of the high amount of chakra being focused by the user
    -Stays active for 4 turns
    -Can only be taught by Scorps

    Approved Here
    1± Taught to Mathias
    2± Taught to Wesobi
    3± Taught to Zero Kelvin


    38.
    Hijutsu Fuuin: Mippū no Kōkina Kekkai | Hidden Sealing Art: The Sealing Barrier of Exaltation
    Type: Defensive/Supplementary
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: N/A
    Description:
    An ancient technique, forgotten by most, the Sealing Barrier of Exaltation is the ultimate sealing barrier technique a single ninja can produce. Using the principles behind techniques such as the Shuriken Shadow Clone and the basic barrier and sealing techniques, the user will grab a kunai (or another sharp projectile weapon) and mark it with a seal, throwing it high into the air above the enemy. Right after, the claps his hands together and molds a large amount of chakra. The kunai (or similar) will suddenly multiply into 5, each with the kanji representing one of the 5 elements, and be propelled at incredible speeds at the ground in 5 points around a target, glowing in a flame-like chakra of various colors (the user can also put these kunais (or similar) around the target using other mediums such as putting them directly by hand or having an ally/clone/summon do it for him). Upon reaching the ground, a kanji formulae will spread and incircle the target, extending a branch of kanji inscriptions towards the user, forming an additional, smaller, circle. As the Kanji is laid out (takes only a moment) a barrier is formed around the target. Above and bellow the ground, a perfectly spherical barrier made out of all the 5 elemental chakra (Earth, Lightning, Wind, Fire, Water) will form, containing whatever is inside. Once the barrier is done, the user must do a sequence of up to 10 hand seals which will lock the barrier. This sequence is up to the user and is effectively the key to the barrier/seal. Once the barrier is locked, it will stay locked until a ninja stands on the smaller kanji circle and unlocks it using the key. However, until the user locks the barrier, he needs to stand on the smaller circle and keep his hands clapped and focusing his chakra into the barrier to sustain it. Once the barrier is locked, its impossible to attack the target from the outside but its also impossible for the target to attack anything on the outside. Neither Genjutsu nor Ninjutsu will work through the barrier and the only way to escape it is space time ninjutsu or if an external party opens the barrier as nothing can pass through it. In essence, once locked inside, nothing can damage the target nor can the target damage anything on the outside. The barrier is translucent in a light golden hue, leaving whatever is inside completely visible.
    Note: while it can be attempted countless times, the barrier can only successfully be used once per battle.
    Note: If the user is interrupted before the technique is activated but after spreading the kunais he can still trigger it later, bypassing the first step of the technique as he already has the kunais laid in place.
    Note: once successfully used, the user cannot use Sealing Techniques for 3 turns nor techniques above S-Rank the next turn.
    Note: Can only be taught by Scorps

    Approved Here





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

    Learned from Scary Yamato here

     
         
    Last edited by Scorps; 02-14-2014 at 08:58 PM.

  15. #15
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    Re: ±± The Chest of Endless Wisdom ±±


    Sound Based Techniques


    N/A



    ( Ototon: Hakushu Kangizu Onore ! ) ɸ Sound Release: Applause Can Hurt You !
    Rank: B
    Type: Offensive
    Range: Short-Long
    Chakra cost: 25
    Damage Points: 50 ( 75 in water )
    A technique based on the ability of a sudden sharp noise of low frequency creating waves of pressure that can compress fluid media proportionate to their closeness of the atomic matrix. The user claps their hands, and the sound echoes around the area. When it hits a living being except for the user or anyone he willingly excludes from the technique, the air around a limb is forced to compress, causing potential fractures and perhaps broken bone to an unguarded limb. Should the limb be surrounded by water, the effects of the technique are increased by 50%, and will definitely cause broken bone. The technique does possess some inherent weaknesses and restrictions:
    • This technique may be used only thrice per battle.
    • The limb must not be coated with anything dense, including but not limited to earth, metal or rock. In such a case, the technique fails and will merely raise a bruise, at maximum impact in air, and create a mild hairline fracture in water.
    • If the limb is made of water, then there will be no damage, but merely the limb appearing to disperse violently into small pieces.
    • No Sound element techniques for the next turn.

    Learnt here

    Ototon/Genjutsu: Doppurā kōka | Sound/Illusionary Arts: Doppler Effect
    Type: Supplementary
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 40 Chakra
    Damage: N/A
    Description: After shooting or throwing a projectile or ninja weapon, the user uses the sound of the moving object as a trigger for a powerful illusion. The sound of the object would not be enough on it's own to trigger the illusion, so the user has to use his chakra in order to amplify the sound. The powerful illusion consists of tricking the opponents hearing, using the basic principle of incoming sound, called Doppler effect. The doppler effect works by making the sound of an incoming object much louder than it is, as it's moving away from the person. This happens because the sound waves of the incoming object get shorter and shorter as it's getting closer to the listener and longer and longer as it's receding. Using his ability to control sound with his chakra, the user would disturb the opponents chakra flow, causing confusion in his hearing and making incoming objects appear much closer. Using the genjutsu he can also make the opponent hear the object coming from behind, or any other side of choice. The purpose of this genjutsu is to effectively confuse the opponent and trick his senses, making him unsure whether to trust his hearing or vision, giving the user a short window to take advantage against the opponent.
    Note: Usable only twice per battle
    Note: Only McRazor can teach this
    Learned Here

    Ototon: Kussetsu | Sound Release: Refraction
    Type: Supplementary
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: The user can use his sound chakra in order to refract a soundwave that he already performed by altering the transmission medium, i.e air. After performing a sound jutsu the user can thicken or thin out the air in the path of the jutsu in order to redirect it, mostly if the opponent tries to dodge it or to dodge incoming projectiles. He can do this twice in a quick succession but with the double chakra cost. Since he's altering soundwaves he has to be really quick and have complete sound mastery. To perform the technique he can snap his finger if he's altering the soundwave at short range, or a handseal if it's at medium range.
    Note: Can refract soundwaves up to (including) A rank
    Note: If refracting twice in a quick succession then only up to B rank
    Note: Usable thrice per conflict
    Note: Only McRazor can teach this
    Learned Here

    Ototon: Hirō | Sound Release: Exhaustion
    Type: Supplementary
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: After performing a handseal, the user hums an infrasound wave and directs it at the opponent. Infrasound waves have frequency below the 20Hz that human ears can hear. This frequency has, specifically, 5Hz because of its unique effects on the human body. Because of its short frequency it causes exhaustion, shortness of breath and even nausea for a short period of time. It happens because it affects the opponents lungs and causes the air to rapidly and intensively move in and out, distupting his regular breathing patterns, which in return jumpstarts all the other effects.
    Note: Effects last for 1 turn
    Note: Can only be used twice per battle
    Note: Only McRazor can teach this
    Learned Here

    ( Ototon: Gobo ) ɸ Sound Release: Frigid Imperial Jewels
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage Points: 80
    A technique based on the ability of a sudden sharp sound to agitate bubbles in water and cause intense heat. The user makes four handseals, and a wave of sound erupts from the user in all directions. Should it contact with water, it activates the principle of sonoluminescence, agitating the bubbles and causing intense heat that evaporates the water instantly. It is especially useful if the opponent is in contact with water, plunging him into a burning sea, but is at its most deadly when the opponent IS water, due to a jutsu, killing him with its evaporative ability.
    The technique does possess some inherent weaknesses and restrictions -
    • This technique may be used only once per battle.
    • The sound is useless against anything aside from water. If there is no water in the area, the technique is useless.
    • Even if there is water, and the opponent is not in contact with it, he will still not be hurt. In that case, the water will merely evaporate and this is used as a defense.
    • No Sound element techniques for the next turn.
    Learnt Here

    Merodīāto: Kyoku | Melody Art: Music
    Rank: Forbidden
    Type: Defensive/Supplementary/Offensive
    Range: The whole field.
    Chakra cost: 60 (10 every round)
    Damage points: N/A
    Description: Kyoku is a technique that allows the user to drastically increase the natural effects music has on all living beings by using his chakra and very life-force as a catalyst. To utilize this technique the user will need an instrument, almost everything can be used for this task, including the users own voice and the ability to whistle. By playing different genres of music, and music with different paces and beats, the user is able to invoke several effects. In general, responses to music are able to be observed. It has been proven that music influences humans both in good and bad ways. These effects are instant and some long lasting. Music can be used to change a person’s mood, and has been found to cause physical responses in many people simultaneously. Music also has the ability to strengthen or weaken emotions. To remove the factor of perception, which would otherwise often causes the listener(s) and the performer to perceive the music in completely different ways, the user will infuse every tune with chakra. This is not sound-related, since it doesn’t involve any manipulation of sound; it is merely a chakra infusion of the sound-waves produced by the instrument, which strengthens the effects they have on the listener(s). Generally, the chakra-enhanced effects produced by the user are rooted in the ability to feel different moods and emotions; the overall technique is therefore called Mood. There is a limit to how many beings the user can affect with the chakra-enhanced sound waves, for the rest of the listeners it will be like listening to perfectly normal music.
    機嫌 (Kibun) | Mood
    Music can be used to change a person’s mood, with or without his cooperation and willingness to listen. Music can be used to induce several moods, it can rob the most bloodthirsty warrior of his will to fight, and give even the lowest human the courage to fight a God. There are an infinite amount of moods and emotions, but the general overview of Kibuns mood-inducing abilities during battle looks as such:
    娯楽 (Goraku) | Entertainment – At the most fundamental level, music provides stimulation. This branch of Kibun gives the affected a strong will to fight that cannot be quelled. This branch of Kibun also slightly increases the effectiveness of the affected, giving them a slight boost of strength and speed due to their induced will to fight and survive.
    再生 (Saisei) | Revival – When used correctly, music can decrease the negative backlash of injuries. This branch of Kibun serves as a strong painkiller; it can calm the affected down and release the tension in their bodies. Without being so tense, the affected will become more flexibility, and the music will assist them in getting a calm overview of their surroundings.
    強い感じ (Tsuyoi Kanji) | Strong Sensation – If the right music is played, it is possible for music to provoke strong sensations in the affected. This branch of Kibun can send the affected into a state similar to that of a mad adrenaline rush, simply by awakening their bloodlust with music. It is also possible to cause a painful sensation to hit the affected; the pain can affect almost any point on the affected bodies and can easily be mistaken for an attack. The strong sensation can also be one of pure ecstasy and glee; such a strong sensation can overwhelm all but the most strong willed, and will often cause the affected to act rashly and interrupt their current action.
    転換 (Tenkan) | Diversion – Music naturally distracts the mind from unpleasant thoughts, this can be finely tuned to serve a number of purposes. This branch of Kibun can momentarily distract and interrupt the affected. Diversion can also be used to slightly manipulate the affected beings thoughts to use another tactic. The distraction music creates can also be used to avoid negative emotions and feelings temporarily. With mastery of music, it is also possible to slightly project the music towards another area to mask the user’s precise location.
    排出 (Haishutsu) | Discharge – When used correctly, it is possible to release emotions with music and free the mind. This branch of Kibun allows the user to rid the affected persons of any undesirable emotions and replace them with another. Discharge can also be used to free the affected from illusions by rearranging the emotions they feel, thereby shattering the illusion, or by simply playing a very loud sound that will induce pain in the affected beings eardrums.
    精神作品 (Seishin Sakuhin) | Mental Work – Music can affect the memory and brain in a number of ways. This branch of Kibun allows the user to manipulate the memory slightly. Some genres of music, and especially classical music, are able to activate both the left and right half of the brain. The simultaneous left and right brain action maximizes learning and retention of information. The information being studied activates the left brain while the music activates the right brain. The simultaneous usage of both half’s of the brain allows the affected beings brain to process information much easier, and therefore react faster. This branch of Kibun can also be used to place affected in states similar to illusion, this can be achieved by making the affected explore their minds and become lost in old memories, or simply by inducing daydreams.
    慰安 (Ian) | Solace – Music can be a great source of solace for the lost. This branch of Kibun allows the user to greatly increase a group’s efficiency. Solace forges a bond between the affected that binds them together and strengthens them as a whole. The strengthening isn’t as much physical as it is psychological. It involves making the affected share some of their immediate and more obvious emotions through the music and by forcibly making their bodies release more adrenaline into their system, making it feel natural due to their sudden urge to protect their comrades. Solace also allows the affected to feel a greater degree of acceptance towards the possible outcome of the battle they are participating in, removing the chance of hesitation and other lingering doubts.
    Restrictions:
    -The user must be playing some kind of music at all times as long as this technique is active.
    -This technique can only be used once.
    -This technique lasts until deactivated.
    -This technique can maximally affect 5 beings. When the technique is activated the user chooses maximally 5 targets and thereafter he can only change 1 target once per turn.
    -All illusion and illusion-like states this technique employs can be broken free of through pain, though not through a chakra infusion/foreign source of chakra or by the usage of Kai.
    -The usage of one of the branches of Kibun counts as 1 of the 3 moves that can be used per turn, the same counts for the abilities of each branch.
    -Elemental Ninjutsu, Genjutsu, Fuuinjutsu, clones and summoning technique cannot be utilized while Kyoku is active, and all existing clones will disappear during activation, as will all summonings.
    -Elemental Taijutsu can be used, but there is a 15+ added chakra cost to every technique utilized.
    -As it is the very life-force of the user that is used for this technique, the users body will shut down and he go into a coma 2 turns after the technique ends, only fully trained medical personnel will be able to stabilize him. If stabilized, the user will awaken exactly 1 week after the technique ends.
    -Ather the technique ends, the user will be unable to use S-ranked and above techniques.
    -No more than 1 branch of Kibun can be activated simultaneously.
    -Can only be taught by Zero Kelvin.

    Learned from Zero Kelvin here
     
         
    Last edited by Scorps; 06-10-2014 at 08:41 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Weapons



    13.
    Gaia No Buin | The Staff of Gaia
    Type: Weapon
    Rank: S-Rank
    Range: Short
    Chakra: N/A
    Damage: N/A
    Description:
    The staff of Gaia, goddess protector of Earth, stolen by a special human for whom se had fell in love. The staff is covered in several ancient Kanji inscriptions and is about 1.7m long, 4 cms thick and made of sacred wood and a special unknown metal which makes it indestructible. The staff itself reacts intimately with Suiton, Doton and Mokuton chakras (although it has been known to enable other elemental charges) and is a formidable hand to hand weapon. As the weapon of a God, no human can grasp its powers fully but the staff is known to have responded to some unique jutsu, a fact that has been related to the kanji inscriptions (similar to Fuuinjutsu formulas) but is yet to be fully explained.

    Abilities:
    -Indestructible
    -Doton: Domu | Earth Release: Earth Spear jutsu gets 2 Ranks in strength when used, making one almost indestructible to physical attacks.
    -Suiton: Hahonryuu | Water Style: Destruction Torrent jutsu gets 2 Ranks in strength when used, outputting a higher amount of water.
    -Kyousei Mokuton No Jutsu | Greater Wood Style Technique can be made out of the Staff's wood or with the staff as a medium.
    -Staff can dispel a Water jutsu, disrupt a Doton jutsu or stop a Mokuton jutsu up to B-Rank 3 times per battle (this is done by the user channeling his Suiton, Doton or Mokuton chakra into the staff and hitting the jutsu with it, which disrupts, dispels or stops the jutsu) and/or dispel/disrupt/stop 1 complete A-Rank Suiton, Doton or Mokuton jutsu once per battle (with the same principle).

    Resctrictions:
    -The dispelling abilities of the staff count towards the move count and don't require hand seals if the user is holding the staff on his hands.
    -With the staff in hand, the user can use Suiton: Hahonryuu | Water Style: Destruction Torrent from the staff itself, instead of his hands.
    -The kanji's on the staff glow when chakra is channeled into it or its abilities used.
    -If user is hit by lightning while holding the staff in his hands he'll receive a +20 damage penalty due to the staffs inherent Earth and Wood affinities.
    -When used to counter 1 B-Rank technique it can only be used again to counter another B-Rank.
    -To wield the staffs abilities the user must have it with him either in hand or actually carrying it with him.
    -Requires Wood Training and Bio to use the Wood Ability but not to wield the staff.
    -The staff can only be wielded by Scorps; is someone else tries to wield the staff it will become 10 tons heavy and impossible to lift or wield.

    Updated here


    31.
    Hijutsu: Gaia no Futaken | Hidden Technique: Gaia's Twin Swords
    Type: Supplementary
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: N/A
    Description:
    One day, while fiddling with the Staff of Gaia, Scorps accidentally inserted his chakra into the staff while he was dwelling on the idea of training with twin swords. The staff glowed and transformed into a set of two identical Ninjato. These swords are quite simple in appearance, each double edged straight blades, with blades about 80 cms long each, engraved in Kanji, much like the original staff from which they are created. The hilts are simple, wrapped in wood and metal, containing the same kanji inscriptions. Scorps picks the Staff of Gaia with both his hands and separates them, as if pulling it to the sides, while focusing chakra into the staff. Both swords form from each side. To merge them, the opposite must be done. One thing funny is that the abilities of the staff are divided amongst the swords, with one of the swords retaining the water ability and the other the earth ability. However, once separated, the swords lost their ability to focus or interact with wood chakra. What Scorps noticed was that while the Wood abilities were lost in this form, the swords gained another ability, allowing them to create a powerful sealing technique.

    Abilities:
    -One sword retains the ability to use the Water technique, while the other retains the ability to use the Earth technique
    -Swords are, like the Staff, indestructible and retain its overall physical attributes and abilities with the exception of the Wood ability
    -Like with the Staff of Gaia, using the techniques while holding the swords doesn't require hand seals
    -The sealing technique counts as a move and is S-Rank. The user will cross the blades in front of him and a circle of blue kanji will appear in front of it, facing the opponent. Called Kami no Rifurekushon or Divine Reflection, this Fuuin technique works by intercepting an incoming technique, shiphoning it on to itself and then releasing upon command a raw version of its element as a simple blast. The size, nature, rank or properties of the technique are irrelevant as the Kanji will simply produce a vortex that will suck inside it anything it can, only to release a raw version of it with the same power, albeit as a "stream" attack, long ranged.

    Restrictions:
    -All restrictions of the Staff of Gaia apply
    -Sealing ability can only be used twice per match and counts as a move
    -Transformation between Staff and Swords is done through the use of this technique and can be done as many times as the user wishes them while lasting as long as the user wishes it.
    -The swords can be used for Kenjutsu techniques as well as other techniques that require the use of swords.
    -Must have the staff of Gaia in his possession
    -Can only be taught by Scorps

    Approved here



     
         
    Last edited by Scorps; 03-27-2013 at 11:23 AM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Masshuru-muton | Mushroom Release



    Custom Element Japanese Name: Masshuru-muton

    Custom Element English Name: Mushroom Release

    The element is based on: Water + Earth

    The Earth Chakra gives stability, and the Water Chakra gives life. This Element follows the same base as Wood Release which basically creates structure that belong to the Plantae kingdom, this time it forms structures that belong in the Fungi kingdom instead.

    Facts that prove the element to be possible (in the manga context): Fungi are worldwide distributed, and are an important part of multiple biogeochemical processes. Naruto’s World, though with the additional introduction of chakra, follows the same structure of our world. In the Manga, Wood Element basically creates Trees, and has been shown to acquire every characteristic of normal living trees. Mushroom Element will allow the user to create and manipulate Fungus.

    Just like all elements shown in Naruto World, Mushroom Release is divided in 3 categories:

    1. The Main Release: A standard Fungus, dark green/grey in colour, with enhanced growth and parasitic abilities (given that the Chakra enhanced the Mushroom Element, just like it enhances other Elements), much like Fire creating balls or jets of flames or water creating waves or streams of normal water.

    2. The Alternative Release: Fungus parts, like Spores or Mushrooms (From varying abilities and dimensions), much like Water creates Oil and Syrup and Earth creates Mud, or Fire creating Gas and Ashes.

    3. The Specific Release: Specific Fungus Species, or Fungus that will be similar or inspired by them, such as Disease Inducer Fungus, specific poisons or Fungus with specific resistances, much like Lava is able to create Quicklime Congealing, or Earth/Sand using only specific minerals to enhance the thickness of it’s structures.


    The above categories’ specificity varies as the number increases. The Main Release, no matter the technique, will always have the same weaknesses and characteristics. The Alternative Release will have a slight wider range, though still maintaining the same (or roughtly the same) characteristics and weaknesses among them. The Specific Release will have their own Jutsu with their own description, some even differing on the initial weaknesses.

    The Main Release, as said above, will create a dark green/gray fungus, with the following constant abilities, which are mimicking the reality as we know it, but slightly enhanced as developed by fight orientated shinobi and with the aid of chakra:

    • Parasitic Abilities: The user can infect the opponent by introducing the fungus on his/her organism, either by skin contact or inhalation, where the user can make the fungus compete for the body’s supply and slowly dry him/her out of nutrients, the speed of which increases as the number of fungus that infest the organism increases

    • Chakra Parasitic Abilities: Much like the above said, and based that, the fungus will be able to suck and feed from chakra. Just like insects can be parasitic in Reality, in the Naruto World, some can feed from chakra, like the Destruction Bugs.

    • Digesting Living Tissues: Like real fungus, the user will be able to spread hers through living tissue, and digest them, inducing the processes of putrefaction, the degree of which can be controlled by the user. This incorporates tissues from humans, animals, trees, plants etc, as long as it is organic.

    • Net Structure Formation: The fungus will be released as a very strong net, from varying thickness and shapes, which the user can utilize to create walls or pillars or cover the surface of objects.


    The Spores are basically pre-fungus that are able to spread as a mist through the air, and infect the opponent’s organism through inhalation. They share the same weaknesses of the Main Release, with the exception of Lightning. It’s air proliferation can be stopped by Solid structures like those created by the Earth Element or blown back by Wind. As pre-fungus, when they make contact or when the user wishes, they rapidly grow into full fledged Fungus (Main Release or Specific Release) or Mushrooms, with all their characteristics. The Mushrooms are usually mediums to release spores or poison in the air. The poison of the standard Alternative Release causes gastrointestinal irritation and uncontrollable vomiting, followed by multiple organ failure in 1 turn, and death in the second turn of exposure.

    The Specific Releases may include specially resistant fungus, such as High Temperatures or Low Temperatures, Fungus that induce specific diseases or mushrooms that produce specific poisons, or with different pharmaceutical properties

    Idea behind its creation: Fungi have a worldwide distribution, and grow in a wide range of habitats, including extreme environments such as deserts or areas with high salt concentrations or ionizing radiation, as well as in deep sea sediments. Some can survive the intense UV and cosmic radiation encountered during space travel. Most grow in terrestrial environments, though several species live partly or solely in aquatic habitats, such as the chytrid fungus Batrachochytrium dendrobatidis, a parasite that has been responsible for a worldwide decline in amphibian populations. This organism spends part of its life cycle as a motile zoospore, enabling it to propel itself through water and enter its amphibian host. Other examples of aquatic fungi include those living in hydrothermal areas of the ocean.
    There exist over 100 000 known fungus species throughout the world. Some of those using parasitic abilities to survive, others uses poison...etc In general, fungus are extremely well adapt to their environment and together are forming the most complex and vast underground network on Earth.

    Conditions to be able to use it: Mastery of Earth and Water, but mainly Water.

    Is weak to:

    • Fire: The high temperatures and the fire kill and burn the fungus and the structures it creates, as it is able to burn spores and mushrooms.

    • Lightning: The lightning’s cutting abilities are able to cut through the thickness of the fungus net structures from even higher ranks, as well as through mushrooms. It is not much affective against spores.

    • Wind: The lightning’s cutting abilities are able to cut through the thickness of the fungus net structures from lower ranks, as well as blow spores away. It is able to cut through mushrooms.


    Is strong against:

    • Earth: The fungus is able to dissolve earth and gain roots through it, as it s the base habitat proliferation, procedure enhanced by chakra. And the fungus can create strong nets to stop incoming rock/earth structures.
    • Water: The fungus feeds and it’s enhanced by water, and a liquid medium makes it’s proliferation easier and faster.


    Co-creators (if any): Izuna Uchiha

    Students I passed on this custom element: ? & ?



    (Masshuru-Muton: Chiyu no Ten'on ) Mushroom Style: Bless of Legba
    Type: Defensive/Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: User is capable of producing multiple strands of enhanced therapeutic fungus that can act as antibiotics and antagonists of infectious agents such as Germ Release, Nano bugs, etc. It's up to the user's own mastery to balance the aggressiveness of the jutsu, being so that the user is able to range from fungus able to clean several branches of bacteria and germs to actual nano-bugs and even develop heavy allergic reactions on the patient/opponent's skin and body. These battle-oriented strands' effect range from simple redness and boils (similar to a 2nd/3rd degree burn) to actual necrosis of the touched area, varying with the time the user stays infected (3 turns for max effect). The symptoms start to occur a few moments after contact and progress rapidly. The technique is more efficient if used by a person with medical knowledge, such as a med-nin or a med-school Student, able to kill up to techniques up to S rank or generally work faster (Aggressive strands are cut down 1 turn to achieve max effects.). The strands are deployed through direct physical contact with the enemy. The user focuses his chakra through his skin in order to cover it with the desired fungus, either completely or in a specific spot. By doing this, the users skin in that spot gains a slight coloration unique to each user of Mushroom release.
    *Activation lasts 2 turns and has a 2 turn cold down once it wears off*


    (Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
    Rank: B-A
    Range: Short-Mid
    Chakra Cost: 20-30
    Damage Points: 40-60
    Description: The user is able to release a large net of fungus, from her hands or from the ground which can withstand the impact of huge boulders of rock and cease their movement. The user can decide to preform this jutsu to trap the opponent. The net will form any structure the user wants, being it a hand, a shield, pillars, etc.
    *Can only be used once every 2 turns*


    (Masshuru-Muton Hijutsu: Ametsuchi no Akuyou Ж Dorei Zonbi ) Hidden Mushroom Style: Grand Bois' Perversion Ж Geechee Nzumbe
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40 (-5 per turn)
    Damage Points: N/A
    Description:Upon researching the metabolic and decaying abilities of chakra enhanced fungus, Lili and Scorps found that the parasitic chakra affinity of fungus and its natural ability to digest and assimilate chakra and organic matter could be pushed further. They discovered they could produce a rare strand of fungus that would cling to an organic sentient being and replicate its chakra signature and natures, allowing to gain some of its properties. Discovering such a fungus opened countless possibilities in research and studies of chakra nature and DNA replication or copy. However, they both decided that a more "hands on" approach would serve them better and as such they combined the fungus with their own Children of Beelzebub technique to create something they could effectively use in battle. As such, the technique they produced works by releasing from any existing fungus technique or mushroom on the field, a large cloud of tiny blue spores that will immediately "home" in to any foreign chakra on the field. When at least one tiny spore touches the target it immediately "infects" it while one spore will attach itself to the user. The "infectious" spore siphons and metabolizes that targeted chakra, analyzing it and processing it, transmitting the information to any other spore in the field which will siphon that chakra and burst, creating a mushroom clone with the chakra natures of the copied target. In return, the spore attached to the user will act as a chakra transmitter, fueling the fungus copy. This fungus copy will act as a filter and, using the users chakra, will be able to mimic the chakra natures the copied individual is able to use. The fungus will copy anything from the basic 5 to special elements and the overall physical characteristics of the original organism. The result will be a clone that can use any technique the enemy knows from any element the enemy is able to wield. It will not be able to wield advanced ninjutsu such as Kinjutsu, Fuuin, Genjutsu, etc but he'll effectively be able to mimic the use of any other elemental technique the target knew. The clone can also be produced from offensive techniques, as long as they are C-Rank or above to enable the technique to absorb and metabolize enough chakra to produce the copy. The amount of chakra needed is minuscule and even a mere sample of organic fluids from the intended copy may serve as a template for the technique. Although many researches were done, they soon found that they could only produce one copy and, unfortunately, the copy couldn't actually have organic KG such as Sharingan, Shikotsumyaku, etc. The clone however, has the same physical properties of Children of Belzebub clones and can stay on the field as long as the user fuels it with chakra.
    *Can only be used once per battle*
    *Can only create 1 copy of the same chakra being, up to a maximum of 3*
    *Despite the added element, the clones are equally weak to Mushroom Chakra's elemental weaknesses as any other technique*
    *Technique needs to be constantly fueled by the user so if he actually runs out of chakra, the technique will end*


    ( Masshuru-Muton:Senkyou no Nora ) Mushroom Style: Fields of Wonderland
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: This jutsus turns the area into a vast field of regular green fungus, with forests of different sized mushrooms, both small as hands or big as large trees. The net of fungus will severe all connection with the ground beneath, preventing the user and the opponent from utilizing it as a source for jutsu, for example Earth Jutsus, as well as melting through any previously active earth and earth-based jutsu, neutralizing it, following the element's strengths and weaknesses. The net of fungus follows the characteristics of the main release fungus. The mushrooms that grow follow the characteristics described by normal alternative release mushrooms, without the poisonous or spore release aspect of it. The high metabolic characteristics of the mushroom element allow for a secondary use, allowing the net to retrieve and metabolize certain chemical, biological, toxic, mineral, etc substances present in the ground at the time of creation, and present them in the outer layer of the net, strengthening the net and giving it additional protection, following the characteristics of the metabolized substance, or simply re-locate the substance to another area of the net, depositing the substances there. (If the substances came from a technique, the absorption is restricted to a rank higher (case they're a strength), a rank lower (case they're enlisted as a weakness (Toxic, for example) or same rank (in neutrality).
    *Given the Chakra strain, the user will not be able to preform any other Mushroom jutsus in the same turn, and can only use 2 jutsus in the same turn.
    *The fungal net follows the same weaknesses and restrictions of the element (For example, while the net can be created over ground or water, it can't be created over lava. While metal and earth techniques can't pierce through the net, strong fire or lightning can).
    *Can only be used thrice per battle*


    (Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe
    Rank: B
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 20
    Damage Poins: 40
    Description: The user creates a large amount of mushrooms throughout the ground/body. The user is able to grow both types of Alternative Release mushrooms described in the CE submission (Releasing Poison or Spores, which will grow into Main Release Fungus) or enhanced versions of any existing mushroom species in nature. Enhanced will mostly translate into stronger and faster acting Medicine or Poison, or stronger light, in Bioluminescent species.They won't have any added characteristic appart from those shown in nature, as such, they're not directly applied in battle, apart from the first 2 mentioned species.
    One species per usage, there can't be mixed usages.
    *After using this technique, one must wait 3 turns before using it again*
    *Description is in the CE submission*


    (Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs
    Rank: A
    Rank: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)
    Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them. Throwing off scent-based abilities
    Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will release an hallucinogenic-based cloud, a near odorless, near colorless mist with hallucinogenic properties, making the opponent see a party of dwarfs stabbing them with daggers and needles. The mist is slightly reddish, and the odor has a slight peppery scent to it.
    Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud, potent itching toxin, which will irritably make those who are affected by it want to scratch themselves, making the skin brittle and creating ugly friction blisters
    Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.
    Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.
    Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.
    Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination

    *Only one mushroom at a time*
    *Must wait 2 turns after the mushroom decays in order to use the jutsu again*
    *The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism*


    (Mashuru-muton: Kora no Shukun Hae ) Mushroom Release: Children of Beelzebub
    Type: Supplementary
    Rank: B
    Range: N/A
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user releases a mist of black spores, which, upon contact or when desired, will grow into dark fungus, with the exact same characteristics as the Main Release fungus, but differing in color. As soon as it is released, the mist will aggregate into clones, the size of the mist being proportional to the amount of clones created. The clones, although tangible and similar to the user in shape, are simply an aggregation of spores, and as such may not use any techniques apart from Mushroom Jutsus. But they are light and fast, and can desegregate, assuming an hybrid mist/clone form. The mist will shift is such way that it will seem like a swarm of flies, despite not being able to spread much more that 1 meter from the originating clone.
    *Can use every Mushroom Technique but they loose 1 rank in strength, likewise, the weakened Fields of Wonderland only count as 1 jutsu.
    *Like any clone technique, this jutsu creates up to 4 clones*
    *Clone restrictions apply to this jutsu*


    (Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user is able to erupt a beautiful orange mushroom that looks like a intricate coral, anywhere within range. This large being will then start gathering Natural Energy for one turn. After the turn has passed, the mushroom will act as a vacuum against opponent's that gathered Natural Energy, cleansing them from it, while at the same time it will act as a guardian from all the natural beings in the battle field, and will prevent the opponent from gathering new Natural Energy. If the mushroom is touched, it will let out a burst of Natural Energy that will petrify even the most experienced of Sage Mode users.
    *The user can, with one handseal, make the mushroom go underground and appear on a new location, without loosing any of the aforementioned abilities*
    *The mushroom stays active until it is destroyed*
    *Can only be used 3 times per battle*


    ( Masshuru-Muton: Onigiri no Wana ) Mushroom Release: Foc Follet's Trap
    Rank: S
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user charges chakra on both hands and starts to release tiny and very light mushrooms, which will spread around the area at mid range. This mushrooms emit an eery green light that carries a powerfull genjutsu, which will fade all light from the opponents' eyes, with the exception of the mushrooms. Trapped opponents will soon hear ghostly laughter, as they feel their bodies and limbs being grabbed by tiny vicious hands, rendering the opponent immobile. With one handseal, the user can make the Foc Follet Mushrooms explode, each with the explosive power of a paper tag.
    *The user can choose to release the mushrooms from the ground, by linking 3 handseals, anywhere in mid range, thus allowing the technique to spread to long range*
    *As long as the light is still seen by the opponent, any method of releasing a genjutsu is useless*
    *Can only be used 3 times per battle, and only once every 3 turns*
    *The paralysis is not immediate, allowing a target to preform a small row of handseals before it takes action, no bigger than 5*


    ( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith
    Rank: A
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description:User takes advantage of the specific release of mushroom release to create specific species or types of mushrooms to create a chakra-enhanced pre-developed yeast. This yeast can be produced as normal weapons (Arrows, kunai, shuriken, staffs, swords, etc) that can be thrown at the enemy or like walls, pillars, structures, etc that are created either from existing organic matter (wood, grass, leaves, flesh), water/moist or from the users body.The yeast is manifested as a soft, dense, foam/sponge-like structure, whose color varies from user to user. The yeast mature and react differently according to the substance that touches them, this is more noticeable when exposed bone is pierced or pierces through the yeast structures, as they will infect the bone, culminating in the dissolution of exposed bones (ex: Kaguya) into dust, rendering them mushy, then dry, then desintegrating them. While this would simply mean that a normal person would just be sick and weakly, preventing the usage of high level Taijutsu and bursts of speed, for a Kaguya it would mean the loss of their KG for the duration of the disease. It requires 2 turns after infection for the culmination of the symptoms.
    *Can be used only once every 2 turns, and only 4 times per battle*


    (Masshuru-Muton: Kouhi no Ken ) Mushroom Release: Blades of Titania
    Rank: S
    Type: Offensive/Defensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: Through use of a higher dose of earth chakra to reinforce the mushrooms, honing the their hardest tissues with water, the user is able to produce blade like structures of liquens, with equivalent hardness of hardest Metals of equal rank and hardest crystal of 1 lower. Liquens are symbiotic structures of fungi and algae, recriated here with water, earth and mushroom chakra. With this jutsu, the user is able to grow linquens from her/his body and spread them into any surface, as long as they're directly in contact. This serves to create sharp blade structures or to lock an opponent into a tight petrified-like coat of liquens. A secondary ability of the liquens is the detection of air toxicity/radiation, allowing the user to utilize the algae part to absorb radiation up to the rank of the technique. Due to a chakra rectriated photosintetic ability, the liquen will prevent sage mode users from acessing natural energy when in contact with the liquens.
    *Can only be used 4 times per battle*
    *Can only be used once every two turns*


    (Masshuru-Muton: Mahou Momsuta-mokuren ) Mushroom Manner: Monstrous Murk-Dweller Mandrake
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: 6 marks materialize a monstrous and massive mountainous mindless moorish and malodorous militant mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It's muddy materials are malign, menacing, malevolent and not merciful, melancholy melting mischievous miscreants, the miserable menaces to it's maternal master. It's moaning moldy mouth of mire is master of Mushrooms, up to it's mark. The mesh of mold may materialize a myriad no more than 6 miniature monsters from it's might, mischievous militant mini murk-dwellers. The murderous musky mandrake mockingly manages a myriad of no more than 4 move-sets before it's muted. Moribund it is made milky and messy, melting mile-wide and measly.
    *Mushrooms managed by the Monstrous Murk-Dweller Mandrake are 1 mark more mighty than mundane Mushrooms*
    *1 monotonous use*
    Note in current english: Creates a madrake-like structure of fungus of the size of a boss summoning. It's body has the same yet enhanced effects of normal main-release Mushroom. It can use mushroom techniques up to its ranked, whose effects get enhanced 1 rank. Is able to spit out mini copies of itself, up to 6. Lasts 4 turns if unblocked, can only be used once and requires 6 handseals. When the jutsu ends, the fungus just falls on the ground like it lost the force that was keeping it together.


     
         
    Last edited by Scorps; 07-31-2013 at 11:46 AM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Ibiton | Decay Release



    Custom element Japanese name:
    Ibiton
    Custom element English name:
    Decay Release
    The element is based on: Fire + Lightning + Chakra Control
    Facts that prove the element to be possible (in the manga context):

    In the Real World, everything has a life, meaning a period of time from the moment its created that eventually leads to its destruction. That means that everything has its own set rate of decay; everything is deterrable and eventually ends. This means that every bond between molecules, every energy, every physical or chemical process is finite and, once formed, walks a path to destruction. This path of deterioration is basically called decay.

    Now, in Narutoverse the same concept applies. Everything known so far in Narutoverse isn't eternal and deteriorates as time passes, showing that the same concept of decay applies in narutoverse. Even chakra ages, becoming weaker as time goes by, be it in techniques like Fuuinjutsu or be it in its raw form.

    Now, if we take into consideration that chakra itself (the spiritual and physical energies of a ninja) can be used by ninjas to manipulate anything known in narutoverse, from life itself, to the 5 elements and even space and time, its also possible to argue that that chakra can be used to affect the decay rates of matter and energy.

    How it works:

    By combining the destructive/transformational ability of Fire (Fire is the element that represents transformation of matter into energy) and the energy of Lightning (lightning is both destruction through power and through pure energy), the user accelerates the normal chemical and physical processes that are responsible for the decaying of matter and energy.

    Simply said, the user is able to "age" matter and energy, de-constructing it by accelerating the normal reactions through which that deconstruction would happen. The decay process is accelerated but its not changed from the normal usual decay process the target would go through (taking into account Narutoverse's laws and reality). This means that for example, if you decay Fire, it releases thermal energy and the normal carbon bi products (Smoke, Ash, etc). If the user decays Rock, it will crumble into dust, through the same process as it would through normal erosion. If the user decays Lightning, it will produce an EMP located pulse that affects nearby particles. Etc etc. Basically, the user doesn't do anything more than follow the absolute chemistry expression "Nothing is Gain, nothing is Lost, everything is transformed".

    As one would expect, Energy is easier to deconstruct than Matter and has a higher decay rate. Energy is, in its essence, fleeting, existing only as long as its fueled. Its internal "bounds" are easier to break and constantly shifting in a state of constant deterioration.

    Matter on the other hand, is enduring and resistant to deterioration, having a lower rate of decay. The bounds between its components are much stronger and harder to break and tend to endure decay much better.

    However, within matter, some materials and elements are very strong to Decay as for example most Crystals and Crystaline minerals, while other have a greater weakness to it like for example Some Metals, Organic Matter, Radioactive Materials, etc.

    So, in terms of Narutoverse, the strength and weakness are related to the element/release being a Matter-type release or an Energy-type release. Gases and other elements/releases that don't fit under these types are considered neutral and play at the same level against Decay Release

    Water is strong against Decay, as it Earth, due to their dense substance and enduring natures. When facing a Water Technique the user of decay can deteriorate its momentum and alter its liquid state, leaving as a byproduct mist. However the bound between the oxygen and hydrogen molecules is very hard to break, making water techniques very resistant to decay (even if not completely imune). Earth on the other hand can only be eroded into sand, dust or, in the case of mud, be solidified/dehidrated into rock. But, due to the inherent resilience of Earth, its a process extremely hard to control or maintain.

    Wind is completely neutral to Decay release, meaning that its neither strong nor weak, playing against it in equal terms.

    Lightning and Fire are weak due to their instability. While Lightning can be deconstructed into heat, light and electromagnetic pulse energy, Fire can be deconstructed into heat, light and carbon bi-products (Ashes, etc).

    Raw Chakra (non elemental chakra) is very easy to decay as it basically is raw physical and spiritual energy, combined passively and manifested into the physical world. This pure, non-specific state is very very easy to decay, making it disperse due to the lack of substance or characteristics.

    Another weakness of Decay Release is the inability to, without direct physical contact between user and target, greatly affect sentient live forms. This means that a sentient life form with its own chakra is very resistant to decay release unless the decay chakra is inserted directly through physical contact. Even in this situation the effects are much weaker than when used in "non-living, non-sentient" matter. However, non-sentient organic life, such as that of Wood Release or the Kikaichū that the Aburame clan use, are weak to Decay Release.

    Basically, the main weakness of Decay Release is that the harder something is to decay or the more resistant it is to decay, the stronger it is against Decay Release techniques, being that in this case the amount/quantity of the targeted substance also plays a part.

    Decay Release as an elemental release manifests in different forms same as almost any other elemental release on narutoverse:

    Main Release: The user can release the element as a form of energy that appears similar to raw chakra and or flame-like energy, which has a different coloration between different users. However, it always revolves around combinations of black/dark and gold/golden (for example, the creator of the release creates Golden Energy with a strong Black hue/highlight). This form is based mostly on the Fire part of the release and manifests and behaves much like flames would. Once this energy connects with anything, it immediately drastically increases its rate of decay, transforming it on contact. Even if the Ibiton techniques touches only a small part of the target, the decay effect will spread throughout it completely. For example, when facing a giant ball of fire, one doesn't need to completely engulf the ball of fire with an Ibiton technique; one contact is enough to completely affect it. The main release of Ibiton doesn't possess any kind kinetic impact, existing only as a pure energy release. If this energy touches an enemy directly, it produces a burning like effect that can go from 1st degree to 3rd degree burns, although much weaker in effect than normal fire.

    Specific Release: The user manipulates decay release to produce shields or constructs that decay anything in contact with them or inside them. Off course the same principles behind the main release are kept, the only difference is that the user can create these fields/constructs and give them a "solid" characteristic, manifested from the Lightning part of Ibiton (some lightning jutsu like Chidori Eiso have proved that certain forms of energy can be imbued with physical properties that make them manifest solidity or in a solid like manner). This release of decay is manifested in very light gold, translucid constructs, with a slight black hue and, although having a much higher defense versatility, is much more complicated to manipulate offensively and use in battle. Any sentient life form that touches the said constructs experiences the same burning effect as with the main release plus the concussive effects of its solid properties.

    Advanced Release: This version of the release pertains to the ability the user has to use Decay Release to selectively affect only certain processes/matter/things. Using the advanced form of Decay Release the user can produce decay fields, waves, projectiles that can affect only (for example) Lightning and not Fire or Metals and not energy, etc. This makes Decay Release a very useful defensive element but also makes the user of Decay able to manipulate certain aspects of other elemental releases to his own advantage. One example would be to, when facing a Lava Technique, decay its core, dividing it into its Fire and Earth core elements or using decay release to transform the air, selecting specific gases and decaying them faster to unleash chemical reactions. The user can even focus decay chakra into his body to deteriorate harmful chemicals inside it, such as venoms or toxins, both external (enemy) or produced by his own metabolism as result of, for example, fatigue. This release is based upon the manifestation of the Main Release and Specific Release and as such, manifests in pretty much the same way (either flame-like energy or transparent "solid" constructs). This form of Decay has the most potential to harm sentient live, specially when used through direct contact, when focused into specific processes of the enemy body.
    Usage Examples:


    Ibiton: Shouheki no Jigoku | Decay Release: Barrier of Chronos
    Type: Defensive/Offensive
    Rank: S-Rank
    Range: Short
    Chakra: 40 (-20 per turn)
    Damage: 80
    Description:
    User claps his hands and creates a hollow "cube" of decay chakra around himself that spans up to short range of him that can protect him from incoming attacks. The Cube is kept until the user stops focusing chakra into it. However, while the Cube is active, the user can't use other techniques.

    Note: Usable 4 times
    Note: Can't use Decay Release in the same turn

    Ibiton: Ijin no Doki | Decay Release: Belzebu's Wrath
    Type: Offensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description:
    User inhales while molding his chakra and exhales a dense stream of the main form of Decay Release, engulfing the field in front of him.

    Note: Usable 4 times
    Note: No decay release in the same turn


    Conditions to be able to use it:
    -Mastery over Fire and Lightning
    -Great Chakra control
    -Great Chakra reserves

    Is weak to:
    Water and Earth, and most of its CE variations
    Crystals and Crystaline Releases
    Non-Radioactive Metals
    Void is completely immune to decay

    Is strong against:
    Fire and Lightning as well as any CE variation of both
    Energy based CEs
    Ice
    Wood
    Organic CEs (Caramel, Chocolate, Marshmallow, Mushrooms, Plant, Germ, etc)
    Radioactive materials
    Dust Release
    Cannon Dark Release
    Scorch Release
    Storm Release
    Kaguya Bones

    Co-creator: N/A
    Students I passed this custom element on too: Lili-Chwan

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

    I, Nexus of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:

    Scorps, our loyal moderator, gave on the date April 26th 2012 a request for a Patent on his custom element (Decay Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


    Ibiton
    Powered by Nexus
    Copyright 2012, Scorps, NarutoBase.net


    1.
    ±Ibiton: Sono Mashin Reiki | Decay Release: The Mephistophelian Aura±
    Type: Defensive
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20 (-5 per turn)
    Damage: N/A
    Description:
    The user does 2 hand seals (Boar+Ram) and releases his Decay Chakra into the field all around him up to mid range, unleashing a gold glow momentarily upon activation. Using the advanced release of Ibiton, the user is able to specifically decay only paper, writing ink and small amounts of metal (normal metal from kunais and shurikens and other normal weapons) that when entering mid-range from the user, crumble away into dust. Any Tag, Scroll, Shuriken, Kunai, etc present on the field crumbles into nothing as long as the technique is active, rendering the use of techniques that require such medium impossible.
    Note: Pertains to Scrolls and Paper Tags such as those used for various Fuuinjutsu (like explosive Tags or even FTG tags on Kunais, sealing scrolls, weapon scrolls, etc) and Ninjutsu. Because the rank of such techniques is determined not by the scroll/paper/tag used but by the technique that comes from it, all uses of such scroll and paper bound techniques are negated regardless of rank of the technique that will come from them.
    Note: The technique also affects any Kunai, Shuriken, Sword, etc made of the normal metal we find in most common weapons in Narutoverse (excluding, off course, Custom Weapons and the 7SM Swords). Once exposed on the field to the Decay Chakra all around, they crumble away into dust through the normal oxidation process most metals go through, rendering them useless.
    Note: Only works on Konan's Paper Ninjutsu up to B-Rank.
    Note: Once activated, remains active for 4 turns.
    Note: Has no effect on metal CE's or anything other than Paper, Ink and the aforementioned normal Weapons.
    Note: Doesn't blind or affect Dojutsu or Sensory Ninjas.
    Approved here


    2.
    ±Ibiton: Sono Kougu no Odahviing | Decay Release: The Tools of Odahviing±
    Type: Offensive/Defensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30 (-10 per turn if kept active)
    Damage: 60
    Description:
    The user will take use of the specific release of Ibiton and manifest any construct his mind is able to imagine and visualize of that specific part of the release (Cubes, Spheres, Kunais, Swords, Walls, etc). These constructs, translucid and golden with a slight black hue in them, can be used to defend or attack. They can be created only Short-Mid range around the user but they can be thrown further. The user can control the movement of the constructs with or without the need for hand gestures, depending on the distance he is from them (Short range, no handgestures, Mid range requires hand gestures). Although hazardous to the enemies and anything present in the battlefield, the user can touch and interact with these constructs freely, taking advantage of their inherent properties to his own advantage. These constructs, if kept in short range, last until either dispelled or countered, making it a good choice to create weapons or defensive shields.
    Note: Usable 5 times per battle.
    Note: Creates only 1 item per use.
    Approved here


    3.
    ±Ibiton: Megumi no Ulphir | Decay Release: The Blessing of Ulphir±
    Type: Defensive/Supplementary
    Rank: S-rank
    Range: Short
    Chakra: 40 (-15 per turn)
    Damage: N/A
    Description:
    By using the advanced release of Ibiton, the user focuses Decay Chakra into his body to target specific substances and harmfull effects that might be affecting him. The user must only be aware that he's being affected by something harmfull to activate the technique. Doing the Rat handseal the user "wills" his decay chakra to search for harmfull toxins, poisons, isotopes, venoms, etc that might be affecting him in a negative manner and decays them into harmless biproducts, even to a molecular level if needed. While usefull when fightning Poison users such as medical ninjas, its also very very useful when fightning against users of radioactive elements (since the isotopes that are the core component of radiation are easily decayed, this technique can easily tear them apart, basically, decaying the "fuel" of radiation and thus, stopping it) or when, in general, fighting for long periods of time or in long skirmishes, were stamina and endurance is important. By focusing the Decay Chakra into his body, the user may also target toxins produced by his own body such as lactic acid produced from muscle activity. This enables the user to fight against the effects produced by such substances and creates a great resistant to pathogens. This technique may also be used to target harmfull organisms such as bacteria or fungus as well as virus, that may be inducing a pathogenic state on the user. The user can also, even if in a smaller scale and effect, use this technique on others through direct physical contact. When doing so, the effects are momentary, unlike when used on ones self. This means that if the ally has the "aggressive agent" cleaned from his system but has contact with it again, the technique needs to be used once more.

    Note: Usable 3 times, with 1 turn cooldown.
    Note: Its effects last for 4 turns each time, during which the user can't use Decay Release above A-Rank unless he dispels the technique.
    Note: When used on others, it counts as a single momentary use.
    Note: Has an effect on anything that falls under the description of "aggressive external agent" as long as it respects the elements unique strengths and weaknesses.
    Approved here


    4.
    ±Ibiton: Sono Doki no Azazel | Decay Release: The Wrath of Azazel±
    Type: Offensive/Supplementary
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30 (-10 per turn)
    Damage: 60 (+20 to Taijutsu moves, +20 to Fire techniques S-Rank and below)
    Description:
    One of the basic techniques of Ibiton in which the user takes full advantage of the main release and the advanced release to power his hand to hand fighting. The user releases huge amounts of Decay Chakra through out his body, covering himself in an energy that resembles the "flames" of the main release of Ibiton. By doing this, not only does the user become extremely dangerous in hand to hand fighting as he gains a good defense against many energy based techniques as well as taijutsu as the decay chakra surrounding him is dense enough to also act as a defensive mechanism. As the user moves his body, he can release decay chakra as semi crescent waves, projectiles or localized jets/streams, by increasing the output of chakra in the correct timing, combining it with his taijutsu. Doing this enables the user to, for example, punch forward, releasing a burst of decay chakra or side sweeping his leg to create a semi crescent wave of decay chakra, all with the properties mentioned above, below and in Ibiton's definition (strength of A-Rank Ibiton). Not only that but since the user is shrouded in Decay Chakra that resembles flames, when using a Katon breath-related technique, it passively mixes with the Decay Chakra and creates an Ibiton/Katon combo with increased power. However due to the accelerated burn produced by the decay chakra, the fire techniques lose on rank in range, meaning that a long range technique becomes mid ranged, mid ranged becomes short ranged. This shroud of decay makes the user seem as if he's caught fire (in the colors that he can manifest the release), seeming as if flames are being fueled by his own essence. These "flames" have the normal properties of the main release with one additional property, given by the advanced release: when these "flames" touch animal flesh, they focus on decaying proteins, quickly liquifying enemy flesh. This effect, in essence, is more like the effects of a very hot flame/temperature, even if the manifestation of decay release doesn't have any kind of heat output.

    Note: Once activated, lasts for 4 turns
    Note: Can be used 3 times but requires a one turn cold down
    Note: The ranged bursts and projectiles passively made by combination with Taijutsu are A-Ranked and count as a move from the 3 per turn count.
    Note: While the technique is active, the user can't mold Water Techniques as doing so ends it
    Note: Because of the inherent properties of Decay Release (being based on Fire and Lightning), all Fire Breath Techniques S-Rank and below gain +20 in damage if the technique is active, by mixing passively with the decay chakra being released all around the user, creating a Ibiton/Katon combo. However range is reduced by the accelerated burn, losing one rank in range. This means that a long range technique will only reach mid range, mid range only short range. Short ranged techniques are unaffected by this.
    Approved here


    5.
    ±Ibiton: Tezawari no Nephilim | Decay Release: The Touch of Nephilim±
    Type: Defensive/Offensive
    Rank: S-Rank
    Range: Short (Long on propagation)
    Chakra: 40
    Damage: 80
    Description:
    By taking use of the advanced release of Decay, the user focuses a large amount of selective decay chakra on his hands or any body part he wishes to (even his whole body if needed). Upon contact, the user is able to forcefully decay in mere moments whatever he touches (following the elemental weaknesses and strengths of the release). While it can be used to intercept enemy techniques and decay them, neutralizing them and defending the user from them, it can also be used as a close combat offensive technique. One characteristic of the technique, fruit of the parasitic abilities of decay, is that although the user needs to touch the technique/object/target to trigger the decay process, the process with rapidly spread throughout the whole target. If the user, however, targets energy-like techniques, the "spread" is instant. When used as a close combat technique, the effect can be chosen by the user according to what he wants to affect (and following whats described in the CE's definition). The user also has control over what he can decay the target to. For example, while he can decay a water technique into simple moisture, effectively dispersing the technique he can also choose to decay it to such a level that he can forcefully break the H2O bonds and produce Oxygen and Hydrogen (although quite difficult and always respecting the CE's weaknesses and strengths). The possibilities are limited only by the users own knowledge.
    Note: Can only be used 4 times per battle
    Note: Can't use other Decay techniques S-Rank and above in the same turn.
    Approved Here


    6.
    ±Ibiton: Sono Kenryoku no Belial | Decay Release: The Power of Belial±
    Type: Defensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: N/A
    Description:
    By taking use of the advanced release of Decay, the user snaps his fingers and releases his decay chakra into any enemy technique in the field, decaying it and dispersing it completely in a virtually instant manner. Following the elemental weaknesses and strengths of Decay Release, the user is able to defend himself from a multitude of techniques, by decaying them into the natural processes they would decay into to. Although the user can't target enemies directly, he can target clone techniques, effectively dispersing them or even dispel chakra shrouds or other similar techniques such as the Jinchuriki's chakra cloaks.
    Note: Can only be used 4 times per battle
    Note: Can't use other Decay techniques S-Rank and above in the same turn.
    Approved Here


    7.
    ±Ibiton: Gozentaru Dou Lucifer | Decay Release: The Proud Body of Lucifer±
    Type: Defensive/Offensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30 (-10 per turn to maintain)
    Damage: 60
    Description:
    Taking full use of the main release of Decay, the user channels raw, unspecific decay chakra throughout his whole body or even only in a single limb or body part. As he does so, his body transforms into the main release of Decay itself, manifesting itself in the flame-like energy that pertains to the main release of Ibiton and in the unique color specific to him. Since the users body loses substance and physical manifestation, the user can avoid taking direct physical damage or energy damage while on this form and when reforming can actually "regenerate" injuries that he might have sustained before, after or during the activation. However, the user can be restrained and forced back into his normal form by containement-like techniques. Not only that but while the user is unaffected by rocks or solid earth or other solid techniques (basicaly not taking damage), he's weak to Mud, Water or Sand techniques, being easily restrained and forced back into his normal form. While on this form the user can travel through the air in the battle field (and through energy barriers, although not solid ones) at great speed (similar to his full running speed). An unique ability is that the user is able to shape his raw form as he pleases, taking the shape of animals or appearing for example as simple geometrical forms or other even simpler forms. However, his overall size can't be smaller than that of his original flesh body and if, as a result of an attack, the user loses some part of him, he can regenerate it with pure decay and by returning to his normal form, be left unaffected. If used only on a selective part of the body, the user can shape it to attack or defend either by letting attacks go through him or by forming shields or other simpler weapons. Partially or totally transformed, the user is able to release free form streams or projectiles from the main form of decay out of his transformed parts/body (A-Rank). If the user is touched on this form, the enemy will suffer great damage (following the CE's description).
    Note: Once activated, the user is unable to mold Water or Earth techniques or KG/CE's that use both Earth and Water chakra (although, if the technique was activated before, the user won't lose his coonection to it once entering this form)
    Note: When deactivated has a 1 turn coldown time
    Note: Free form attacks count as a move from the move count
    Note: Can only be used 4 times per battle
    Approved Here


    8.
    ±Ibiton: Lilith no Tsumi | Decay Release: The Sin of Lilith±
    Type: Offensive/Defensive
    Rank: B-Rank
    Range: Short-Long
    Chkra: 20 (-5 per turn to sustain)
    Damage: 40 (+10 to Taijutsu/Kenjutsu used in conjunction)
    Description:
    The simplest technique of Ibiton, its based upon its main release and pertains to the ability to create simple, generic Decay Chakra in its main release form to attack or defend or even combine with Taijutsu or Kenjutsu; its the most basic application of Ibiton. The user will produce the "flames" of the main release of Ibiton and will either shoot them as contained projectiles or as stream-like attacks, simply engulf his limbs or weapons or manifest small constructs which he can use to fight in close quarter situations or for any purpose he might need. The "flame" attacks can be produced by exhaling, through the users hands or feet (or manifested in any other body part), channeled through weapons, etc but they will always come from the users body or be manifested upon it or on something in contact with it. Another simple application is the ability to infuse weapons or objects with decay chakra through this method to enhance its attacking power. Normally, the user can do this with any of the basic 5 elements passively and most special elements in any basic weapon like a kunai. However, because of decay's unique properties, doing so decays the weapon, rendering it impossible to use. Through this technique the user can rettain control and infuse decay "flames" into a basic weapon, which will engulf it and allow it to be thrown without destroying it but affecting anything it touches with Decay. Because it infuses quite a lot of decay chakra, the kunai or basic weapon carries a B-Rank damage of the main release of Ibiton. More than one weapon can be infused at a time (the power divided amongst them) and more than one manifestation of Decay flames can be produced at a time. It can also be used to enhance Taijutsu attacks or Kenjutsu attacks by adding decay chakra to it and thus its damage. In this case, this technique serves simply as an infusion of the Taijutsu or Kenjutsu technique with decay chakra, being done at the same time and with no time cost. In the case of ranged Kenjutsu techniques, the weapon, engulfed in Decay Chakra, will release, not simple raw chakra/slashing attacks but actually Decay Chakra, producing Decay damage though retaining the techniques original characteristics.
    Approved Here


    9.
    ±Ibiton: Zen Shi no Asmodai | Decay Release: The Ubiquitous Death of Ashmedai±
    Type: Supplementary
    Rank: A-Rank
    Range: Short
    Chkra: 30 (-10 per turn to sustain)
    Damage: N/A
    Description:
    A very advanced technique of the specific release of Ibiton, The Ubiquitous Death of Ashmedai is a close quarter supplementary move. The user can use any taijutsu form or attack he knows, both free form or even based upon a known custom style or using a the basic strong fist moves, as a basis for this technique. Then, upon contact with the target, the user will release a pulse of very specific decay chakra into the enemy. This decay chakra, however, doesn't do damage to any of the enemy's tissues or his body; it targets the electrical energy cursing through his nerves and his nervous system directly. As decay easily affects electrical energy, by decaying it into an electromagnetic pulse and static energy, the user can effectively dispel it and negate the nervous system by numbing it through it's own electrical energy. By doing this the user can negate specific senses (or all) on the surrounding area of contact for a limited amount of time since, not doing damage to the tissues, the technique allows the body to recover by producing more bioelectrical energy and rekindling the nervous pathways. The area affected depends on the duration of the contact (the longer, the larger the area) and the area of contact but, in general notions, it can affect the whole "limb" targeted by a simple touch (a whole arm or a leg) or, if used in other areas, an area up to 4 times larger than the area of contact upon touch (a palm strike will affect a larger area than a finger strike). If the user manages to grab hold of the targets head with his hand directly (if a simple momentary hit is all that is achieved on the head, no effect can be done), he can use the technique in a much more effective way, disabling the bioelectrical current directly in the targets brain. Using selective decay chakra, the user can target different electrical wavelengths. This enables the user to suspend memories, specific or all senses, render the target unconscious, "suspend" his personality, forcefully surface his alterego, produce convulsion states. etc. In this case, as more control is needed, so is more chakra, adding an additional 10 points of chakra to the normal chakra cost.
    Note: Normal contact will enable the effects to last for 2 turns, prolonged contact with increase the duration by x+1 (example: if the user grabs an arm for 2 turns, the effects will last 3 turns)
    Note: Any biological sense a human can sense can be affected though the technique will only work if it targets normal humanoid enemies (for example Sasori bios as well as Kakuzu bios cannot be targeted by this technique as they have no traditional body and thus cannot have their nerves affected)
    Note: The technique doesn't produce any permanent or long lasting effects as the body will eventually simply replenish the bioelectrical current in the affected area
    Note: Can use this technique with any taijutsu form, stance or move known as a basis; the technique will combine and be executed in parallel with the taijutsu move or stance. If the move or stance costs a move, both costs are added despite being done in the same time frame as only one technique; it will count as two moves but be done in the time it takes to do one move
    Note: Can only be used once every two turns
    Note: Cannot be used in conjunction with other stat-boosting modes while active
    Approved Here


    10.
    ±Hijutsu Ibiton no Fuuin: Beel-Zebub no Sākasu | Secret Decay Release Sealing Art: The Circus of Beel-Zebub, the Lord of Flies±
    Type: Offensive/Defensive
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50 (-20 in the 2nd turn to sustain, enemy loses 100 chakra per turn while inside)
    Damage: N/A (80 per turn to anything inside, -10 to the user per turn to sustain)
    Description:
    A pinnacle of Decay Release, the Circus of Beel-Zebub is one of the strongest offensive techniques known in the Ninja World. By focusing decay chakra throughout his whole body, the user will glow in a progressively brighter yellow/gold-ish light to then suddenly explode into countless real sized flies, made out of raw decay chakra. These small elemental familiars fly around the field faster than other insects and real flies and exhibit a black color with a light golden hue, reminiscent of the combination of the main, specific and advanced releases of Ibiton, with a bright yellow kanji for "play" on their backs and the ability to replicate themselves freely with no apparent limit. As they fly around the field, they aggregate into 5 copies of the user within range, whose size will be proportional to that of the target (bigger target, bigger entities). These, however, are not clones (they are simply intangible aggregates of "flies" made of decay) but the user himself, separated into five equal entities. These entities will materialize themselves around the target, forming a pentagram or five pointed star of kanji inscriptions, with a circle of Kanji linking the points of each ends of the stars. As the 5 entities open their arms, a strong spherical S-Rank Sealing Barrier erects itself around the target, both above and beneath the surface. The barrier has the ability to repair itself unless its fully overpowered/neutralized. Inside the barrier, a vortex of decay flies manifests itself, increasing in number and power as they fly around in a mayhem vortex pattern, causing everything to start to decay and wither away. The user has full control over what is affected or how it decays, a perk given by specific release of Ibiton. However, normally enemies will have their chakra zapped away and start to "burn" (following the damage defined in the CE's description), the earth will turn to dust, the water will seemingly evaporate, etc etc. Inside the barrier, even gravity decays, as everything inside becomes locked into a "stasis field", affected by the vortex of flies. The damage is so immense that enemies will have trouble acting and defending from the damage. Forming handseals is hard and slowed down due to the chakra draining and the hinderance caused to movement from the interference with gravity. The technique makes use of a barrier to contain the immense decay chakra from damaging the rest of the area or from pouring out and causing undesirable effects but also serves the purpose of containing the enemy and preventing him from escaping the technique. As such, the technique acts by creating what seems to be an "oven" of chakra in which everything eventually is returned to dust by the little flies. The technique can be sustained for a limited amount of time and can be cancelled at any time. Once the technique ends, the flies will disaggregate and reform into the original user once more. If the enemy somehow manages to attack these entities or produce a counter, he'll need to use a technique that can either protect him from its effects, that overpowers the barrier causing the technique to go berserk (though in this case, he might still face its effects) or that contains or destroys every single fly on the field. If at least one fly survives, the user will reform from it and unless almost all flies are destroyed, countered or contained, the technique can still be fully triggered. Although complex, from the moment it initializes to the moment its fully setup, no more than a few moments pass, as the flies are fast and the barrier erects itself nearly instantly once the entities are positioned, with the technique rapidly progressing from that point on.
    Note: Usable once and counts as two moves
    Note: The barrier is a self repairing S-Rank Sealing Barrier Technique, with a size dependent on the users will and chakra reserves.
    Note: Can be sustained for up to 2 turns, after which anything inside is reduced to dust
    Note: After the technique ends or if its deactivated once its fully triggered, the user will not be able to use decay techniques in that turn and the next and will be left noticeably exausted and drained for 2 turns or until healed. His speed, during that time, is reduced in 2 ranks unless he is healed.
    Note: Since the user splits into countless entities made out of decay, losing his physical body, he cannot use techniques other than the technique that is being used.
    Approved Here

     
         
    Last edited by Scorps; 06-23-2014 at 09:50 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Custom Fighting Style





    Genkotsu Namakemono | Lazy Fist

    Newly approved Here and Previously approved Here

    Genkotsu Namakemono | Lazy Fist
    Type: Gentaijutsu
    Background:
    Panda's aversion to physical effort and activity (mostly fueled by their dizzy-like movement and mostly drunken and playful behavior) lead them to become below average taijutsu fighters, relying more on their strong affinity to Genjutsu and Fire and Earth Ninjutsu. However, Panda Warriors soon saw that Taijutsu was the core ability to master by every fighter.
    So, by taking advantage of their inherent affinity with Genjutsu and unique form of movement they developed a new type of Taijutsu unique to them: Lazy Fist.

    Description on the Abilities and Inner Workings of the Style:
    This special type of Taijutsu relies on shallow, dull, soft and rapid movements to hit specific places in the opponents body, using their chakra and the impact to disturb the enemy's chakra flow. The disturbance of the chakra flow makes the enemy experience illusions, effectively putting the enemy under Genjutsus. This gives birth to a new technique all together: Gentaijutsu. The damage of a Lazy Fist move is a mixture of both physical damage (from impact) and the strain produced in the enemy's body by the Genjutsu placed upon impact. The impact serves as a medium to trigger the disturbance in the chakra flow through the chakra charged in that move.
    Lazy Fist moves are generally fast but a bit flamboyant, relying on soft rapid touches that inflict below average physical damage (if they did high physical damage, they would auto-release the enemy from the Genjutsu) but, by charging chakra into them, they disturb the enemy's chakra flow. The speed of the moves is slightly higher than that of normal taijutsu and the fighting stances are very soft and fluid instead of firm and strong. Agility and not strength is the core of Lazy Fist but, unlike most agility type taijutsu, the Lazy Fist user moves in a rather apparently uncoordinated manner, almost appearing drunk or dizzy.

    Lazy Fist stances (bigger drawing on the left is the basic stance). Credits of the drawing go to Deviantart's ~weremagnus

    Additional effects and Restrictions:
    -Masters of Lazy Fist have increased Agility, Reflexes and Movement Speed when compared to a normal Strong Fist Master
    -Lazy Fist users have generally great chakra control.
    -Lazy Fist moves envolve less physical strength that Strong Fist, thus why a Lazy Fist master without additional training in other forms, will always have less physical strength than a normal Strong Fist Master.

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

    Scorps, our loyal moderator, gave on the date February the 24th of 2012 a request for a Patent on Custom Fighting Style (Lazy Fist). I, Nexus of the Custom Fighting Style Bureau, by the power invested in me by NarutoBase, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


    Genkotsu Namakemono
    Powered by Nexus
    Copyright 2012, Scorps, NarutoBase.net



    Original Submission:

    Description:
    Panda's aversion to physical effort and activity (mostly fueled by their dizzy-like movement and mostly drunken and playful behavior) lead them to become below average taijutsu fighters, relying more on their strong affinity to Genjutsu and Fire and Earth Ninjutsu. However, Panda Warriors soon saw that Taijutsu was the core ability to master by every fighter.
    So, by taking advantage of their inherent affinity with Genjutsu and unique form of movement they developed a new type of Taijutsu unique to them: Lazy Fist.

    This special type of Taijutsu relies on shallow, dull, soft and rapid movements to hit specific places in the opponents body, using their chakra and the impact to disturb the enemy's chakra flow. The disturbance of the chakra flow makes the enemy experience illusions, effectively putting the enemy under Genjutsus. This gives birth to a new technique all together: Gentaijutsu. The damage of a Lazy Fist move is a mixture of both physical damage (from impact) and the strain produced in the enemy's body by the Genjutsu placed upon impact. The impact serves as a medium to trigger the disturbance in the chakra flow through the chakra charged in that move.
    Lazy Fist moves are generally fast but a bit flamboyant, relying on soft rapid touches that inflict below average physical damage (if they did high physical damage, they would auto-release the enemy from the Genjutsu) but, by charging chakra into them, they disturb the enemy's chakra flow. The speed of the moves is slightly higher than that of normal taijutsu and the fighting stances are very soft and fluid instead of firm and strong. Agility and not strength is the core of Lazy Fist but, unlike most agility type taijutsu, the Lazy Fist user moves in a rather apparently uncoordinated manner, almost appearing drunk or dizzy.
    Users of Lazy Fist move faster than a users of normal taijutsu and have a greater dexterity and agility.

    Lazy Fist stances (bigger drawing on the left is the basic stance)

    Copyright of the image goes to Deviantart's ~weremagnus



    §§ Masters of Lazy Fist §§
    Scorps
    Lili-Chwan
    Wesobi
    Scary Yamato
    1. Gin-san
    2. Typhon (to be taught)
    3. Reborn
    4. Zero Kelvin
    5.
    6.

    1.
    Genkotsu Namakemono: Sono Odori no Namakemono Wan | Lazy Fist: The Dance of The Lazy One
    Type: Attack/Defense
    Rank: C-Rank
    Range: Short
    Chakra: 15
    Damage: 30
    Description:
    The basic stance of Lazy Fist were the user takes a deep breathe and relaxes his muscles and articulations, acquiring a lose, light stance, concentrating his weight on his right leg (or left) and having his left leg (or right) slightly bent and retracted. His arms close to his torso, flexed and with his knuckles facing inwards (middle fingers slightly protruding). By assuming this stance the user immediately becomes slightly faster, more agile and flexible. This basic stance enables the user to throw up to 2 hits (fist jabs or kicks) in quick succession. Each hit gives the enemy the sensation of being hit with sharp, thin, deep needles in the place of impact as a result of the D-Rank genjutsu that each hit produces. This is, like any other Lazy Fist technique, caused by the disturbance produced in the chakra flow upon impact in that specific place.

    Note: Requires Lazy Fist training
    Note2: Can only be taught by Scorps
    Note3: Requires Genjutsu mastery


    2.
    Genkotsu Namakemono: Yakedo Bachi no Okashii Chilli | Lazy Fist: The Burning Punishment of The Trickster Chilli
    Type: Attack/Defense
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: 40
    Description:
    The user will assume the initial Lazy Fist stance, then, upon charging chakra into his index fingers (while using the reverse fist form, with the fists turned inside and the index fingers slightly protruding from the fist) will jab the enemy with a quick impact (or up to 3) in the shifoid appendix (the end of the sternum), disturbing the enemy's chakra flow and making him feel as if he's being burnt from inside, falling into a C-Rank Genjutsu.

    Note: Requires Lazy Fist training
    Note2: Can only be taught by Scorps
    Note3: Requires Genjutsu mastery

    3.
    Genkotsu Namakemono: Souhou Hebereke no Panda | Lazy Fist: The Touch of The Drunken Panda
    Type: Attack/Defense
    Rank: A-Rank
    Range: Short
    Chakra: 30
    Damage: 60
    Description:
    Assuming the initial Lazy Fist stance but with his palms open, the user uses his Left hand to grab the enemy's right arm and pull him. As he charges chakra into his right palm, he does an open palm hit on the enemy's upper left chest (near the heart), disturbing the chakra flow in that area and sending the enemy back. This makes the enemy fall into a B-Rank painful genjutsu were he feels his chest tightening with severe pain, making him feel as if he's under a heart attack.

    Note: Requires Lazy Fist training
    Note2: Can only be taught by Scorps
    Note3: If it connects it can only be used 4 times
    Note4: Requires Genjutsu mastery


    4.
    Genkotsu Namakemono: Sono Odori No Hebereke Moya | Lazy Fist: The Dance of the Drunken Haze
    Type: Defensive
    Rank: A-Rank
    Range: Short
    Chakra: 30
    Damage: N/A
    Description:
    The masters of Lazy Fist developed this technique as an ability to defend against stronger taijutsu enemies and long range weapons. This technique uses the basic Chu Gar (Southern Praying Manthis) open stance, with arms close to the torso but slightly extended forwarded and either their fists directed down or with their open hands (fingers upwards and palms directed to himself), while having the legs in a strong, wide and grounded stance, mimicking the Praying Mantis. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. When used to defend against taijutsu attacks, each time the user deflects a punch or kick, upon contact with the enemy, he induces a B-Rank Genjutsu that produces a drunken haze-like effect. This numbs the enemies' senses and slows his movements at each blow deflected. Because of Lazy Fists inherent speed, this defensive stance is slightly faster than regular Taijutsu, enabling the user to counter multiple projectiles thrown at him. However, this is a purely defensive stance as it doesn't do damage to the enemy, only deflects his attacks.

    Note: Requires Lazy Fist training
    Note2: Can only be taught by Scorps
    Note3: Can deflect any same or lower ranked Taijutsu attack (except gates)
    Note4: Can be used to deflect or block Kenjutsu moves of the same or lower rank
    Note5: Can be used to defend against C-Rank or lower elemental projectiles
    Note6: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
    Note7: Requires Genjutsu Mastery

    Approved Here

    5.
    Genkotsu Namakemono: Sono Bukotsu Zou No Sochi | Lazy Fist: The Clumsy Stomp of The Elephant
    Type: Attack
    Rank: S-Rank
    Range: Short
    Chakra: 40
    Damage: 80
    Description:
    One of the most dangerous moves in Lazy Fist but also one of the simplest. The user focus a big amount of chakra on his palms, fingers, fists, feet, elbows or knees and hits the opponent up to 6 times. This disturbs the enemy's chakra flow and produces a deep, strong S-Rank illusion. This painful illusion makes the enemy feel an intense pain, as if the hit area was completly crushed. The enemy may even faint from the agonizing pain if he doesn't release the genjutsu. If the enemy looks or tries to feel the affected area he'll see/feel as if it was indeed completely crushed, making it hard to decipher/see through the illusion.

    Note: Requires Lazy Fist training
    Note2: Can only be taught by Scorps
    Note3: Impact stance can be used without limit but, if connected, illusion only works twice
    Note4: Requires Genjutsu Mastery


    6.
    Genkotsu Namakemono: Sono Tonsou No Ranningu Panda | Lazy Fist: The Escape of the Running Panda
    Type: Defensive
    Rank: S-Rank
    Range: Short
    Chakra: 40
    Damage: N/A
    Description:
    Perhaps the strongest of all of the Lazy Fist stances, this technique is a more advanced form of The Dance of The Drunken Haze, using the same Chu Gar (Southern Praying Manthis) stance with the same basic abilities but used to a much higher caliber. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. Upon contact with the enemy, the user induces a powerful S-Rank Genjutsu. This Genjutsu affects all of the enemy's senses, making him see the user disappear into a burst of bamboo leafs and even hear him run away. The enemy will even see and hear small signs of movement in the ground around him, further fueling the illusion that the user has ran with a full burst of speed away from him. This technique serves as the ultimate defense/escape for Lazy Fist Masters.

    Note: Requires Lazy Fist training
    Note2: The illusion effect only connects twice but the stance can be used without limit
    Note3: Can only be taught by Scorps
    Note4: Requires Genjutsu Mastery
    Note5: Can deflect any S-Rank or lower Taijutsu attack (except gates)
    Note6: Can be used to deflect or block Kenjutsu moves of the A-Rank or lower.
    Note7: Can be used to defend against C-Rank or lower elemental projectiles within reason
    Note8: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
    Note9: The illusion only works in the turn its used (meaning that it ends the moment the following turn of the user begins), until its released or until the user makes a direct attack on the enemy, at which time he'll become visible again.


    7.
    Genkotsu Namakemono: Sono Odori no Suisei Niku | Lazy Fist: The Dance of Decaying Flesh
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short
    Chakra: 40
    Damage: 80
    Description:
    A stance that can be used in both defensive/counter attack and in attack moves. Using either the basic stance of Lazy Fist: The Dance of the Lazy One or the defensive stance of Lazy Fist: The Dance of the Drunken Haze, the user will hit the opponent with a maximum of 10 quick punches, jabs or kicks (or block up to 10 Taijutsu hits from the opponent) with enormous speed. Each place the user hits will make the enemy feel as if its decaying and rotting away into a putrid liquid, giving off a horrible smell. Each affected area will begin to spread slowly and engulf the surrounding tissue, making the enemy suffer excruciating pain. Off course, as all Lazy Fist moves, these effects are nothing more than illusions produced by the S-Rank Genjutsu that results from the blows.

    Note: Requires Lazy Fist Training
    Note2: Can only be taught by Scorps
    Note3: Illusions will only work twice
    Note4: Requires Genjutsu Mastery

    Approved Here



    Custom Fighting Style



    Fuuin Genkotsu | Sealing Fist

    Fuuin Genkotsu | Sealing Fist

    Type:Fuuintaijutsu

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

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

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

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

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


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


    Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A
    Description:The Sealing Fist: Seal of the Wild Jungle is a dormant technique that consists of a giant seal that encompasses 3 main areas, all connected and intertwined into a massive high rank seal. The core of the seal is in the chest of the user which then branches out into both hands and connects to a secondary seal located in the forehead. Each part is connected and share the same core which is connected to the users chakra circulatory system directly. This connection is how the seal is fueled for the most part. The seal is consisted of 3 unlocks:

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

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

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

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

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

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

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

    ±±Learned From Wesobi Here±±



     
         
    Last edited by Scorps; 07-10-2014 at 09:00 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Gyojin Karate | Fishman Karate



    (Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
    Rank: C
    Type: Attack
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: 30
    Description: While focusing water chakra around the desired hand and performing a karate chop, the user can split a water source out in front of him in order to send a shock wave to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance.


    (Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
    Rank: B
    Type: Attack
    Range: Short-Mid
    Chakra Cost: 25
    Damage Points: 50
    Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, only doujutsu is capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact. This palm trust is powerful enough propel large summon up to long range.


    (Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
    Rank: B
    Type: Attack
    Range: Short - Long
    Chakra Cost: 25
    Damage Points: 40
    Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground.


    (Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
    Rank: B
    Type: Defense
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: By focusing the water molecules around the hand, the user performs a simple palm block with enough force behind it to slap away a sword swing. This is done by creating a water shock wave from the palm. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This technique works incredibly well against elemental projectile of small to medium size.


    (Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
    Rank: B
    Type: Attack
    Range: Short - Long
    Chakra Cost: 25
    Damage Points: 40
    Description: The user will take control of an existing water source, making it move at will. However, the user may only move the water by using hand movements that represent the action the water will make. This can be used to create various things, like waves, vortexes, spikes and even whirlpools. The user can not control existing water infused with foreign chakra source.

    Note: Requires a water source
    Note: This technique ends when the user begins performing another jutsu


    (Gyojin Karate: Bakuretsu Hirate Renda) - Fishman Karate: Exploding Palm Barrage
    Type: Attack
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80 (+40 if used in conjuncture with a water based technique)
    Description: The user squats while placing his arms to the side of his body, palms up bent in a 90 degree angle, then thrusts forward so fast that to any onlooker perceives that the user only did it one time with both arms. In reality, the user has actually pushed forward two times per hand, releasing a force that hits their opponent by concentrating on the water molecules around the palms. However unlike its parent jutsu "Jodan Bakusho", Hirate Renda's shock wave has a delayed effect of up to 2 seconds before the opponent feels the blows, leading him to believe it is a simple double palmed thrust barrage. This technique's raw power is so devastatingly powerful that the very earth surrounding the target will be shattered upon impact, leaving a vast crater. Furthermore, since this technique is based on the propagation of waves through water molecule, passing through a body of water before reaching the target will only increase it's destructive power.

    Note: May only be used twice per match
    Note: No S-rank and above water technique on the following turn


    (Gyojin Karate: Towa Funsai) - Fishman Karate: Smashing Tower
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After performing three hand seals, the user heaves a water current upward, where it erupts from the surface as a towering stream of water, underneath the opponent. The user may only move the water by using hand movements that represent the action the water will make. As the water is rising, through hand movements, the user bends the highest point of the stream to take the form of an orb to entrap the opponent. The user can choose to let the target drown, or swing his hands downward making the stream, come down like a hammer, crushing the target against the surface of the ground/water. In the event that the opponent evades the erupting water, the user may still control the stream to crash down upon any location he desires.

    Note: No water source required, the water is created through by the user through this technique
    Note: Can only be used 3 times per match


     
         
    Last edited by Scorps; 08-17-2012 at 09:38 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Ryūhariton | Dragon Glass Release




    Custom element Japanese name: Ryūhariton
    Custom element English name: Dragon Glass Release
    The element is based on: Fire + Earth + Chakra Control

    The true idea for this element was actually real life Obsidian glass, which is essentially a volcanic glass. Felsic lava, extremely thick but also rich in silicate minerals, cools down rapidly without forming (or forming low concentrations of) crystals, giving birth to a dark, normally green tainted glass. However, after watching Game of Thrones and talking in the Staff Chat with Skorm, instead of attempting a literal custom element name, which would literally be something like Volcanic Glass or simply Obsidian Release, the idea came to name it Dragon Glass to give it a more “narutoverse feel”; a more interesting naming. Dragons are creatures connected with fire and earth and, in many mythologies, they are seen as responsible for volcanic eruptions and anything born from fire. So, naming it Dragon Glass became fitting. Despite naming it Dragon Glass and referring to it in the submission as Dragon Glass, the element itself is Obsidian glass. As I dwelled deeper and deeper into the mythology behind Obsidian and, overall, most volcanic glasses, it seemed to be universal the relationship between them and otherworldly “powers”. Sought out for their beauty but also, in the case of obsidian, its incredible sharpness (used to produce bladed weapons and tools), it was also believed to have cleansing properties that made it able to protect people from some diseases or from evil spirits. It was also, in some cultures and cults, believed to be able to channel and empower magical abilities and even awaken spiritual powers. All of this plus the naming made me quite interested in transforming it into a CE.

    In terms of what is on its basis, this element is based on the ability to use Fire Natured chakra to meld and manipulate Earth (or Earth Natured chakra )in order to form a new earth based element, in this case, Dragon Glass. By melding together Fire on your left circulatory flow and Earth on your right, combining them together afterwards, you are able to create a new element by using the fire portion to manipulate and transform the earth portion, using chakra control to control the ratio between both natures and be able to extrude the needed minerals and composites that will then cool down in a controlled manner and form Dragon Glass.


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

    In the manga so far, we’ve seen that combining Earth and Fire natures can produce different earth based elements. The main element behind the combination of both natures is Lava Release, which has 3 variations (Hot Molten Rock (literal Lava), Rubber and Quicklime), but we can also take into account Steel Release, that combines Earth and Fire to produce a metallic element.

    Taking this into consideration, in the manga, its then possible to use both Earth and Fire natures to produce various Earth based elements that originate from the application of heat onto earthen substances. In this specific case, you apply heat to transform the earth and in the process giving birth to a new element: Dragon Glass.

    Normal, silicate glass (the one most commonly found in most domestic glass usage in RL) itself is present in narutoverse in windows, drinking glasses, etc so its not farfetched to conclude that the process through which a hot, molten, high silicate concentrate material turns into glass is the same as it is in our world or at least based on the same principles and factors in narutoverse also, allowing the theoretical feasibility of Dragon Glass.

    How it works:

    The element itself is fairly simple. You apply Earth chakra (which gives the primary source or “raw material” to the element; in this case it produces a high silicate content earthen raw material) with Fire chakra (which is used to transform and meld the “raw material”; it melts the raw product at the needed temperature and moulds it into the given form, allowing it to cool in a controlled rate and manner) producing Dragon Glass.

    Dragon Glass itself is actually real life obsidian (simply with what you can call an "RP cosmestic touch" in terms of name), a type of volcanic glass, and takes all of its properties. It’s a glass, incredibly hard but also brittle ("A material is brittle if, when subjected to stress, it breaks without significant deformation (strain). Brittle materials absorb relatively little energy prior to fracture, even those of high strength. Breaking is often accompanied by a snapping sound. Brittle materials include most ceramics and glasses (which do not deform plastically) and some polymers, such as PMMA and polystyrene. Many steels become brittle at low temperatures (see ductile-brittle transition temperature), depending on their composition and processing." - definition of what means to be brittle because I was under the assumption it meant it was fragile), which means that when it fractures it produces very sharp edges; some of the sharpest amongst all known natural materials. The element is formed by a controlled, rapid (but not too rapid), cooling of molten high silicate earthen products. The element produces black, green hued glass, which, like most glasses, is translucent (at times almost transparent), with a vitreous lustre, though not crystalline in its essence (thus why it’s a glass). Because of the process through which it’s made, where the cooling rate must be very specific and controlled though somewhat rapid, it’s also a very temperamental element. If it cools too rapidly, it shatters into rock instead of allowing the glass to form. Once hardened and formed, the glass is very resistant to high temperatures but very susceptible to low temperatures.

    In terms of jutsu application, the element is divided into two uses, depending on the use from an existing earth or dragon glass source or from the users body:
    • Existing Source Usage: The user will focus the earth and fire chakra into the earth, creating finished constructs of Dragon Glass to erupt from the ground. Basically, the user produces the hot raw by-product of the combination of Earth and Fire chakras beneath the surface, forcing it to erupt upwards. As it erupts it cools so that as it fully emerges from the ground, it’s already in its cooled glass form. If used from a dragon glass structure or source, the process is similar. In the core of the source, the user will focus earth and fire chakra in a way that actually makes dragon glass emerge from that source in its finished form. These constructs are black, slightly translucent, with green hue noticeable when light insides in certain angles. This application is generally associated with the Snake, Rat and Ox Handseals.
    • Self Source Creation Usage: The user will focus the earth and fire chakra inside himself, exhaling or extruding from his body constructs of either blunt or sharp Dragon Glass. These can be used for a multitude of purposes and act as a alternative form of usage when the user has no earth source available. Additionally, and making use of the Earth aspect of Dragon Glass, the user can also imbue into his body the hardness of Dragon Glass in the same way one can with Earth release through the user of techniques like Earth Release: Earth Spear.. This application is generally associated with the Tiger, Ram and Horse handseals.


    General Characteristics of Dragon Glass

    -Ageless: Dragon Glass, like all glasses, is a very resilient and durable material. Its resilience to aging makes it able to last until destroyed or dispelled.

    -Sound Interaction: Because its not crystalline but actually a glass, Dragon Glass is very resistant to low frequency Sound based techniques, which rebound off of it or are absorbed into it, depending on the technique used to clash with sound. Much like normal, daily life glass, Dragon Glass is a very good sound proofing material for audible frequencies. However, high frequencies can shatter it same as they can do any hard material. Dragon Glass itself can also be used to produce sound same as any type of crystal or crystalline material such as normal glass.

    -Sharpness: once fractured, Dragon Glass produces immensely sharp edges. This allows the user to produce sharp constructs or weapons but also to make it dangerous to directly facture Dragon Glass as it will invariably produce sharp, cutting edges. The sharpness is such that it’s described as capable of cutting through anything, although that is not the case, just folklore. In reality, obsidian glass, the core idea behind this element, is described as one of the sharpest materials known to Man. When it fractures, due to its hight brittleness, it produces such fine and sharp blades that they can be only 2 to 3 nanometers thick (1nm = 1/1 000 000 000 m = 1/1 000 000 mm). All dragon glass techniques produce sharp edges when fractured and specific techniques can be made to have this sharpness right from its creation.

    -Hardness: once cooled, Dragon Glass is harder than most Earthen materials and elements, capable even of playing in equal ground with some metals in terms of hardness. This hardness makes it a very durable material for most physical interactions but also means it lacks flexibility.

    -Vitreous Lustre: as a glass, Dragon Glass has a certain translucent and transparency to it despite being dark in color and having a green tint or hue. This transparency can be regulated in certain techniques to become almost transparent (although always greenish) but will normally mean its a dark green construct, almost black.

    -Heat Resistance: Dragon Glass, as all glasses, is incredibly resistant to high temperatures once it’s formed. This makes the element very useful against fire-based elements and other hot elements. Coupled with its cleansing properties, dragon glass can be used as a medium to channel, absorb and even contain and negate high amounts of heat. In return, it’s weak to low temperatures, which make it more brittle and fragile. Despite Dragon Glass being resistant to heat all together, only specific techniques can be used as heat siphoning mediums.

    -Radiation Resistance: Like most known glasses, Dragon Glass is largely resistant to Radiation effects. However, this resistance is not towards elements that might be radioactive but actually towards the radiation they release.

    Usage Examples:

    (Ryūhariton Taibu No Jutsu) Dragon Glass Greater Technique
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description:
    The user will do the Ox+Snake hand seals, focusing his chakra into an earth or dragon glass source to create gigantic constructs made of Dragon Glass ,which can be sharp or blunt, depending on the users needs.
    Note: Usable 4 times


    (Ryūhariton No Jutsu) Dragon Glass Technique
    Type: Offensive/Defensive
    Rank: B-Rank
    Range: Short-Long
    Chakra: 20
    Damage: 40
    Description:
    The user will do the Ox hand seal, focusing his chakra into an earth or dragon glass source to create constructs made of Dragon Glass ,which can be sharp or blunt, depending on the users needs.

    (Ryūhariton: Ryū Midori No Jutsu) Dragon Glass Release: Green Dragon No Jutsu
    Type: Offensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    The user will do the Tiger+Horse Handseals while focusing chakra on his core. From his body, a lustrous dragon made of dragon glass, similar to that of Wood Release: Wood Dragon, rampages outwards. The dragon can be used to attack or defend and will stay on the field for 3 turns or until dispelled. Its scales are incredibly sharp.
    Note: Usable 3 times


    Conditions to be able to use it:
    -Mastery over Earth
    -Mastery over Fire
    -Above Average Chakra Control

    Is weak to:

    Wind – Despite Dragon Glass’s sharpness being superior, wind is the element that is described as responsible for cooling down other elements or for inducing temperature-lowering effects. Because of this unique property, Wind techniques are able to easily cut or fracture through Dragon Glass techniques.

    Lightning – Because Dragon Glass is so densely rooted in Earth Release, it shares its unique weakness towards Lightning, which can cut and fracture it easily. The same weakness extends towards Storm Release, Dust Release and other Lightning based custom elements.

    Harder Physical Elements – Any element defined as harder than Dragon Glass is physically able to overcome it. This is true for most metallic elements (unless unusually soft metals like Lead or liquid ones like Mercury) and all crystals harder than Quartz.

    Ice and Cold-Based Elements – Cold makes Dragon Glass more brittle which makes it more fragile and weaker in terms of physical strength, making it fracture more easily.

    Quake – Its ability to destroy Earth based elements extends to Dragon Glass, which easily fractures when facing Quake release techniques.

    Is strong against:

    Earth – Because it’s harder than Earth and an advanced element based on it, it’s stronger than earth in any of its cannon forms and most of its custom forms (unless they are harder than Dragon Glass).

    Water – As a very hard solid, Dragon Glass is stronger than Water and all it’s custom forms unless they somehow possess severely low temperatures.

    Fire and Hot Elements – Due to its ability to withstand high temperatures, Dragon Glass is very resistant to Fire and most heat-based elements, which include Lava Release and most types of special Fire.

    Radiation – Dragon Glass constructs are themselves resistant to radiation as is the case of most glasses. If the radioactive element is physically harder than Dragon Glass, its still stronger than Dragon Glass as its resistance is only applicable towards the radiation itself.

    Decay – Dragon Glass cannot be aged or deconstructed easily because it isn’t “constructed” but is simply a different chemical structure of an amalgam of minerals, mainly silicate and derivatives. So, like most similar materials, it is strong against decay release.

    Softer Physical Elements – Its high sharpness and its high hardness make Dragon Glass effective against any element softer than it is. These include Quicklime and Rubber Lava Variations, Caramel, Bubble-gum, Marshmallow, Chocolate, Mushroom, Plant, etc.


    Co-creator: Skorm

    Students I passed this custom element on too: ? & ?


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

    I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:

    Scorps, our loyal member, gave on the date December 24th 2013 a request for a Patent on his custom element (Dragon Glass); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


    Ryūhariton
    Powered by Caliburn
    Copyright 2014, Scorps, NarutoBase.net


    1.
    ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Monogatari no Kuro Kanashiki || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Tales of the Black Anvil
    Type: Offensive/Defensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    Through the Tales of the Black Anvil, one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing one simple handseal (Snake if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.


    2.
    ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Tsuyoi Gizō no Chō || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Bowels of the Strong Forge
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description:
    Through the Bowels of the Strong Forge (essentially, a stronger version of the Tales of the Black Anvil), one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing two simple handseals (Snake+Rat if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.
    Note: Usable 4 times per battle, once every 2 turns


    3.


     
         
    Last edited by Scorps; 07-10-2014 at 09:11 PM.

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    Re: ±± The Chest of Endless Wisdom ±±


    Edo Tensei


    1.
    ±± Dan Kato Biography ±±

    DNA gathered in this fight.

    Ritual done in this thread.


     
         

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    Re: ±± The Chest of Endless Wisdom ±±


    Hakke Magenken | Eight Trigrams Demonic Illusion Fist


    Hakke Magenken: Primera no Kata | Eight Trigrams Demonic Illusion Fist: First Form
    Hakke Magenken: Primera no Kata | Eight Trigrams Demonic Illusion Fist: First Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user forms a circle with one of his hands, which will place the target in a Genjutsu where time will seem to slow down as the hand moves, to finally stop completely when the circle is complete. As time seems to become slower and slower, the target will gradually become unable to move his body, to finally become totally paralyzed as the circle becomes complete. It's important to notice that the opponent as the time to react accordingly as he notice the effect taking place. As the target gets captured in the Genjutsu, the user will appear in front of the target and place his hand in front of the targets eyes, which will place him in another Genjutsu where the target feels the users presence behind him. As the target gets captured in the second Genjutsu, the user gathers chakra in two fingers and thrusts them into the targets eyes with great force.
    -Both illusions are C-ranked in strength.
    -Can only be used 2 times per battle.
    -Can only be taught by Zero Kelvin


    Hakke Magenken: Segunda no Kata | Eight Trigrams Demonic Illusion Fist: Second Form
    Hakke Magenken: Segunda no Kata | Eight Trigrams Demonic Illusion Fist: Second Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses wind chakra into his hands or weapon and gestures towards the target. The gesture places the target in a Genjutsu, where the target sees the user dashing towards him while performing several slashing motions with his hands or weapon, which causes several small blades of wind to seemingly shoot out from his hands or weapons and race towards the target. In reality, the user simply focuses chakra into their feet and vanishes in a blur of speed, after which he appears right in front of the target and stabs his weapon or hand into the targets abdomen. The stab is usually aimed at vital organs.
    -The illusion is C-ranked in strength.
    -Can only be used 2 times per battle.
    -Can only be taught by Zero Kelvin
    http://www.youtube.com/watch?v=ty02JFvT5bw
    1:12 – 1:22
    Learnt Here


    Hakke Magenken: Tercera no Kata | Eight Trigrams Demonic Illusion Fist: Third Form
    Hakke Magenken: Tercera no Kata | Eight Trigrams Demonic Illusion Fist: Third Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user performs a simple hand gesture, which immediately places the target in a Genjutsu, where he will feel nothing but absolute terror, fear and dread. First, the target will see the users hand begin to glow ominously, after which, the users body will disappear into a complete darkness and only his two hands will remain visible. The users two hands will immediately seem to form a box with the thumb, index and middle finger of each hand and as soon as the box is complete a glowing red eye will appear in the middle of the box and quickly begin to multiply. The target will feel as if thousands of glowing red eyes are racing past him with high speed. The only feelings the target will be able to feel is fear, paranoia, sadness and hopelessness. In reality, the user simply focuses chakra into his feet and earth chakra into his hands. The user will then disappears in a blur of speed; he quickly reappears behind the enemy and delivers a devastating dual palm thrust to his spine.
    -The illusion is B-ranked.
    -Can only be used 3 times per match.
    -No S-ranked or above illusionary techniques during the next turn.
    -Can only be taught by Zero Kelvin.
    http://www.youtube.com/watch?v=8-0DH7DLMVs
    2:21 – 2:34
    Learnt Here


    Hakke Magenken: Cuatro no Kata | Eight Trigrams Demonic Illusion Fist: Fourth Form
    Hakke Magenken: Cuatro no Kata | Eight Trigrams Demonic Illusion Fist: Fourth Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses wind chakra into his hands or into a weapon, this will causes the wind chakra to extend itself from the chosen object and thereby increase its range. The extended wind chakra is invisible to the naked eye. As the user focuses wind chakra, he performs a simple gesture with his hand or holds eye contact with the target, either one of these will cause the opponent to be trapped in a Genjutsu. Inside the Genjutsu, the target will see the user disappear in a blur of speed and feel his presence behind him a moment later, the feeling of having the user behind him will be extremely realistic and include both the smell, the sense of danger, etc. The second the target becomes captured in the Genjutsu, the user will dash towards him with incredible speed and perform two incredibly fast slashes with his weapon or hands. This technique is based on Asuma Sarutobi’s Hien (Flying Swallow)
    -The illusion is C-ranked.
    -Can only be used 3 times per battle.
    -Can only be taught by Zero Kelvin
    http://www.youtube.com/watch?v=6-_6ZAkwLYw
    5:40 – 5:47
    Learnt Here


    Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
    Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
    Rank: S
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user gathers a large amount of earth chakra in his hands and forms a pair of thick gloves made of very compressed and extremely durable minerals. The user gains eye contact with the target or performs a gesture; either method works and places the target in a Genjutsu. Inside the Genjutsu, the target will see the user jump into the air, where he lifts his arms above his head and uses the momentum he gains from his fall to deliver a devastating punch. The illusion will feel completely real, so if the punch makes contact, the target will feel the massive power of the punch as he will feel his bones break, but he will receive no actual damage from the illusion. In reality, the user simply disappears in a blur of speed and reappears close to the target, where the user will deliver an uncountable number of incredibly fast punches. The user will increase the speed of his punches, by using his long experience with Taijutsu and knowledge of his own body, to release the ATP stored in the users’ muscles and to release a dose of adrenaline from the glands just above the kidneys.
    -The illusion is B-ranked.
    -Can only be used 2 times per battle.
    -No A-rank or above illusionary techniques during the next two turns.
    -No S-rank Taijutsu during the next turn.
    -Can only be taught by Zero Kelvin
    http://www.youtube.com/watch?v=cAuWP3PRk4w
    0:47 – 1:03
    Learnt Here


     
         

  24. #24
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    Re: ±± The Chest of Endless Wisdom ±±


    The Force



    Force Control

    5.
    Kyōsei Kyūshū/Gesuidō | Force Absorb/Drain
    Type: Offensive/Defensive
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: N/A
    Description:
    One of the most basic skills a Force Sensitive can have, it pertains to the ability one has to infuse himself and become as one with the force. The force exists all around and is an undeniable participant in the universe. All Force Sensitives are already part of the force but by using this ability they can actually manipulate and perfect their connection with the force becoming a much more perfect conduit to it and channeling a deeper and more open connection to it. By doing this, the Force Sensitive can take nourishment from the Force and gain power from it. Depending on which side of the force the binkan uses, he can gain different empowerments or different effects:
    Force Absorb/Kyūshū: Used by users of the Light Side, the Force Absorb is used by passively absorbing into oneselves the natural force the exists in the world around the user. By opening themselves up to the force completely, the user will overflow with it, with his eyes glowing in a bright blue color. This enables the user to regenerate his chakra (100 chakra points per turn) and to negate any physical drawbacks that would come as a result of fatigue, pain, etc. While it will not heal the user, the influx of force will empower his body in a way that will enable a stronger chakra regeneration which will decrease the users fatigue and other negative aspects, while purifying his body from external agents such as poisons or toxins as well as illusions or mental hindering techniques (up to the same rank). Upon usage, the user can empower a single physical technique (either physical like taijutsu or belonging to a physical element such as Water or Earth) by one rank using the influx of chakra to do so.
    Force Drain/Gesuidō: Used by users of the Dark Side, the Force Drain is used by actively absorbing into oneselves the living force that exists in every living being. By making direct physical contact with another living being, the user will absorb force potential and energy from that user into himself, draining the target of his force potencial (which needs to be another sentient being such as an Animal Summoning A-Rank and above or another Ninja), during which the users eyes will glow a light red. This will temporarily weaken the target (making him hazed, tired, and otherwise depleted of vitality and stamina for a moment) while empowering the user. While the target recovers rapidly (unless he is a force sensitive, he doesn't depend on the force and as such will not suffer long lasting effects from its depletion), this enables the user to regenerate his chakra (150 chakra points upon usage) by having the force power his chakra regenration and to negate any physical drawbacks that would come as a result of fatigue, pain, etc. While it will not heal the user, the influx of force will purify his body from external agents such as poisons or toxins while also boosting his awareness of living beings. Upon usage, the user can empower a single energy technique (either made from raw chakra or belonging to an energy element such as Lightning or Fire) by one rank using the influx of chakra to do so.
    Note: Each application can be used 3 times, but the user can only use one of them per battle.
    Note: Force Absorb works during 2 turns. While using Force Drain the enemy cannot mold chakra or move but can't also be attacked as that will break the Force Drain.
    Note: Only Grand Masters can use this ability and it needs to be used to enable the usage of Force Awakening | Kyōsei Mezame


    1.
    Kyōsei Abunai | Force Acrobatics
    Type: Supplementary
    Rank: A Rank
    Range: N/A
    Chakra: 30
    Damage: N/A (+10 Taijutsu)
    Description:
    The most basic application of Force Control, the user will use the Force to use enhanced hand to hand skills. As such, the user will take advantage of his Force Control abilities and will use it to enhance his movement abilities and acrobatics in a series of different simple applications:
    Acrobatic Jump|Chōyaku- The user will use the force to execute a powerful jump which can bring him up to insanely high heights in a flash for speed. He can also use it mid air to dodge an attack while airborne by executing an air jump. The user can also execute a Dash Jump by combining both applications into a powerful long range low heigh jump which enables him to move at 3 times his normal speed. This application counts as two moves and, while fast, prevents the user from attacking on arrival due to the momentum he carries.
    Acrobatic Dash|Sattō- The user will use the force to execute a dash in one direction (with or whitout a simple flip or roll). The dash is fast enough to dodge small incoming techniques or catch a nearby enemy off guard. The user moves, in that small time frame, 3 times faster than he can run. However, the dash is done in one simple direction through a linear movement and in a short length, meaning the user can only go from Short-Mid of his initial position with one use and cannot attack while using it. The technique, by relying on the force, can be executed mid air.
    Acrobatic Movement|Undō- The user will use the force to execute a multitude of acrobatic free form movements at insanely high speeds (twice his normal base speed) which can be used to dodge techniques (if small scaled) or taijutsu, or to attack through Taijutsu. The user will execute the movements with great fluidity and agility, enough to do acrobatics that would otherwise be impossible to perform even by Taijutsu experts. When used with offensive Taijutsu techniques, it increases their damage but not its speed as the user will be concentrating in strength and not speed. And that is the real limit: the user can only concentrate in either speed or strength but not both at the same time. The user cannot use the technique to move more than from Short range of his initial position.
    Note: Can be used and combined with Taijutsu Styles (if feasible) or free form Taijutsu, enhancing it and adding the acrobatic effect to them
    Note: As the user grows stronger in the clan he becomes more adept at spending less focus into the technique.
    Note: Can only be used once every two turns.
    Note: Upon reaching Grand Master level, the skill doubles the Taijutsu bonus damage.


    2.
    Kyōsei Ochitsuka/Gekido | Force Calm/Rage
    Type: Supplementary
    Rank: A-Rank
    Range: N/A
    Chakra: 30 (-5 per turn)
    Damage: N/A
    Description:
    An unique Force Control technique that influences the users force sense abilities as well, Force Calm and Force Rage oppose each other but revolve around the same ability: the influence of emotions into the force sensitives abilities. The natures of both Jedi's and Sith differ immensely, with the jedi's mostly focused on calm and logic, seemingly controlling their own emotions and sith's relying on their passion and anger to rampage aggressively in savage moves. While a Jedi cannot use Force Rage, a Sith cannot use Force Calm.
    Calm|Ochitsuka- The Jedi will clear his mind of any harmful techniques or effects (such as negative emotions, mental stress, etc) and increase his reactions by focusing on his surroundings and controlling his emotions and his senses. This calming effect leaves him immune to low rank Genjutsu (C-Rank), mental influences (B-Rank Yamanaka Abilities) or emotions and increases his agility and reflexes. The user becomes able to perceive and at times foresee (once every two turns) incoming taijutsu and weapon attacks, as well as other jutsu, increasing his reaction speed by calming his mind and focusing on the force and the "now". His sensing abilities become much more acute and perfected.
    Rage|Gekido- The Sith will focus on his rage and anger and will let it control his senses and his mind. The rage powers his physical strength and somewhat his speed but diminishes his precision. The user becomes a rampaging aggressive brute, capably of mauling on anything he sets his eyes on. His Taijutsu, Melee Ninjutsu (that is related to the users physical strength such as Rasengan) and Kenjutsu (physical melee ones) increase in power and speed, gaining a concussive effect that adds +20 damage to them. However, he becomes clouded and loses precision in his sensory abilities, having diminished reflexes during the use of this ability, being left able to react at the same level as a normal ninja. While the technique is in use, the user becomes immune to emotional manipulation such as Killing Intent effects and highly resistant to the stress produced by physical pain, taking power from it instead of losing stamina and focus. Because of the immense rage fueling his mind, he becomes immune to low rank Genjutsu (C-Rank), mental influences (C-Rank Yamanaka Abilities).
    Note: Jedi can use only Calm and Sith can only use Rage.
    Note: When activated, Padawans and Apprentices can keep it activated for 3 turns while Jedi Knights, Sith Lords and Grand Masters can keep it active for 4 turns
    Note: Cannot be stacked with the effects of other Force Techniques or similar techniques.
    Note: Can only be used twice per battle with a 2 turn cold down time.
    Note: Grand Masters can use either variations but only one application per battle.


    4.
    Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
    Type: Defensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description:
    A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:
    Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.
    Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, appropriate dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. As the target descends into the despair filled pit that is the Sith's maniacal mental games, the lack of focus and will sustain them clears any mental cleansing or boosting techniques cast before by the target and makes him release techniques such as Sage Mode, EIG, Susanoo, clones, etc that he might have used to boost himself or other he might otherwise currently have active. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu chakra cloaks and incomplete transformations. Once the effect ends, the enemy immediately recovers. Restriction-wise, the target will suffer any effect he might have suffered had he released the technique himself, on his own free will. Due to the nature of the technique, the user is unable to differenciate from friends or foes while using will bend and will effectively do the same effect to nearby allies, summons or even his clones, dispersing them.
    Note: Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
    Note: Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
    Note: Cannot use Force related techniques in the same and next turn.
    Note: Grand Masters can use both abilities but only one application per battle.
    Note: The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka techniques.


    Force Alter

    3.
    Kyōsei Sōsa Suru | Force Grip
    Type: Offensive/Supplementary/Defensive
    Rank: C-S-Rank
    Range: Short-Long
    Chakra: 15-40 (15-40 per turn to sustain)
    Damage: 30-80
    Description:
    The most basic application of the Force Alter skill; it pertains to the ability the user has to use the Force to kinetically manipulate the world. By using willpower to influence the Force into affecting the world around them; Force Sensitives can "grab" or "grip" anything around them and, through focus and concentration, move them around. This ability has several applications and its power correlates with the users rank within the clan. To perfectly control its usage; the user must focus and use hand or body gestures. The size of what can be grasped is irrelevant for highly-ranked Force Sensitives, as what counts is the user’s mental focus and willpower, which are honed more and more as the user climbs the ranks of the clan. This skill has several applications, depending on how it’s employed, but always follows the same principles:*
    Grip Push | Atsuryoku – The user moves one or both palms, producing a directional push that moves whatever is targeted away. The application’s area of effect is dependent on the user’s rank within the clan and can even be large enough to push a boss summon backwards. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank
    Grip Pull | Unpan – The user moves one or both palms, producing a directional pull towards him of a given target. The size of what can be pulled is dependent on the user’s rank within the clan and can even be large enough to move a boss summon towards the user. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank. The pull is mainly a supplementary or defensive application as it cannot damage an enemy directly. It can, however, be used to damage structures or techniques if applicable.
    Grip Flight | Hikō – The user grab themselves with the Force and lift themselves above ground. If used correctly and with enough skill; the user can effectively achieve a form of flight. The limitation of the application is the focus needed to sustain it, which prevents the user from using other techniques at the same time. This application is unlocked at Jedi Knight/Sith Lord rank. Grand Masters can share this ability with an ally byt gripping them at the same time but adds a double chakra cost in return.
    Grip Control | Seigyo – The core application of the ability, the user grips something with the Force and moves it around through the use of willpower and focus upon the Force. If used on inanimate targets; it can destroy equally-ranked structures if the user wants to and applies enough chakra and force. However, the focus and concentration needed for this application prevents the user from using it to directly harm an enemy in that same manner, instead needing to direct him at nearby hazards or physical structures, producing physical damage as the enemy is "thrown" against it. The momentum one can produce, however, inflicts damage proportionate to the chakra spent. While all users require the use of hand or body movements and gestures to control and sustain the technique, Grand Masters can grip and move several objects simultaneously. However, even Grand Masters have trouble using this application against multiple, small targets, as is the case of sand/powder based techniques, fire, or Aburame Clan bug techniques (the more individual objects, the less effective the technique is). This application is unlocked at Jedi Knight/Sith Lord rank.
    Grip Shield | Bōei – The user will focus and produce a spherical, blunt, physical almost "repel-effect" that can protect him from physical attacks. It’s the user grabbing whatever is thrown or fired and stopping it or diverting it from its path. To the outside observer; it’s as if an invisible, spherical solid barrier is protecting the user. Through the use of each hand, the user can produce a 180º field of effect, whereas both hands are needed to achieve a 360º effect. This application is unlocked at Grand Master rank.
    Note: S-Rank usage will lead to a 2 turn cool down before the ability or any Force technique can be used again.
    Note: Grip Shield can only be used twice per battle.
    Note: The strength of the technique is directly related to the amount of focus and chakra one spends on it as well as his rank within the clan. Padawan/Apprentice can use it as a C-Rank on one target by using both hands, Jedi Knight/Sith Lord can use it as a B-Rank by using one hand or A-Rank by using both, Grand Master can use it up to S-Rank on multiple targets.
    Note: When Grand Masters use it on multiple targets, the power of the technique is divided amongst the targets, meaning that more targets equals less power in each.
    Note: The scale of the technique increases as its power does, keeping in consideration the logic and reasoning of the narutoverse.
    Note: Cannot fully interact with energy or intangible targets.*
    Note: The ability can be kept if chakra is expended (same as the initial use per turn) to sustain it, but as long as the technique is being used, regardless of its application, no chakra can be molded for other techniques and focus must be maintained.
    Note: If the user specializes in Force Alter, the technique can be used with less effort and doesn't require hand gestures within short range.
    Note: Multiple applications of the technique can be used at the same time as long as the user spends the required chakra, though each application counts as a move.


    6.
    Kyōsei Mamoru/Settoku | Force Protect/Persuasion
    Type: Defensive
    Rank: S-Rank
    Range: N/A
    Chakra: 40 (-20 per turn)
    Damage: N/A
    Description:
    The dichotomy of the force manifested in its truest form in those who dwell only in one of its shades. For those who dwell on the light side, the force can be used to protect themselves from harm. For those who dwell on the dark side, the force can be used to influence the world into attacking their enemies. As such two opposite abilities are possible:
    Force Protect/Mamoru: A simple application of the ubiquitous power of the force and the defensive, passive nature of the Jedi, the user will focus on the force and allow it to protect him, for a short time duration, from a given harmful factor. The user can choose to be protected from an element, a skill, a technique, a poison, etc. As long as the user knows it exists, he can will the force to protect him from it. Off course, conscious input is still needed as well as chakra output to sustain it. The protection is simply the inability of said harmful factor to affect the user for the duration of the technique.
    Force Persuasion/Settoku: The application of the sheer brute will power that Siths wield is shown through Settoku. Its the use of the force and one's will power to take control of enemy "entities" in the field, sever their connection to their user and turn them against their user. It can target Clones, Summoning Animals, Elemental Familiars, Edo Tensei Summons, etc. This control is limited as the user cannot force the clones or summons to simply dispel themselves or simply negate the technique and if his control is broken, the technique, if feasible, will be once again under its original user's control. He also needs to keep focus and conscious control over the technique to sustain its influence. The technique can also be applied to sentient-like techniques such as a Wood Dragon or Earth Dragon (basically elemental familiar techniques where the element is shaped into an animal of sorts, an entity which, even if control from the user is needed, will still be controlable by the user of Settoku) or even Edo Tensei summons. A rather specific and more advanced use is that the user can also target a Genjutsu and turn it against the opponent who used it. By using his will, the user can control and illusion and reverse it back into the opponent while releasing himself from it. The technique is limited into the aspect that the user cannot control other ninjas or non sentient beings or techniques such as Aburame Bugs or simple elemental techniques which aren't familiars or similar.
    Note: Each application can only be used twice and the user can only use one application per battle.
    Note: To use Mamoru, the user cannot have used any Dark Side abilities until that point in battle. To use Settoku, the user cannot have used any Light Side abilities until that point in battle.
    Note: Lasts only a max of 2 turns (both Settoku's Controling and Mamoru's Protective effects).


    7.
    Kyōsei Mezame | Force Awakening
    Type: Supplementary/Offensive
    Rank: Forbidden
    Range: Short
    Chakra: 50 (-15 per turn)
    Damage: N/A (-20 to the user)
    Description:
    The epitome of all Force Techniques, Force Awakening stands as the materialization of the Binkan’s connection with the Force and is a skill mastered upon reaching the highest rank within the clan: Grand Master. By having used Force Absorb or Force Drain before hand, the user will act as a perfect conduit, a vessel for the Force, essentially making him become an "avatar" of the Force; a pure embodiment of the Force. Reaching this state, where the user becomes the Force itself, is referred to as "awakening". The user will shine in a clear yet bright blue (or red, depending on which side of the force was used to fuel the technique) light, seemingly losing his physical body to become a seemingly energy entity. This isn’t, however, the case, as its simply the force making itself noticeable as the user and it become one, with its overflow creating the “glowing” effect. The Force flows through the user like fire, unleashing the power within him and awakening his complete force potential. As the user activates this ultimate technique, the force influx is such that upon activating, it pushes anything around the user (up to short range) away from him (A-Rank strength). The user will feel a surge in power equal to nothing, with the force granting him a much stronger usage of all its abilities as well as imbuing some physical and additional abilities to the user.

    Abilities:
    -Once the user awakens, he will shine in a bright either red or blue color all over, seemingly made of pure energy, becoming immune to the damage of regular weapons and low rank (D-Rank and below) Taijutsu and Kenjutsu.
    -The user gains flight through the use of the Force, passive and active at all times during the awakening.
    -All Force Techniques will cost half of the chakra they normally cost and the influx of vitality into the user boosts his chakra pool by 350 points, which are lost when the technique ends.
    -The user becomes able to use all force abilities with no light or dark side limitations or restrictions (essentially, the user can avoid and simply ignore all restrictions linked to the dark or light sides of the force in any force technique, like those that state the user can only use one application of a given technique per battle), as he becomes himself the true embodiment and manifestation of the force and all its sides
    -Force Alter techniques gain +20 damage to their offensive abilities and gain one rank in boost to its defensive abilities. They become much faster and stronger overall and if the user specializes in Force Alter, he will be able to use them without the need for hand gestures.
    -Force Control techniques will become much stronger, becoming able to affect multiple enemies if offensive. If the user specializes in Force Control abilities, he can use them at any range and with no need to focus or concentrate.
    -Force Acrobatics doubles in speed and power, making the user much faster and stronger than he was before when using them.
    -Force Sense becomes much stronger as the user becomes able to even read the opponents thoughts as they are formed. This is something most force sensitives can already do if they focus enough and specialize in force sense but this will make it a passive ability, as the user will not need to focus or even control it to be able to use it.
    -The user loses all his “organic” senses as he embodies the force. The awareness given to him by his enhanced force sense will be his only “information source” while he is awakened. As such he will not hear, see, feel, taste or smell through his body but thorugh the force. His body’s senses will be detached from him as the link with the force becomes so strong it overcomes the link to his own flesh. Because of this, he is immune to aspects such as fatigue, pain, etc and cannot be placed under an illusion (immunity to Genjutsu doesn’t include MS/EMS Level Genjutsu).

    Restrictions:
    -Once the user awakens, he can only use 2 elemental ninjutsu fields: the ones in which his bio specializes in. The influx of the force and the dramatic surge of power makes it impossible for him to imbue more elemental natures to his chakra a part from those in which he specializes. This includes special elements.
    -Once the user awakens, he cannot use any type of self empowering modes, cannon or custom, until it ends.
    -Once activated, it will last only up to 5 turns.
    -To activate, the user will need to have used Force Absorb/Drain | Kyōsei Kyūshū/Gesuidō beforehand.
    -Can only be used once per battle.
    -Once it times out, the user cannot use any force techniques for 3 turns as his force connection is temporarily severed (negating his force sense, vitality, etc) and will suffer physical damage due to the rampaging influx of the Force within his body. This will leave him slightly hazed and exhausted for 2 turns, unable to mold chakra above A-Rank and unable to use Taijutsu above D-Rank. As this isn't the result of damage to his body, healing techniques cannot help the user recover his abilities faster.
    -Only Grand Masters can use this ability.


    Force Sense
    N/A


     
         
    Last edited by Scorps; 12-19-2013 at 11:49 AM.

  25. #25
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    Re: ±± The Chest of Endless Wisdom ±±


    Iryo & Doku Ninjutsu


    39.
    Gutai Tenohira no Jutsu | Physical Palm Technique
    Type: Medical
    Rank: S-Rank
    Range: Short
    Chakra: N/A
    Damage: N/A (2x the amount of chakra spent)
    Description:
    This technique is essentially the complete opposite of Shōsen Jutsu (Mystical Palm Technique) but uses the same method and the same basic principle and abilities. The user will focus his chakra, though with a higher Yang concentration, into his hands, manifesting a red aura of aggressive chakra. However, instead of forcing tissues to heal by augmenting their regenerative abilities of the targeted cells, like in its polar opposite technique, the chakra will actually damage tissues, reducing their vitality and their regeneration, damaging them directly by mutating them into inviable cells (producing cancerous cells) or simply destroying them and producing direct injuries and wounds. Through chakra control and precision, the user can control what injuries he'll inflict into the target, varying from external injuries like burns, necrosis, etc to internal ones like fractured organs or bones, cancer, cloths, etc. The more damage the user wants to produce, the longer he needs to apply the technique same as with its polar opposite in which the bigger the damage the user wants to heal, the longer he has to apply the technique. The target will feel all the effects of the damage he is receiving from pain to all other related physical effects of the "disease", making this technique, when used in tandem with its polar opposite, an ideal torture technique. Despite its gruesome and fearsome offensive properties, the technique can also have great therapeutic uses as in some cases, to cure or treat a condition, the medic will need to injure the patient in a given way to then heal him. In theses cases, this technique allows its user to produce controlled injuries and conditions upon touch, making it much safer to use. Like its counter part, the effects depend on the amount of chakra spent but in the inverse proportion to its polar technique: the user will produce 2X the amount of damage by each X amount of chakra spent. The technique, much like the original polar opposite, is fast acting but not instant and the damage the user is able to produce is related to the area in which the user applies it.
    Note: Usable only by Scorps
    Note: Can be countered by using Mystic Palm Technique
    Note: If contact lasts for a second or less, the user can inflict damage equivalent to an A - rank maximum.

    Approved Here






     
         
    Last edited by Scorps; 01-24-2014 at 09:54 PM.

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