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  1. #1
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    ☯ Dante's Customs [Checked]

    The custom jutsus marked with "✔" are customs taught by other people after the rules were made.
    The customs marked with numbers are my own.
    The customs marked with "♧" along with numbers are Custom Elements Jutsus.
    ♤ Ninjutsu ♤

    Ninjutsu Techniques
    (Atsui-Appu) - Warm up
    Rank: N/A
    Type: Supplementary
    Range: Short
    Chakra: N/A
    Damage: (Taijutsu +10)(Ninjutsu +5)
    Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
    Note: Can only be taught by Axle
    Note: lasts 5 turns
    Note: can only be used once per battle
    Note: must be done at beginning of battle

    1. (Ninpō: Akuma Hōka) - Ninja Art: Demonic Fire
    Type: Supplementary
    Rank: E
    Range: Self
    Chakra Cost: 5 (-5 per Fire technique)
    Damage Points: N/A
    Description: This is a basic ninjutsu technique used by a proficient Fire release user, to give her fire techniques a more "unique" shape than the other users of fire techniques, similar to the shape of the "Fire Release: Demon Lanturn" technique, The user's fire techniques have somewhat of a transparent effect to it, allowing the user and others to see through the fire technique but a more of a distorted vision of what's behind the fire, and whenever the user's using a fire technique that consists of small fireballs like for example the "Fire Release: Phoenix Fire Technique" all of the small fireballs attain a demonic head-shaped fireball, this technique doesn't increase or decrease the strength of any fire techniques whatsoever.
    Note: Will remain continuously activated once used.
    Note: Must have a Primary Fire Release affinity.
    Note: Fire techniques are still visible, even with normal eyesight.

    (Kumokasumi Saezuru) - Disappearing Chirps
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra Cost: 10
    Damage Points: N/A
    Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
    You reappear 30 meters away from where you disappeared.

    2. (Kagami Genkaku No Jutsu) - Illusion Mirror Technique
    Type: Supplementary
    Rank: C
    Range: Short - Long
    Chakra Cost: 15
    Damage Points: N/A
    Description: This is a simple ninjutsu technique based on the principle of the clone technique that are used to project an illusionary image of the user and also based on projecting the sound to different areas using chakra, but instead of cloning the user's own image as illusions and the voice of the user, the user projects the voice and the image of a technique that's used by him or his opponent, meaning that if the user shots a fire technique for example the user can project the image and sound of the fire technique somewhere else, cloning the technique's shape and sound causing after images to form of the technique that's replicated anywhere on the battlefield heading for the opponent's direction or stationary depending on the cloned technique, this distracts the opponent due to him not knowing which technique is real and which isn't, this can be used to replicate nearly all techniques that the user uses or the opponent's according to the situation at hand, providing that it's a projected technique that can be shot [lightning/wind/fire/water] or just stationary techniques [Earth, Ninjutsu], due to the images being only illusions it won't cause harm to the opponent, only confuses him.
    Note: Can only be used 5 times per battle.
    Note: Can only be taught by ~Crow~

    (Kyōjin Hachimitsu) - Stiff Honey
    Rank: B
    Type: Supplementary
    Range: Mid - Long
    Chakra Cost: 20
    Damage Points:N/A
    Description: This jutsu is when the user spits out a gooey and sticky thing. It is honey. When it is spit out, the opponent can't move.

    (Butai Ryō Giryō) - Elemental Enhancing Skill
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

    Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

    Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.

    Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.
    Note: Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
    Note: Can only use one element enhancing skill at a time.
    Note: Each enhancing skill counts as one of the users 3 jutsu per turn.

    (Hōmen Za Kinpaku) - Release The Tension
    Rank: B
    Range: Short
    Chakra: 25
    Type: Supplementary
    Description: At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
    Note: Can only be taught by SilverMoon1996
    Note: Must be activated at the start of the battle.
    Note: Lasts for 8 turns when activated.

    (Ninpō: Supiritto Gijutsu) - Ninja Arts: Spirit Arts
    Rank: A
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *
    *Last for 3 turns
    *Can only be taught by PowerOfDarkness
    *No taijutsu and genjutsu while the spirit is on the field
    *Ryuji is the co-creator of this and all spirit arts.

    (Bōseki Burēdo Doroppu) - Spinning Blade Drop
    Type: Attack
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user tosses his sword in the air and jumps up to grab it and begins an aerial somersault with the sword in front while infusing it with chakra to perform a powerful downward slash from above. (Works best with a large sword)
    Note: Can only be taught by Katonpwnz

    (Nakkuru's Kyōkudai Kyūkei) - Knuckle's Maximum Break
    Rank: S
    Type: Supplementary
    Range: Short
    Chakra Cost: 40
    Damage Points: (+10 to Taijutsu , +10 to Ninjutsu)
    Description: The user gathers chakra and channels it into every muscle of the body to energize the cells in the muscles by using chakra . By doing so , the user's mitochondria in the cells of his muscles produces ATP at a much faster rate , increasing the user's speed and strength greatly .
    -Takes a few seconds to fully activate
    -Lasts for 3 turns
    -Usable only once per battle
    -No Taijutsu or non-elemental Ninjutsu for a turn after it deactivates
    -Can only be taught by Rokusho

    (Kōfun Jūtai) - The Adrenaline Rush
    Rank: S
    Type: Supplementary
    Range: Self
    Chakra cost: 40 (20 every turn)
    Damage points: N/A
    Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:
    Heightened senses: Stronger sense of smell, hearing and thought processing.
    Pain reduction: All feelings of pain and numbness are almost nullified.
    Faster reaction time: This doesn’t make the user faster generally.
    Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%
    Notes:
    • Lasts for 5 turns.
    • The user cannot use any elemental ninjutsu while this is active.
    • The user cannot use any Genjutsu or clones of any kind when this is active.
    • Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
    • Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
    • No summoning while this is active.
    • Can only be used Once per match.

    (Chakra Arashi) - Chakra Storm
    Type: Attack
    Rank: S
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user makes three hand seals and gathers a large amount of chakra in one specific location within a mid-range of themselves. They then begin vibrating and rotating the mass of chakra an extreme amount. Anything caught in this area will be twisted and pressured an extremely great deal by the swirling vortex of chakra.
    Note: When the chakra has been gathered in the set area, the air will shimmer for a few seconds before the vortex begins.
    Note: The area that is being effected can have a maximum of a 2 meter diameter.
    Note: After using this technique, the user is unable to use any standard ninjutsu for the next two turns.
    Note: Can only be used twice per match.
    Note: This jutsu doesn't suck the opponent toward the vortex and only affect what comes in direct contact with it.

    (Rankyaku Gaichō) - Storm Leg Victorious Bird
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra cost: 40
    Damage Points: 80
    Description: The user focuses chakra into his leg and compresses it , then the user delivers a kick through the air and releases the compressed chakra in the shape of a bird which follows the trajectory of the kick . However , the user can make it change it's course by performing another hand seal by infusing chakra .
    -No ninjutsu the turn after this is used
    -Can only be used 3 times per battle
    -Can only be taught by Rokusho

    (Pa-Fekuto-Shi-Rudo) - Perfect Shield
    Type: Attack
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description:While the user is in possesion of his sword he holds it with one of his hand and tranfers pure chakra in it and rotates it in a circular motion and a shield of pure chakra is formed which is capable enough of blocking all the elemental jutsu upto A rank(shield is broken completely)
    and below (Shiel suffers a little damage but can take on one more attack)
    ~Need to be taught by gitanshu~
    ~Can only be used 2 times~

    (Ninpō: Ketteiteki Benso) - Ninja Art: Ultimate Defense
    Type: Defense
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80 (if someone tries to cross it)
    Description: After creating 3 shadow clones, one clone releases water chakra, second one releases lightning chakra and the third one releases pure chakra in it to create a shield of hollow sphere around themselves of 10m radius, whose small part is below the earth, so from above the surface it looks like a dome. This shield can block 1 forbidden jutsu completely.
    Note: ~User must create atleast 3 shadow clones before using this jutsu.
    ~Can only be used twice per battle.
    ~Counts as 3 moves in the user's turn.
    ~Can only be taught by Enzup.
     
         
    Last edited by Ryūjin; 06-26-2012 at 11:46 PM.

  2. #2
    Ryūjin's Avatar
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    Re: ☯ Dante's Customs

    ♤ Taijutsu | Genjutsu ♤


    Taijutsu | Genjutsu Techniques
    (Kentō Sensu) – Boxing Style
    Rank: N/A
    Type: Supplementary
    Range: Short
    Chakra: N/A
    Damage: (Taijutsu rules)
    Description: The user raises their fists up close to their face and begins jogging in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user move a little faster than average (nothing compared to gates speed). The user also is ready to block at will, since his fists are already raised to do so. In this style the user only uses punches and constantly shifts their feet to move at lightning fast speed around the opponent when in elbow range.
    Note: Can only be taught/used by Axle
    Note: being in this style involves a strong cardio system, so it's very difficult to maintain without getting exhausted.
    1- training session let's the user maintain for 2 turns
    2:3 - training sessions lets the user maintain for 5 turns
    5-training sessions lets the user maintain for 10 turns
    Note: takes 3 turns to use this style again in the same match.

    (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: Prometheus Kashaku) – Illusion Technique: Prometheus Bane
    Rank: B
    Type: Offensive/Defensive
    Range: Short – Mid
    Chakra cost: 25
    Damage points: 40
    Description: The user preforms the usual procedure to put his opponent in a horrifying genjutsu.The opponent will unknowingly find themselves chained to a tree or rock.Suddenly a shadow will fall over them as an eagle soars down and start chopping the liver of the victim.After the opponents belly is hollow their belly will heal and the bird will start feasting upon them again.The pain inflicted by the bird will not put them out of the genjutsu though.The user than has an opportunity to attack his opponent while the bird distracts them.
    Note: Can only be taught by -Cobalt-.
    Note: Can only be used twice.

    (Genjutsu: Kuro) – Illusion Technique: Dark
    Rank: B
    Type: Supplementary
    Range: Short – Mid
    Chakra cost: 20
    Damage Points: 40 [Blinded]
    Description: The opponent is trapped in a pitch black room. After they come out, their eyes are so used to the dark that it takes 1 turn to recover.
    Note: The dark lasts for 2 turns

    (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
    Range: Short – Mid
    Chakra cost: 20
    Damage points. 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

    (Genjutsu: Migoto Tengoku) – Illusion Technique: Beautiful Paradise
    Rank: A
    Type: Supplementary/Attack
    Range: Short – Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The opponent gets trapped in a beautiful island. But not knowing that he/she is being stabbed. He/she feel no pain, but when the illusion is over, it's just blood.
    Note: This jutsu only lasts for 2 turns

    (Genjutsu: Sendo Shazō) – Illusion Technique: Death Image
    Rank: A
    Type: Supplementary/Attack
    Range: Short – Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The opponent sees their self dying by either suicide or blood. After the illusion is over the opponent is mentally damaged
    Note: Lasts only 2 turns

    (Genjutsu: Mattaku kyōfu) – Illusion Technique: Stark Fear
    Type: Supplementary
    Rank: A
    Range: Short – Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The opponent is placed under a genjutsu where the person he fears most appears next to him and lifts him by the throat which cuts off his airways and prevents his jaw from opening. The target's body starts to become limp as he struggles and his vision fades to black, leading to unconsciousness.
    Note: Usable 2 times per battle
    Note: Target stays unconcious for one turn after
    Note: Can only be taught by Shin-Akira

    (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.

    (Irōni 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.

    (Dō Genkaku: Ina Kashira no Chikin) – Mayhem Illusion: The Reverence of the Rooster
    Type: Offensive
    Rank: A
    Range: Short – Mid
    Chakra Cost: 30
    Damage Points: 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".

    (Dō Genkaku: Akuma Gojō no Nori) – Mayhem Illusion: Demonic Carousel
    Type: Offensive
    Rank: A
    Range: Short – Mid
    Chakra Cost: 30
    Damage Points: 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
    Range: Short – Long
    Chakra Cost: 30
    Damage Points: 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: Ahō no Shinkirō) – Fire Release Illusion: A Fools Mirage
    Type: Supplementary
    Rank: A
    Range: Short – Long
    Chakra Cost: 30
    Damage Points: 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.

    (Dō Genkaku: Oni no Hara) – Mayhem Illusion: Belly Demon
    Type: Offensive
    Rank: S
    Range: Short – Mid
    Chakra Cost: 40
    Damage Points: 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

    Genjutsu: Gedoku | Illusionary Arts: Detox
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: After the user performs a string of three (3) handseals, he will put his opponent into a very powerful genjutsu that will trick his mind into an opioid withdrawal state, also known as detox. The effects of this genjutsu span over three (3) turns and if the opponent doesn't release from it, he will be left completely drained of strength and with no will to continue the battle. There are physical and psychological symptoms of withdrawal that affect the body, for the duration of the genjutsu. In the first turn of the genjutsu, the opponent will start feeling slight tremors, chills, itches and cramps in his muscles, all over his body. He will also feel dizziness and nausea. In the second turn he will start feeling more severe effects like, increased perspiration (sweating), tachycardia (increased heart rate) and general weakness all over his body. Regarding psychological symptoms he will start feeling anxiety, depression and paranoia. If the opponent doesn't release the genjutsu by then, he will enter the last stage of the genjutsu where he will experience extreme muscle and bone pain, followed by RLS (restless legs syndrome) which causes the body to shake uncontrollably. On the psychological side, the opponent will be completely overwhelmed and left without any will to continue battling and only wanting the pain to go away, crying for help. Using another genjutsu on the opponent, while this martyr genjutsu is active will dispel it because it requires precise and delicate chakra control in order to provoke such symptoms on the opponents brain.
    Note: No other genjutsu while this is active
    Note: No other genjutsu in same turn
    Note: Usable only once (1) per battle
    Note: Only McRazor can teach this
     
         
    Last edited by Ryūjin; 12-19-2013 at 02:27 AM.

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    Re: ☯ Dante's Customs

    ♤ Summoning | Crows ♤


    Summoning Animals

    Ω Giant Crows Ω

    Summoning Animal: Giant Crows
    Scroll Owner: Dante..
    Other Users who have signed contract: McKnockout, Drizzeh, Hisoka.., Tony Stark, Eddy-kun..
    Summoning Boss if existing: Black
    Other Summoning Animals tied to contract: Blaze, Fū, Aquarius and Hades

    Contract Approval

    ♧1. (Kuchiyose No Jutsu: Kuro) - Summoning Technique: Black
    Rank: Forbidden
    Type: Summoning
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: N/A (-20 damage to the user when summoned)
    Description: The user summons "Black" the boss of Crows, he is slightly larger than gamabunta and has an evil personality like Manda, he is a dead black colored and has thick black feathers , he can use lightning techniques up to S rank, also with his large wings he can use the wind element up to S rank as well , he can perform lightning and wind techniques that doesn't require the use of handseals, but in addition to that the user can make the handseals when he's on top of "Black" allowing Black to use any technique in the lightning element up to S-rank and every technique in the wind element up to S-rank, once per battle he can shoot a forbidden ranked lightning blast , but it extremely exhausts his chakra.
    Note: Only stays on the field for 5 turns
    Note: Can't use wind and lightning techniques in the same turn.
    Note: When shooting the forbidden lightning blast he can't use lightning techniques higher than A-rank and he can't use wind techniques at all.
    Note: Must have signed the Crows contract
    Note: Can only be used by ~Crow~

    ♧2. (Kuchiyose no jutsu: Sora No Aquarius) - Summoning Technique: Aquarius Of The Skies
    Rank: Forbidden
    Type: Summoning
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: N/A (-20 damage to user when summoned)
    Description: Aquarius of the high skies is a large female Crow and she's Black's (the boss of crows) wife, she has slighty pale blue colored feathers, she was given the name Aquarius due to her ability to use the water techniques up to S-rank without having to use a water source in order to perform them, She has trained in the water element since the day of her birth and grown greatly accustomed to the water element therefore in order for her to use water techniques that uses handseals in order to be performed, the user needs to make one handseal when he's on top of her head for every water technique she wishes to use that require handseals, although she has large wings she can't use the wind elemental techniques efficiently as other crows could, but instead she can deflect wind techniques up to A-rank by infusing her wings with chakra and flapping them making a large wind vortex at the desired wind technique that count towards one the users moves, Once per battle can Aquarius shoot a large condensed beam of water that reaches the forbidden rank in power but it extremely exhausts her chakra making her unable to use water techniques higher than A-rank and cannot deflect wind techniques anymore.
    Note: Stays on the battlefield for 5 turns
    Note: Can only cancel out A-rank wind techniques 2 times per battle
    Note: Must have signed the Crows contract
    Note: Can only be taught by ~Crow~

    ♧3. (Kuchiyose No Jutsu: Kaen No Kasai Karasu) - Summoning Technique: Blaze
    Type: Summoning
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user bites his thumb and wipes blood over a tattoo placed on the back of his hand and slams his hands on the ground to call forth the legendary fire crow, the fire crow is half the size of Gamabunta,what makes him special than other crows is the manipulation of the fire affinity, from his birth he was training to master the fire element and becomes more accustomed to it, therefore he can use the fire element up to S-rank techniques without the use of handseals in order to perform the fire techniques, he has thick feathers that makes him immune to fire techniques from A-rank and below,whenever this crow performs a fire technique it gets enhanced by +15 additional damage points due to him using more chakra in order to perform the fire technique required.
    Note: Can only be summoned once per battle
    Note: Stays on the field for 5 turns
    Note: Must have signed the crows contract
    Note: Can only be taught by ~Crow~

    ♧4. (Kuchiyose No Jutsu: Fū) - Summoning Technique: Fū
    Type: Summoning
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A [+5 to wind based techniques]
    Description: The user bites his thumb and wipes blood across a tattoo that's located on the back of his hand summoning Fuu a giant crow, Fuu is half the size of Gamabunta, he has thick black feathers all over his body and two lines of grey feathers across his belly and his wings, ever since Fuu was born he was trained in the arts of the wind release and can use up to S-ranked wind techniques without having to use a handseal in order to perform them, being greatly accustomed to the wind element and specially because he's a giant crow with giant wings a special ability was unlocked when he mastered the wind element, Fuu can use 2 wind techniques at the same time by gathering chakra in both his wings and belly, by flapping his wings and using his mouth as a medium he can use a wind technique by shooting it from his mouth and another wind technique by flapping his wings at the same time, due to this particular special ability his wings are lighter than any other crow and his feathers aren't as thick as other crows not granting him any immunity against wind elemntal techniques whatsoever, his ability in using the wind element has increased rapidly to the point where he performs each wind technique with more chakra than the wind technique requires originally, boosting any wind technique he uses by +5 damage points.
    Note: Can only be summoned once per battle.
    Note: Stays on the field for 5 turns.
    Note: Ability to use two wind techniques at the same time can only be used twice per battle, and only up to A-rank per technique.
    Note: Using two wind techniques simultaneously counts as 2 moves of the user's moves allowed per turn.
    Note: Must have signed the Giant Crows contract.
    Note: Can only be taught by ~Crow~

    ♧5. (Kuchiyose No Jutsu: Naraku) - Summoning Technique: Hades
    Type: Summoning
    Rank: S
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: N/A [+10 to The summoner's Fire techniques]
    Description: The user bites his thumb and gathers a large amount of chakra then afterwards he makes a handseal summoning "Hades" on the user's right shoulder, Hades is an elderly Crow at the same size of the elder Toad Fugasaku, he's all covered in black feathers from all over his body with two bright white lines across all of his body, Hades was born with the natural affinity of the fire release and used to master all of the fire techniques but due to his elderly age he can't perform any fire techniques anymore, but instead when he's staying on the user's shoulder or in other words having a physical contact with the user, he injects his fire chakra into the user's body accelerating the speed of the user's fire chakra when it's gathered by the user and increasing the amount, thus making less time for the user to perform fire techniques and allowing the user to perform fire techniques with one less handseal than it originally requires as well as boost their strength by +10 damage points. Another special ability that the crow possess is that he can sacrifice itself and injecting all of it's chakra to the user to boost the next fire technique that the user uses by +20 damage points and immediately vanishes from the battlefield afterwards.
    Note: Can only be summoned once per battle.
    Note: Stays on the field for 5 turns.
    Note: The user can't use any Water based techniques when Hades is injecting his body with Fire chakra due to the negative chakra natures of Fire and Water.
    Note: Must have Mastered the Fire release.
    Note: Must have signed the Crows contract.
    Note: Hades's ability to inject the user with fire chakra must be used within 3 turns after he's been summoned.
    Note: Can only be taught by ~Crow~


    Crow Arts

    3. (Karasu Geigei: Danmaku Karasu no Jutsu) - Crow Arts: Barrage Of Crows Technique
    Type: Supplementary/Offensive
    Rank: C
    Range: Short - Long
    Chakra Cost: 15
    Damage Points: 30
    Description: The user forms a string of two handseals [Horse → Ram] summoning a massive number of crows around the opponent from every direction forming somewhat a whirling formation as they are circling around the opponent forming the shape of a tornado made of crows, because of the massive number of crows the opponent's vision is completely blinded from seeing the user or anything around him in a range, on the user's commands via chakra, all of the crows change their course and fly towards the opponent from all directions piercing him and cutting his skin as well as feasting on his flesh by their strong beaks.
    Note: Can only be used 5 times per battle.
    Note: Must have signed the crows contract.

    4. (Karasu Geigei: Karasu Kyuuzō No Jutsu) - Crow Arts: Crow Explosion Technique
    Type: Supplementary/Offense
    Rank: C
    Range: Short - Long
    Chakra Cost: 15
    Damage Points: 30
    Description: This is a ninjutsu technique in which the user infuses normal sized crows with a large amount of chakra, creating a large deal of pressure in the crow's body formed by the compression of chakra into the crow's body, causing the crows to explode each forming an explosion that has the same power and range of an explosive tag, this technique can only be used to infuse small sized/normal sized crows and causing them to explode, and cannot be used to cause large sized crows to explode, for this to work the targeted crows that are going to be infused with this chakra must be already present on the field, and must be summoned by the user of this technique.
    Note: Can only be used 5 times per battle.
    Note: Must have signed the Crows contract.
    Note: Can only infuse a maximum of 4 crows at a time and can't be used more than once per crow or once per turn.

    5. (Karasu Geigei: Shikkyaku Kyōi) - Crow Arts: The Falling Menace
    Type: Offense
    Rank: B
    Range: Short - Long
    Chakra Cost: 20
    Damage Points: 40
    Description: After forming a string of 2 handseals {Horse → Bird} The user releases his chakra over the opponent's location summoning a giant crow that's on the same size of Gamabunta, the Crow however is summoned upside down having it's beak facing the ground with it's whole body facing the sky, as the Crow is summoned he forms a fast rotating around himself forming a giant drill with it's beak as the center of the drill, falling onto the opponent from above and drilling into them, The Crow is summoned above the opponent's location by 10 meters.
    Note: Can only be used 4 times per battle.
    Note: Must have signed the crows contract.

    (Karasu Geigei: Hari Yobouchūsha) - Crow Arts: The Needle Shots
    Type: Supplementary/Offensive
    Rank: B
    Range: Short - Mid
    Chakra Cost: 25
    Damage Points: 40
    Description: The user forms a string of two handseals [Horse → Tiger] summoning a massive number of crows around the user.Then the user directs the crows to attack the opponent by making them release their feathers at the opponent and when the feathers hit or go near the opponent,the user can make the feathers explode at any time.
    ❖ Can use this technique 2 times per battle
    ❖ Must have signed the Crow contract

    (Karasu Geigei: Hari Yobouchūsha) - Crow Arts: Blackness
    Type: Supplementary/Offensive
    Rank: A
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: 60
    Description: The user forms a string of two handseals [Ram→ Tiger] summoning a massive number of crows around the user.Then the user directs the crows to fly at the opponent at high speed and then once the crows surround the opponent,the user makes the opponent think he is in pure blackness and that he is getting stabbed by feathers.
    Note: Can use this technique 2 times per battle
    Note: Must have signed the Crow contract

    6. (Karasu Geigei: Kuroi Umō Renda) - Crow Arts: Barrage Of Black Feathers
    Type: Offense
    Rank: B - S
    Range: Short - Long
    Chakra Cost: 20 - 40
    Damage Points: 40 - 80
    Description: This technique is solely used by Crows with no exceptions, The Crow that's utilizing this technique opens his mouth while concentrating a great deal of pure chakra into his belly, forming the chakra into a large number of feathers which attain a solidified form through the concentration of chakra making it as hard as Iron, the Crow releases the feathers at the target through his beak, these feathers are pitch black colored attaining the same color as the feathers which are covering the crows body from the outside, the feathers range depending on the size of the Crow that is releasing the feathers, the bigger in size the bigger feathers released from it's beak up to the size of a normal sized Katana which is the biggest size the feathers could get and classified as an "S-rank", for this size of feathers the Crow that's releasing the feathers must be at least half the size of Gamabunta or bigger, any smaller sized crows than that release feathers that are the size of a kunai, if the Crows are normal sized the feathers they release are going to be the same size as a needle, having the size of a needle up to a Kunai is classified as a B-rank version of the technique.
    Note: The S-rank version can only be used once per battle.
    Note: If the S-rank is used the Crow cannot form an A-ranked or higher technique(s) the same and following turn.
    Note: The B-rank version can only be used twice per battle and once per turn
    Note: Must have signed the Crows contract

    (Karasu Bunshin no Jutsu) - Crow Clone Technique
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: N/A
    Description: The user performs the Tiger handseal, by doing this, 10 crows (per clone) "poof" in short range of the user. These Crows will then meet at a focal point, creating one image, that image is an exact clone of the original user. Because of the amount of chakra distributed in each clone, they can perform up to B rank techniques of the Basic 5 elements only.
    Note: Only two clones can be created at a time.
    Note: Only those who have signed the Crows contract may use this.

    (Karasu Genjutsu: Za Ikameshii Karasus' benkou) - Crows Illusionary Arts: The Majestic Crows' Speech
    Type: Supplementary
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: While a Crow summoning is in Play, the user may clap his hands together once, releasing his chakra. As basic genjutsu procedures, the chakra is used to disrupt the flow of chakra present in the victim's brain,which can disrupt the senses. As the genjutsu, the opponent experiences the summoned Giant Crow disperses into countless normal sized Crows. All the Crows then release a high-pitch cawing sound [this genjutsu is very short]. At the end of the jutsu, the opponent's ear drums will remain with a similar but very weak high pitch sound for that turn only, which means he will lose main use of his hearing for that turn only.
    Note: Usable twice per battle.
    Note: No genjutsu in the same turn or turn after.
    Note: Can only be taught by Drizzy or ~Crow~.
    Note: Must be a signer of the Crows contract.

    (Karasu Geigei: Ichi Hyaku Fi-dingu Karasu) - Crow Arts: A Hundred Feeding Crows
    Rank: S
    Type: Offensive
    Range: Mid to Long
    Chakra Cost: 40
    Damage Points: 80
    Description: Ichi Hyaku Fi-dingu Karasu is an advanced technique, It is said to bring great wrath upon the opponent. The user performs the Tiger, Dog, Rat, Ox and snake handseals. He will then clasp his hands together, releasing his chakra. Once this is done, the clouds begin to darken, the wind becomes violent. Once the first stage is completed, the technique starts to take shape. A hole will be created in the the sky, this hole will be the "eye", the point of focus. 100 crows will emerge from this hole in the violent weather, the wind currents aid them, as they rotate around the opponent, the sight is a tornado of Crows, with the opponent in the middle. The Crows will then charge onto the opponent, ripping his flesh, feeding on him. The jutsu must be casted mid/long range from the user, this way, the user himself escapes the wrath, the brutality of this technique.
    Note: Can only be used once per battle.
    Note: No S rank techniques for the next 2 turns.
    Note: Weather cannot produce Kirin.
    Note: Must have the Crow contract signed.
    Note: Can only be taught by ~Drizzy~ or ~Crow~

    7. (Raiton/Suiton: Saishuu Sabaki) - Lightning/Water Release: Final Judgment
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 100 [-40 to Black and Aquarius each]
    Description: This is a collaboration technique between "Black" the boss of crows and his wife "Aquarius of the skies" the queen of crows, generated by Black's strong affinity towards the lightning element and Aquarius's strong affinity towards the water element and a large amount of chakra released into Black and Aquarius giving them the necessary chakra to utilize this technique, and also by using both most of their chakra when they are summoned together side by side on the battlefield and on the user's command, Aquarius using her ability to utilize the water element without having to use a water source to blow a giant wave of water from her mouth that's equivalent in size to the water shockwave technique but shot directly at the opponent in the shape of a beam of water, while at the same time that Aquarius does this, Black utilizing his strong affinity towards the lightning element, being the most powerful giant crow that was ever born, he shoots a rapid stream of lightning energy along with the water that Aquarius is making at the shape of a crow made out of lightning energy that's so powerful that when mixing with the water wave it forces the water to take the same shape of the lightning stream, the aftermath of this technique is a Lightning/Water Crow that's on the same size as either of Aquarius or Black, towards the direction of the enemy, as both Black and Aquarius suffer a large amount of damage from this technique making them vanish from the battlefield leaving the user extremely exhausted afterwards.
    Note: Can only be used once per battle.
    Note: This can only be used by Aquarius and Black together not seperately.
    Note: The major requirement of this technique is that Aquarius and Black to be already summoned on the battlefield with separated summoning jutsus.
    Note: Because this technique requires a massive amount of chakra, both Black and Aquarius are unable to continue the battle due to the enormous chakra strain on their bodies, and vanish from the battlefield immediately.
    Note: No Lightning or Water jutsu higher then A-rank for the following turn, and S-rank the turn after.
    Note: The user's body becomes extremely slower than normal after the usage of this technique as the slightest movements affect him greatly and his body becomes extremely weak for 2 turns after the turn this technique is used the, however he's able to perform the handseals as normal.
     
         
    Last edited by Ryūjin; 12-19-2013 at 02:24 AM.

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    ♤ Katon | Fire Release ♤

    Fire Release Techniques
    (Katon: Kaji Kawari ) - Fire Release: Fire Substitute
    Type: Supplementary
    Rank: C
    Chakra Cost: 10
    Damage Points: N/A
    Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.

    (Katon: Katana Kaji) - Fire Release: Blade of Fire
    Rank: B
    Type: Attack
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
    Note: No sword intended

    (Katon: Yūdoku Kaen Hari ) - Fire Release: Toxic Flame Needle
    Type: Attack
    Rank: B
    Range: Mid - Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user lights their hari with their chakra.
    When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.

    (Katon: Kensei No Doragon) - Fire Release: Power of the Dragon
    Rank: B
    Type: Offense
    Range: Short
    Chakra Cost: 20 (-5 per turn)
    Damage Points: 40
    Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.
    Note: Can stay active for 2 turns at a time
    Note: Can't use water jutsu at the same time

    (Katon: Metsuryū Hokasui) - Fire Release: Dragon Slayer Fire Stream
    Type: Attack/Defence
    Rank: B
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.
    Note: Can only make max of 2 blasts per use

    (Katon: Kasai Kakujū) - Fire Release: 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: Bareru) - Fire Release: Barrel
    Rank: A
    Type: Defence
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
    Note: It is shaped like a cylinder. It does not have any open spaces except inside.

    (Katon: Kaji Mitsukai ) - Fire Release: Fire Angels
    Type: Attack/Supplementary
    Rank: A
    Range: Short - Mid
    Chakra Cost: 40 (40 for 20 Clones)
    Damage Points: 80
    Description: The user preforms the Rat,Tiger,Dragon and Dog handseals.
    These angels are like clones, but instead, they are made out of fire.
    When you get attacked the Angels/Clones will defend you or attack the opponent back.

    (Katon: Enkō Hebi) - Fire Release: Flame Serpent
    Type: Attack
    Rank: A
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will focus there Fire chakra, then release it creating a large serpent head made completely of fire that will ingulf the opponent causing suver burns.
    Note: Can only be used 3 time in battle
    Note: Only Orange-Hokage can teach this jutsu

    (Katon: Kōen Kei) - Fire Release: Flame Whip
    Rank: A
    Type: Attack
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60 (additional 15 to make it whip)
    Description: the user preforms 3 handsigns then shoots a long flame out of his mouth that looks similar to a flamthrower however by doing one more handseal you can make the flame can whip making it extremly difficult to dodge this jutsu
    -if handsign is done before hand can hit someone trying to dodge with hurrican fist or doton pillar
    ~Can only be taught by foamy

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

    (Katon: Kasai Hitoya) - Fire Release: Fire Prison
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra: 30
    Damage: N/A ( +10 if they touch the fire)
    Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user will gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but it will burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
    -Jutsu can only last for three turns
    -Can only be used or taught by Taiketsu Namikaze
    -Can be escaped by jutsu like "Hide like a mole" or with a powerful water jutsu

    (Katon: Kaisu No Kusa) - Fire Release: Fire Grass
    Type: Attack, Supplementary
    Rank: A
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
    Note: The fire will burn for two turns.
    Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
    Note: Can only be used once every four turns.
    Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

    (Katon: Hijōi) - Fire Release: Fire Coat
    Rank: A
    Type: Defensive
    Range: Short
    Chakra Cost: 30
    Damage Points: (-5 on the user)
    Description: The user focuses Katon chakra in his body. He highly compresses it, and then sends it out of his body. The output of it goes so fast and the amount of chakra is so big that it can’t be sucked in by any kind of chakra-leeching ability. This technique is used for the sole purpose of killing any kind of parasitic creature that is on the person. Zetsu spores for example can’t suck this in because of the rapidness and amount of chakra of this attack.
    Note: Can only be taught by Wesobi
    Note: This attack can’t be used to defend from wind attacks. The flames would go out of control and severely burn the user.
    Note: Can only be used to defend against any kind of chakra-leeching power
    Note: Can only be used twice.
    Note: The sudden outburst of chakra damages the user a little, though not enough for it to affect him for the rest of the battle

    [Ryūki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
    Type: Attack/Supplementary
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large soaring phoenix of flames. The mythical bird will then swoop up and into the foe at high speed. Not only can it cause very hot burns but can give a powerful hit upon contact as well. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground, but the user can explode it whenever it's needed.
    ~Usable twice per battle.
    ~Faust can only teach this.

    (Katon: Hisan Chōrui) - Fire Release: Flying Birds
    Type: Attack
    Rank: A
    Range: Mid - Long
    Chakra Cost: 25
    Damage Points: 50
    Description: You, concentrate your chakra into your hands and then release a wave of fire. Once, you're done you make flying birds (10) out of the wave of fire and direct them to at your opponent. When, it hits your opponent they start exploding. And, turning you're opponent to dust.
    But, on the other side this jutsu can be canceled by a stronger water jutsu.
    Note: The User Can Only Use This Jutsu Twice A Battle.

    (Katon: Sune-Ku Gogyou Tatsumaki) - Fire Release: Fire Snake Tornado
    Type: Attack/Defense.
    Rank: A
    Range: Mid
    Chakra Cost: 30
    Damage Points: 40
    Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her. And, after that it form it self in the form of a giant snake/hebi and forms a shield around the user it self a shield of fire. And, your oppont can not touch you.
    Note: Can only be used once.

    8. (Katon: Rēfudō) - Fire Release: Floating Ghosts
    Type: Defense
    Rank: A
    Range: Short
    Chakra Cost: 30 [+10 per turn to maintain active]
    Damage Points: N/A
    Description: After performing 3 handseals Boar → Monkey → Tiger the user convers the chakra inside their body into fire as they release it outwards, causing 3 floating demonic heads of fire to form around them in a spiraling manner , each of the orbs having an equivalent size to the "Big Ball Rasengan" technique, these demonic floating heads have the main purpose of protecting the user, as they continuously spin around the user in a motion that resembles planets orbiting around the sun, with the user's command via chakra, these floating heads "separately or all together" collide with other incoming techniques in order to cancel each other out, each of these floating demonic heads is able to withstand a C-rank elemental technique, two can withstand a B-ranked elemental technique, and altogether an A-ranked elemental technique however this doesn't apply to the water release techniques or any weakness that the fire release may have, it's only able to withstand 1 D-ranked water technique with 1 demonic head, 2 Demonic heads can withstand a C-rank water technique, and all together could withstand a B-ranked water technique, this applies to other Fire release's elemental weaknesses as well. along with being able to deflect/melt incoming normal projectiles weapons (kunais, shurikens, etc) sent towards the user.
    Note: Can only be used twice.
    Note: Lasts 3 turns once used.

    9. (Katon: Rēshushi) - Fire Release: Ghost Destruction
    Type: Offense
    Rank: A
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: After forming 5 handseals Bird → Boar → Monkey → Ram → Tiger the user concentrates a large amount of fire chakra throughout the ground, underneath the opponent's location, causing a Large sized demonic head made of flames to rise up out of the ground underneath the opponent's location in a vertical line, with it's mouth widening as it's opening in order to swallow the opponent and burn them, this demonic head is equivalent in size to the Earth Release: Great Stone Golem technique.
    Note: Can only be used twice.
    Note: No S-ranked fire techniques in the same turn.

    (Katon: Bōshi Kuruma) - Fire Release: Spinning wheel
    Rank: S
    Type: Offensive/Defensive
    Range: Short - Mid
    Chakra Cost: 40
    Damange Points: 80
    Description: The user will jump into mid-air and do 360° degree turn. While turning, he shoots two focussed amounts of Katon chakra out of his feet, sending two fireballs at the opponent. The first fireball is before the actual turn and the second one is made after the 360 ° turn (the user will do a sweeping motion with his foot while turning, and shoot out the second fireball at the end of the 360° turn.)
    Note: Can only be taught by Wesobi
    Note: The combined power of the two fireballs is the S-rank power, not separate.
    Note: Can't use S-rank and above Fire jutsu for the next turn.
    Note: Can only be used once

    (Katon: Pirittokuru no Tankyū) - Fire Release: Hot Pursuit
    Rank: S
    Type:Attack/Defense
    Range: Short - Long
    Chakra cost: 40
    Damage points: 80
    Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
    -Can only be used 2 times per battle
    -Can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
    -Must master katon and aact
    -Can't use it on the next turn

    (Katon: Ushiro Honō) - Fire Release: Back Flame
    Rank: S
    Type: Defensive
    Chakra Cost: 40
    Damage Points : N/A
    Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
    Note: can only be taught by Axle
    Note: it only has 3 shots
    Note: except Forbidden

    (Katon: Yūdoku Kaen) - Fire Release: Toxic Flame
    Type: Attack
    Rank: S
    Range: Short - Mid
    Chakra Cost: 40 (+10 if used twice in a row)
    Damage Points: 80
    Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.

    (Katon: Kōen Hek) - Fire Release: Flame Burst
    Type:Attack/Defend
    Rank: S
    Range: Short
    Chakra: 40
    Damage Points: 80 (-15 from heat exhaustion)
    Description: The user will chanel fire chakra into his/her sword, causing fire to surround it. After the first step is done, the user will thrust the sword into the ground causing a fire burst to rise up and around the user and comrades, protecting the people from incoming attacks from any direction except above. The fire is hot enough to burn a person who touches it alive.
    Notes:
    -Technique is active as long as the sword is in the ground. Once pulled out the technique cancels in seconds
    -Usable twice

    (Katon: Ai No Sono Kaen) - Fire Release: Eye Of The Flame
    Rank: S
    Type: Offensive
    Range: Short - Long
    Chakra Cost: 40
    Damage: 80
    Description: The user will make 4 handseals and gather all their Katon chakra into the palms of their hands in a compressed ball , they will then clap their hands together above their head and send a blast of fire all around them in one huge dome shape wave. The jutsu emits extreme heat from the fact that its katon and also because the katon chakra is compressed before it is released and is hence capable of burning down large trees, scorching boulders and even evaporating very small ponds and streams that get caught in the blast
    Note: Can only be used twice per battle.
    Note: This jutsu counts as 2 of the 3 per turn
    Note: No katon of A rank or higher on the next turn.
    Note: must wait one turn before using this jutsu again.
    Note: If used twice, no katon on the next turn after used twice.

    10. (Katon: Tsuin Kaen Doragon) - Fire Release: Twin Blazing Dragons
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After performing the following handseals (Ram → Horse → Bird → Tiger) the user takes a deep breath while gathering a large amount of fire chakra inside his lungs to shoot a huge fire stream similar to the one Oil flame bullet but in the shape of two dragons spinning around each other forming a drill of fire as the spinning dragons gain more speed when spinning around each other and the further they travel the faster they spin around each other, whenever the dragon's of fire are used after performing a wind technique that's possible to make a fire and wind combo, the dragons absorb the power of the wind as a fuel and grows rapidly in size as well as power.
    Note: Can only be used 2 times per battle.
    Note: No fire techniques higher than A-rank for the 2 turns.
    Note: Can only be used by ~Crow~

    11. (Katon: Rēdōrō) - Fire Release: Ghost Lantern
    Type: Offense , Defence
    Rank: S
    Range: Short
    Chakra Cost: 40 [+15 per turn to maintain active]
    Damage Points: N/A [+40 if shooting demonic floating heads]
    Description: After performing the Tiger handseal, the user converts their chakra into fire chakra creating a floating orb of fire near them, using shape manipulation to shape the orb into a large "ghost" of fire, which is floating into the air, this ghost of flames has a figure resembling a demon, with it's head similar to the "Fire Release: Demon Lantern" technique but on a larger size, this demon is roughly the size of the "Earth Release: Great Stone Golem" technique, this technique can be used as a defense in order to defend against incoming attacks, or attack the opponent by releasing several demonic floating heads that attack the opponent having the speed of the "Fire Release: Great Dragon Fire" technique and each of the heads is the same size as the Dragon head-shaped fireballs and reach up to Mid range from the floating ghost and counts as a B-rank Fire technique.
    Note: Can only be used once.
    Note: The floating heads attack counts as a move.
    Note: Lasts 3 turns once used.

    12. (Katon: Honō Funka) – Fire Release: Flame Eruption
    Type: Offensive
    Rank: S
    Range: Short – Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This is a collaboration technique between a shadow clone or a summoning which has the fire affinity, the user gathers a huge amount of chakra which he spreads through the air, this Fire technique is not used like other Fire techniques, for example to be released out of the user's mouth or around him, this Fire technique is a burst of flames that erupt out of an enclosed place of earth, it uses the earth to erupt as a medium, for example this technique can be used in conjunction with the "Earth Release: Opening Earth Rising Excavation" technique, to form an erupting Volcano, by erupting flames out of the circular "void" of the volcano that mixes with the earth to form Lava that erupts out of the Volcano's tip and drips down it's length, not only that, but it also can be used in enclosed places like in conjunction with the "Earth Release: Earth Corridor" technique, in which it causes the walls of the tavern to erupt flames burning anyone who's inside of it, it can be used in conjunction with any techniques similar to the ones mentioned previously in which they "surround" or trap the opponent, however it's downside is that it can't be used in an area that doesn't surround the opponent, meaning it can't just come out of the ground beneath the opponent for example, unless they have "walls" around them, when the fire erupts it's similar to the "Fire Release: Firing Biscuit" Technique, for this technique to be used, there should be a technique made that forms an enclosed place around the opponent which is a medium for this technique, so the shadow clone or the summoning that has a fire affinity can use this technique simultaneously as the enclosed earth forms.
    Note: Can only be used Twice per battle.
    Note: No S-rank or above Fire techniques in the next 2 turns.

    Taught to

    1- Mugen Ryukyu


    13. (Katon: Ryūhonō kyūzō) – Fire Release: Dragon Flame Explosion
    Type: Offensive
    Rank: S
    Range: Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: This is a variant of the original "Fire Release: Twin Crushing Meteors" technique, in which after the user forms 4 other handseals, a portal is created above the opponent which is similar to the "Earth Release: Sticky Earth Drop" technique, summoning one Large sized dragon that heads onto the opponent from above him, when used solely this technique can only make the dragon that hits the opponent head on delivering burning damage to them, however when this technique is used after/in conjunction with the "Fire Release: Twin Crushing Meteors" technique the Fire dragon and the two meteor sized fireballs resonate with one another, forming a semi transparent pyramid shaped barrier of fire around the opponent which can be clearly seen with normal eyes, which explodes eradicating anyone within the barrier, The Dragon is normally made at least 5 meters above the opponent's height.
    Note: Can only be used twice.
    Note: No S-rank or above fire techniques for the next turn.

    Taught to
    -1 -Omegā-

    31. (Katon: Kaen Bōrei Mōdo) – Fire Release: Inferno Mode
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: This is an advanced fire release technique which is unlocked after gaining mastery of the fire release, after the user gathers a huge amount of Fire chakra all over his body, basically converting most of their chakra into fire chakra inside of their body. The user undergoes a special state where he becomes covered in a fire aura, like a faint blazing red aura around his body that's resonating as long as the technique is active, this aura doesn't grant the user any defensive capabilities whatsoever, however it allows the user to power up his Fire techniques alone in rank, meaning that any Fire technique that the user uses while this technique is activated will gain an additional rank. Like A-rank fire techniques when used while this technique is active will become S-ranked, the reason for the boost in rank is that the user utilizes double the amount of chakra that the fire techniques requires, so if a technique requires an amount of 40 chakra points, the user performs it with 80 chakra points instead, similar to how Naruto does with the Rasengan by compressing and utilizing more chakra he upgraded it into the Big Ball Rasengan. Maintaining this technique is rather difficult and requires vast amount of chakra from the user, so they can only be maintained for a limited amount of time, while in this technique the user will be incapable of using any water techniques, as well as the wind techniques the user uses while in this mode will lose one rank, so if the user uses a B-rank wind technique it will become a C-rank, this technique also puts a huge strain on the user's body, decreasing their speed by half of the original amount, however they are still capable of stringing handseals just as fast as they were capable of before.
    Note: Can only be used once per battle.
    Note: Only up to S-rank Fire Release techniques can be boosted and S-Ranks are still S-Ranks just with +20 damage.
    Note: Lasts for 4 turns.
    Note: After the technique deactivates the user will be incapable of using Fire techniques for 3 turns and can't mold chakra above S-Rank for 4 turns.

    Taught to
    1- Madāra Uchiha

    (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~

    [Nenshou Haigara Ryuuki Fenikkussu no Jutsu] ♦ Burning Ashes Rising Phoenix Technique ♦
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50 [+30, when the user takes the second deep breath]
    Damage Points: 90 [+20, when the user takes the second deep breath]
    Description: This technique can only be used after using ♦ Rising Phoenix Technique ♦ in which it utilizes the blazing ashes left over from the jutsu. The ninja does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blast a streaming jet of fire into the centre of all the ashes, which then spreads out into all the blazing flames and they all ignite and burst up in a giant circular wall of fire, spinning violently the blazing glare consolidates into a rapid moving giant sphere. Once the sphere is made, it then burst out and two phoenix like wings of fire blast outwards to the sides. Finally, with another deep breath through the nostrils, the fire out put will be increase and the blazing fire will rise back up into an even larger and stronger phoenix then before and the technique is basically repeated but with greater power. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground that can burn the surroundings.
    ~Usable once per battle.
    ~Only one other technique that turn, can be used before this technique. After this technique none can be used until next turn.
    ~No fire element for the next turn.
    ~No Taijutsu for next turn
    ~Faust can only teach this.

    14. (Katon: Kaen Karasu) - Fire Release: The Blazing Crow
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 100 [-40 to the user]
    Description: This is an advanced fire technique that's taught to the user by Blaze the legendary crow of fire and the most experienced crow in the fire release, this technique is given to the user after proving skilled enough in the arts of fire release and showing a sufficient amount of respect towards the crows, After the user forms a set of handseals (Ram → Monkey → Horse → Bird → Tiger) The user gathers a large amount of fire chakra into his lungs as well as inhale a large amount of air and mixes both air and fire chakra to create fire which is shot out of his mouth in the shape of a huge fire stream the same size as the "Oil flame bullet technique", immediately the user using his shape manipulation to turn the fire stream as it's shot out of his mouth into the shape of a soaring crow of fire At the size of the Blaze ball Technique scorching the ground as it heads for the target and making a noise equivalent to 100 crows screaming as it's heading for the opponent, this technique becomes exceptionally powerful if used after a wind technique that's possible to merge with this technique making it a fire/wind combination, the crow of flames absorb the power of the wind as fuel and becomes larger than it already is, but after this technique is used the user's body becomes extremely exhausted due to chakra overuse.
    Note: Can only be used once per battle.
    Note: The user is unable to use fire techniques at all for the next 2 turns.
    Note: This technique counts as 2 moves of the 3 moves allowed per turn.
    Note: This technique puts a huge strain on the user's body in the following turns due to the chakra overuse the simplest movements puts a huge strain on the user's body and the speed of the user drastically decreases for the next 3 turns.
    Note: Can only be taught by ~Crow~

    15. (Katon: Tsuinassai Ryūsē) – Fire Release: Twin Crushing Meteors
    Type: Offensive/Supplementary
    Rank: Forbidden
    Range: Mid
    Chakra Cost: 50
    Damage Points: 90
    Description: After performing a set of 4 handseals, the user gathers a huge amount of fire chakra and releases it into the air, causing a portal similar to the "Sticky Earth Drop" technique to open to either of two opposite sides of the intended target, each portal is released 15 meters away from the opponent basically a Mid range to both of his sides, summoning two identical meteor sized fireballs which are extremely compressed towards the opponent, approaching him from the two opposite sides, when the Fireballs each are 10 meters away from the opponent they resonate with each other, causing a "link" of fire to spread out connecting the two fireballs resulting in a ring of fire that's made around the opponent, entrapping him in the area he's in, however the opponent can escape vertically upwards since the ring of fire doesn't cover above him it only covers around him, the heat released from these two fireballs are enough to cause sweat to drip down the opponent's body when it's summoned out of the portals, letting him know the danger he's in, each Meteor sized fireball is considered an S-rank Fire technique, since it's an Forbidden-rank divided in two, when hit by either fireballs, anything caught in between the two fireballs will be crushed and burned severely.
    Note: Can only be used once.
    Note: No S-rank Fire Release or above techniques in the next turn.
    Note: -15 Damage to the user due to the sudden chakra exhaustion

    Taught to
    1- -Omegā-
     
         
    Last edited by Ryūjin; 07-28-2014 at 03:39 PM.

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    Re: ☯ Dante's Customs



    ♤ Fūton | Wind Release ♤

    Wind Release Techniques
    (Fūton: Henteko Kunai) - Wind Release: Strange Kunai
    Type: Attack
    Rank: B
    Range: Mid - Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.

    (Fūton: Tsuki Ken) - Wind Release: Moon Blades
    Type: Attack
    Rank: B
    Range: Mid - Long
    Chakra Cost: 25
    Damage Points: 40
    Description: The user focuses their Wind Chakra into their hands a molds it into 2 circle shapes then will throw them at the opponent, once the circles leave the users hands they will then transform into 2 cresent moon shapes slishing the opponent.
    Note: Can be used 3 times per battle.
    Note: Can be use/taught by Orange-Hokage.

    (Fūton: Kaze Tengai) - Wind Release: Wind Dome
    Type: Supplementary/Attack
    Rank: A
    Range: Mid - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user creates a dome filled with wind with their chakra.
    When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.

    16. (Fūton: Uyoku Enzeru) - Wind Release: Take Flight
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra Cost: 30
    Damage: 60
    Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.
    Note: Can only be used 4 times per battle.
    Note: as long as this technique is active the user cannot use any fire based techniques
    Note: Can Only be used by ~Crow~

    Taught to

    1- Mugen Ryukyu


    (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~

    (Fūton : Rippō 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.

    (Fūton: Kaze Kei Kadō) - Wind Release: Wind Whip Vortex
    Type: Attack
    Rank: A
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
    Note:
    -After the vortexes are released the whip will dissipate
    -Can only be used 3 times per match

    (Fūton: Torune-do Rasen) - Wind Release: Tornado Spiral
    Type: Supplementary
    Rank: A
    Range: Short - Long
    Chakra Cost: 25
    Damage Points: N/A
    Description: The user, focuses their wind chakra, creating rapid rotations around the lower section of the body, this rotation forms a spiralling tornado shaped gust of wind which is used to quickly transport the user [it races across the ground/air]The wind only rotates around the body, it does not partially transform the lower section. This technique can also be released if preferred by forming a hand gesture, the tornado will continue towards the opponent. If not, the user can also perform the hand gesture to stop the jutsu, the decision must be posted in the move.
    Note:
    ~Can only be taught by ~Drizzy~
    ~Can only be created around the user
    ~Usable only three times per battle

    (Fūton: Uindo Riba-su) - Wind Release: Wind Reverse Wall
    Rank: S
    Range: Short (Front of user)
    Chakra: 40
    Damage: 80
    Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.

    (Fūton: Kaze Hando) - Wind Release: Hand Of Wind
    Type: Offence/defence
    Rank: S
    Range: short
    Chakra: 40
    Damage: 80
    Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
    - can only be taught by igneel
    - no hand seals required
    - cannot use any wind jutsu of A rank and above for 2 turns
    - Can only be used 3 times

    (Fūton: Tenrai Kōgi) - Wind Release: Divine Justice
    Rank: S
    Type: Attack/Defense
    Range: Short - Mid
    Chakra Cost: 40
    Damage: 80 (-15 to user)
    Description: The user releases his Fuuton chakra into the air surrounding him which allows him to manipulate the air. A large amount of wind will begin to spin around the user and will quickly form a 360 degree dome surrounding him. The dome consists of slashing wind which rotate at high speeds and will severely slice anything that comes in contact with it. This jutsu serves as an attack and defense, and is able to withstand all elemental attack up to S-rank except for A-rank and above Katon attacks.
    - The user takes 15 damage due to his proximity to the slashing wind.
    - Can only be used twice
    - No S rank wind techniques the following turn.
    - Must wait at least 2 turns to be used again.
    - Can only be taught by McKnockout

    (Fūton: Kaze Disuku) - Wind Release: Disks of Wind
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.
    ★ can only be taught by ddkcwill
    ★ Needs to have Wind Mastered

    (Fūton: Mizu debaida) - Wind Release: Water Divider
    Type: Defence
    Rank: S
    Range: Short - Long
    Chakra cost: 40
    Damage Points: N/A
    Description:The user performs one handseal, after that, he releases a wave of wind which parts any technique consisting of water eg.waves.
    ★ Can only be used three times per battle
    ★ can only part S Rank and lower water techniques.

    (Fūton: Washi's Doki) - Wind Release: Eagle's Wrath
    Type: Attack
    Rank: S
    Range: Mid - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will make three handsign and quickly release a large amount of Fuuton chakra into the air. Using shape manipulation, he will form a giant eagle in the sky, the eagle will flap its wings and severely strong slicing winds will come crashing down onto the opponent.
    *Note: Can only be used once per battle
    *Note: No S-rank or higher Fuuton techniques for the next turn.
    *Note: Can only be taught by Kaien..

    (Fūton: Tora no Kamikaze) - Wind Release: Tigers of the Divine Winds
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points:80
    Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
    -Can only be used twice per battle
    -No other wind related techniques on the same turn and the following
    -Can only be taught by Gin-San
     
         
    Last edited by Ryūjin; 12-10-2013 at 05:42 PM.

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    Re: ☯ Dante's Customs



    ♤ Suiton | Water Release ♤

    Water Release Techniques
    (Suiton: Mizu Kabe) - Water Release: Water Wall
    Type: Defence
    Rank: B
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.

    (Suiton: Dekisui Ejiki ) - Water Release: Drowning Prey
    Rank: A
    Type: Attack
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does the Tiger hand seal to create a creature underwater. This creature pulls his/her opponent down through the water, making them drown.

    (Suiton: Mizu Ude Mori) - Water Release: Water Arm Lance
    Type: Offensive
    Rank: A
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses water chakra into theyre arm and when they punch forward they release it creating a water lance with the diameter of theyre arm which shoots forward forming into a complete lance up to mid-range. The lance is dense and solid enough to have a sharp piercing point.

    (Suiton: No namida wa, kanashimi) - Water release: Tears of Sorrows
    Type: Defensive/Supplementary
    Rank: A
    Range: Self - Short
    Chakra cost: 25
    Damage points: 40
    Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.
    Notes:
    • Can only be taught by ZeroGarra.
    • Can only be used three times per battle.
    • This jutsu lasts for 1 turn

    (Suiton: Sui Mizu) - Water Release: Acid Water
    Rank: A
    Type: Attack
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.

    (Suiton: Tako no Shokushu) - Water Release: Octopus Tendrils
    Type Defensive/Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will create a orb of water around the to protect themselves.The can split the dome into many tendrils that can whip, slash and pierce nearby enemies.
    * While inside the dome you are very open to b rank raiton techs*
    * Can Only Be Taught By ROTM*

    (Suiton: Mizu Re-za) - Water Release: Water Laser
    Rank: A
    Type: Attack
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: the user shoots water out of his fingers in the form of an extremely quick, and narrow stream of water. The user then injects lightning chakra into the stream to allow it the strength to cut through rocks and paralyze the opponent if hit. It travels to a mid-ranged opponent in the blink of an eye.
    Note: Permission was given to Hellsbadass and ~Crow~ to use this jutsu

    (Suiton: Umi Nami) - Water Release: Sea Wave
    Rank: A
    Type: Offense/Deffense
    Range: Short - Mid
    Chakra cost: 40
    Damage points: 40 (If used in conjuction with lighting - 60)
    Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.
    Note: Can only be taught by PowerOfDarkness.
    Note: Can only be used 2 times per battle.
    Note: No water jutsu for the next turn.

    (Suiton: Tengai Dekisui) - Water Release: Dome of Drowning
    Rank: S
    Type: Attack
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown

    (Suiton: Tenshoku Sono Kraken) - Water Release: Calling Upon the Kraken
    Type: Offensive
    Rank: S
    Range: Mid - Long
    Chakra Cost: 40
    Damage Points: 80 (10 Damage Points to User)
    Description: This technique if the target is standing on a large body of water. An extremely powerful technique that requires a strong bond to the water element as well as a lot of chakra. In addition the jutsu requires a small blood sacrifice to be dropped into the body of water where the jutsu will be used. After the handseals and sacrifice is made, the user will place his hands down on the water and channel their chakra throughout the water. After a while, eight large water tentacles, that resemble octopus tentacles,will emerge from the depths and attempt to trap the target by wrapping around it. If and when ensnared, the tentacles will drag the victim into the water and then retreat back from whence it came.
    *Note*: Can be only used Once.
    *Note*: No S-Rank Water Jutsu after this technique.
    *Note*: Must Learn from ~Sanji~

    (Suiton: Mizu Bunshi) - Water Release: Water Molecules
    Rank: Forbidden
    Type: Supplementary
    Range: Short - Mid
    Chakra Cost: 80
    Damage Points: N/A [15 damage per turn]
    Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
    Note: Can only be taught by Axle
    Note: Lasts 5 turns
    Note: Can only be used once per battle
    Note: After this technique is done the user can't user any A-rank and above water jutsus for 3 turns
    Note: Can be used as a water source
     
         
    Last edited by Ryūjin; 06-26-2012 at 11:25 PM.

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    Re: ☯ Dante's Customs



    ♤ Raiton | Lightning Release ♤

    Lightning Release Techniques
    (Raiton: Ningen Denchi) – Lightning Release: Human Battery
    Type: Attack/Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage: 40 (+20 to A rank lightning and below)
    Description: By generating electricity within his body, the user can increase the power of his next lightning jutsu. The electricity can also be discharged from the user's body to shock a nearby enemy.
    Note: Usable 4 times per battle
    Note: No earth or wind jutsu while the charge is present
    Note: Can only be taught by Shin-Akira

    (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: Genwaku Hirameki) – Lightning Release: Blinding Flash
    Type: Attack/Defence
    Rank: A
    Range: Mid – Long
    Chakra cost: 30
    Damage Points: 60
    Description: This jutsu is for quick defence. The user focuses their chakra into their hands and rubs them together to make a flash. That flash then blinds the user for a few seconds or minutes (More chakra means longer time). After they revive their eye sight,their vision is very blurry.

    (Raiton: Shingai Nami) – Lightning Release: Shock wave
    Type: Attack
    Rank: A
    Range: Short – Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses chakra in a piece of string. When the chakra reaches the string, it should create a shock wave. When the user hits the opponent with it, their skin will set on fire and peel of slowly.

    (Raiton: Ikazuchi Kumo Ame Borito) – Lightning Release: Thunder Cloud Raining Bolts
    Type: Supplementary
    Rank: A
    Range: Short – Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user sends chakra into the sky and then causes the sky to rain, sending loads of lightning bolts crashing down at the enemy. Even if the enemy dodges the technique it will go into the ground and weaken all the surrounding earth around them.
    - Can only be used three times a battle
    - Up to six lightning bolts can be directed and shot

    (Raiton: Erekutorikku Baburu) – Lightning Release: Electric Bubble
    Rank: A
    Range: Short – Mid
    Type: Offense/Defense
    Chakra: 30
    Damage: 60 (+10 if used with a water jutsu)
    Description: The user gathers up Raiton chakra into the center of his body and releases it around his body in the shape of a bubble which protects the user as a shield.The user can also use the bubble for offense by stretching out both his arms and expanding the bubble up to mid range shocking and stunning the opponent.If the bubble is touched by the opponent the bubble automatically bursts dealing more damage to the opponent by sending electricity through the opponents body.The user can use a Water jutsu before this one to increase it's power.
    - Can only be taught by SilverMoon1996
    - The opponent is unable to move for one turn after he touches the bubble.
    - Can only be used 3 times per battle.

    (Raiton: Sen Tomoshibi) – Lightning Release: Beam of Light
    Type: Attack
    Rank: S
    Range: Mid – Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses chakra into his/her lungs or mouth.
    Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.

    (Raiton: Naibuteki Raikō Dageki) – Lightning Release: Internal Lightning Shock
    Rank: S
    Type: Attack
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
    ~Can only be used once per battle~
    ~Can only be used by me and who I teach~

    17. (Raiton: Hekireki Taihō) – Lightning Release: Lightning Cannon
    Rank: S
    Type: Attack
    Range: Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
    Note: Can only be used 3 times per battle
    Note: No Lightning techniques higher than A-rank for 2 turns
    Note: Can only be taught by ~Crow~

    (Raiton/Doton: Enkei Nokogiri) – Lightning/Earth Release: Circular Saw
    Type: Attack
    Rank: S
    Range: Short – Long
    Chakra cost: 60
    Damage Points: 20x3
    Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
    Note: Can only be taught by Loki.
    Note: Can only be used 1 time per battle.

    (Raiton: Denki Bakuhatsu) – Lightning Release: Electric Explosion
    Rank: S
    Type: Offense
    Range: Short – Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
    ~This Jutsu can only be used twice per battle
    ~This Jutsu can only be used every 2 turns
    ~Can only be taught by Naruto41698
    ~The user can't use any Lightning Jutsu until they can use this jutsu again

    (Raiton: Keshi Makuga Hara) – Lightning Release: Blades of Honor
    Rank: S
    Type: Offense/supplementary
    Range: Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
    Note:
    -Can be used up to 1 times in a battle.
    -doujutsu's can see through ground and can respond to it.
    -Only those who has mastered Raiton can use this.
    -You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
    -In the next turn, you can't use any higher then a B-ranked lightning justu
    -Can be taugh only by Dr. House

    (Raiton: Mitsudomoe) – Lightning Release: Tri-Tomoe
    Rank: S
    Type: Offensive
    Range: Mid – Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After weaving the required handseals, the user will then focus their raiton chakra into their palm, using shape manipulation to create three tomoe's of lightning, connected in a triangular formation by smaller bolts of lightning. The user will then throw the triangle in a simmilar fashion to how Naruto throws the Rasenshuriken in Sage Mode. When the triangle makes contact with another object, it will errupt into a pillar of lightning one foot in diameter, streatching into the heavens.
    ~Can only be used twice per battle
    ~Can only be taught by Sharingdork

    (Raiton: Raikō Myaku) – Lightning Release: Lightning Pulse
    Type: Attack
    Rank: S – Forbidden
    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.
    - 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.

    (Sōdai Ikazuchi Tori Mōdo) – Majestic Thunderbird Mode
    Type: Attack
    Rank: Forbidden
    Range: Short
    Chakra Cost: 50
    Damage Points: N/A (-50 to the user)
    Description: the user unlocks all the lighting chakra they have. The lightining chakra is pushed to every point in the body creating like armor made out of pure lightning chakra. The chakra wraps around their head and is then molded to form the shape of a head of a thunderbird. Near their feet the chakra envelops them and forms into the shape of talons. A structure forms out of the back of the user as the shape of large thunderbird wings that are made of pure lightning chakra but they do not grant the user flight of any kind. This mode creates a large yellow aura around the user in the shape of a large bird. The user is able to move at the speed of which their movements seem like a blur to the opponent yet can still be traceable by the naked eye. While in this Mode the user can only use lightning jutsu, taijutsu, ninjutsu and genjutsu. All lightining jutsu get +15 strength. After this jutsu is deactivated the user is extremely exhausted and they cannot use any lightning jutsu for 3 turns. Also after this mode is deactivated the user can only use A-rank and below jutsu for 2 turns due to the exhaustion and lack of chakra. Also the user is very vulnerable to wind jutsu. Water jutsu won't effect the user in terms of electrocution, for example the person can swim in water completely fine without the fear of getting electrocuted.
    (Usable only 1 times per battle)
    (lasts 4 turns)
    (Can only be taught by Daemon)
     
         
    Last edited by Ryūjin; 07-02-2013 at 03:36 AM.

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    Re: ☯ Dante's Customs



    ♤ Doton | Earth Release ♤

    Earth Release Techniques
    (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: Daichi Bokudan) - Earth Release: Earth Bomb
    Rank: C
    Type: Supplementary
    Range: Short - Mid
    Chakra Cost: 15
    Damage Points: 30
    Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent.

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

    (Doton: Tsuchi Hēka) - Earth Release: Earth swords
    Type: Supplementary
    Rank: B
    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~

    (Doton: Mokuzou Yaiba) - Earth Release: Wooden Blade
    Type: Attack
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage Points: 40
    Description: The user creates a wooden blade. When the blade contacts something, it slices through just like any other blade. This blade evaporates when touched by fire.

    (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
    Note: The enemy needs to be standing on mud.

    (Doton: Bakuhatsuteki Iwa) - Earth Release: Exploding Rocks
    Rank: B
    Type: Offense
    Range: Mid - Long
    Chakra cost: 40
    Damage points: 60
    Description: The user molds his Earth Chakra in his hands. Then he slaps his hands on the ground releasing the chakra he has molded and puts 2 explosive tags on the ground. As a result 2 large rocks are formed, taking the 2 explosive tags inside them. Then the user can send the rocks against the enemy. After the rocks come closer to the enemy the explosing tag inside the rock explode and doing some damage to the enemy.
    Note: Can only be taught by PowerOfDarkness*

    (Doton: Rando Funnu) - Earth Release: Raging Land
    Type: Supplementary/Attack
    Rank: A
    Range: Mid - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses chakra into the ground, causing pieces of land to rise up. Beside the rose up lands are sharp spikes that will also be created
    with chakra.

    (Doton: Suraidingu Kabe) - Earth Release: Sliding Walls
    Rank: A
    Type: Defence
    Range: Short - Long
    Chakra cost: 30
    Damage Points: N/A
    Descripton: This jutsu requires the dragon hand seal. It is only 2 moving walls that protect you from different jutsu

    (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: Tsuchi Keiro) - Earth Release: Earth Path
    Type: Offensive/Defensive
    Rank: A
    Range: Short - long
    Chakra Cost: 30
    Damage Points: 60
    Description: After performing two simple hand seals(Tiger & Dog) the user will stomp onto the ground creating a long path of earth which the user can cause it to rise up and flip his/her target backward, The user can control this path of earth like a dragon(but doesn't take form of a dragon)to allow the user to ride on it to avoid certain jutsu or can even send it to crush his/her opponent.
    Can be only taught/use by T.O.P.
    Can be only use three time per battle

    (Doton: Kyokan Mukade) - Earth Release: Giant Centipede
    Type: Attack
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
    Note: Can only be used 3 times per battle.
    Note: Faust can only teach this.

    (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: Daichi Kunai) - Earth Release: Earth Kunai
    Rank: S
    Type: Attack
    Range: Mid - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.

    (Doton: Kōmaru No Ishi) - Earth Release: Balls Of Stones
    Type: Offensive
    Rank: S
    Range: All
    Chakra Cost: 40 (+20 more for each 2 additional balls)
    Damage: 80
    Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.
    Note: Can only be used 3 times in battle.
    Note: User can´t use any Water Technique in next 4 turns.
    Note: Can only be taught by Migualon J.J.

    (Doton: Koroseumu) - Earth Release: Colosseum
    Type: Supplementary.
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.
    -Note: Can only be used once per match.
    -Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
    -Note: Can only be taught by Gobi Gobletsson.
    -Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.

    (Doton: Hisan Kobushi) - Earth Release: Flying Fist
    Type:Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After performing a single handseal and coating the one of the user's fist with earth chakra, he is able to put his hand forth and launch a fist made of earth. For every second that fist travels in the air towards the enemy, it get's bigger and bigger. The further the enemy, the more it packs a punch.
    Usable two times per battle
    ~Can only be used/taught by ~Yondaime~
    ~After a few minutes if the user doesn't launch it, the user's hands would grow weary and tired due to the sheer weight of earth on his fists.

    (Doton: Kōdo Ohajiki) - Earth Release: Earth Marbles
    Type: Attack
    Rank: S
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user performs six handseals, he then stomps his foot onto the ground, channeling his doton chakra throughout the Earth, the chakra is then focused at any point below the opponent, almost instantly, with a single hand gesture made by the user, a great number of holes are formed in the ground, hundreds of small marbles of earth emerge from the holes at rapid speeds, constantly hitting he opponent from below, the heavy force of the rock marbles can cause severe damage to the body.
    ★ Can only be used two times per battle
    ★ Can only be taught by ~Drizzy~

    (Doton: Enchō Kangoku) – Earth Release: Dome Prison
    Rank: S
    Type: Supplementary/Defense
    Range: Short - Mid
    Chakra cost: 40
    Damage Points: 80
    Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
    *Note: Can only be used 3 times per battle.
    *Note: No S rank earth techniques the following turn.
    *Can only be taught by McKnockout

    (Doton: Kigen za Tsuyoi Chūsek) - Earth Release: Rise of the Mighty Pillars
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 30
    Damage Costs: N/A
    Description: The user performs six handseals, he then stomps the Earth, releasing a very large amount of his doton chakra, as it circulates throughout the Earth, while maintaining the chakra and using chakra and nature manipulation, The user then clasps his hands together, as this is done, at the users Will, up to nine giant pillars can be risen from the earth, large in size and mass, These pillars can lock around the tails of any tailed beast, if this is successful, the pillars can keep the tails locked onto the ground for one full turn of the opponent. At he end of this turn, the pillars will crumble. The amount of pillars can be increased or reduced. If this technique is used on a human, the pillar will tightly restrict the opponent from all movement [with exception of the head].
    Note
    -If used on a tail beast, The pillars only restrict the tails by pinning them down onto the ground, any other part such as the arms and legs can still remain with motion, the pillars only restrict the Creature from running, dodging, jumping etc. While this is in place, the beast still has power to perform jutsu.
    -Can only be used once per battle
    -Can only be taught by ~Drizzy~
    -No Earth Jutsu for the following turn
    -No S rank and above jutsu for the next two turns
    -Only Sannin Ranked or Higher can use this technique

    (Doton: Balrog) - Earth Release: 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
     
         

  9. #9
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    Re: ☯ Dante's Customs



    ♤ Meiton | Dark Release ♤

    Dark Release Techniques
    (Meiton: Mei Sōjū) - Dark Release: Dark Manipulation
    Rank: C
    Type: Attack/Defense/Supplementary
    Range: Short - Mid
    Chakra cost: 20
    Damage points: 30
    Description: This is a basic Dark Release jutsu using their dark chakra, the user will make it solid(compressed). The user can make things such as weapons(kunais, shurikens etc), platforms, and small shields.

    18. (Meiton No Jutsu) - Dark Release Technique
    Rank: C
    Type: Supplementary/Attack/Defence
    Range: Short - Mid
    Chakra Cost: 15
    Damage Points: 30
    Description: The user can make small dark release energy blasts , shields or any form he wishes to make through the usage of dark release although it's not a solid matter as it's substance is almost like the wind release.
    Note: Can only be used 5 times per match
    Note: Can only be taught by ~Crow~

    (Meiton: Kuro Kirigakure) - Dark Release: Black Mist
    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 25
    Damage points: N/A
    Description: The user releases dark chakra throughout the battle field. The user chakra starts to make a black thick mist filled with the user chakra. The user and opponent can`t use their eyes in this but doujutsus like the Hyuga`s and Nagato`s can see through the mist. Sharingan can`t since it is filled with the user`s chakra. The user can feel movement through the mist.
    Note: Only used three times
    Note: Mist last for four turns

    (Meiton: Mei Bunshin) - Dark Release: Dark Clone
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra cost: 25
    Damage points: N/A
    Description: The user makes one hand seal and makes a clone made of dark chakra. The user can only make two clones per jutsu. The clone can only use dark Release jutsus and taijutsu.

    (Meiton: Mei Hei) - Dark Release: Dark Wall
    Rank: B
    Type: Defense
    Range: Short
    Chakra cost: 25
    Damage points: N/A
    Description: The user puts both of their hands up and release dark chakra. The user makes a solid(compressed) black wall of dark chakra. The wall protects against C rank and below attacks and weapons
    Note: Only used four times per battle

    (Meiton: Mei Heki Chika) - Dark Release: Dark Burst Underground
    Rank: B
    Type: Attack
    Range: Short - Long
    Chakra cost: 25
    Damage points: 40
    Description: The user releases dark chakra into the ground. Then whenever, the user claps their hands together. Right when the user claps the chakra moves to the desired place and with no warning bursts up with black chakra that causes tremedous internal damage the thing it attacks.

    (Meiton: Cloak) - Dark Release: Cloak
    Rank: B
    Type: Defense
    Range: Short
    Chakra cost:25
    Damage points: N/A
    Description: The user makes a black cloak around themselves. The cloak protects the user from C rank and below attacks. B rank attacks destorys the cloak. Anything above B rank destroys the cloak and the user is hit with rest of the power after the attack destroys the cloak.

    19. (Meiton: Kyūkōshin) - Dark Release: Darkness Inversion
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: This is an advanced usage of the "Dark Release: Inhaling Maw" Technique, which is used to absorb chakra, however instead of absorbing a ninjutsu technique's chakra, whenever the opponent puts the user inside a genjutsu, after knowing that it's a genjutsu that was used on him the user concentrates a large amount of Dark Release chakra into both of his hands into the upper square mark in both hands, extracting the physical and spiritual of the opponent's chakra inside the user's body, and absorbing the opponent's chakra from the body releasing the genjutsu, it's also possible to free other people being put inside a genjutsu however the user has to know for sure that the person they are absorbing the genjutsu chakra from is under a genjutsu, or the user is going to end up absorbing some of that person's chakra making them weaker, it only works on allies within range or the user himself, after absorbing the opponent's chakra the user can use it as a medium to release through the "Dark Release: Judgment" technique (if the Genjutsu was B-Rank or above).
    Note: Can only be used thrice per battle.
    Note: Works on A-rank and below Genjutsu techniques excluding MS level genjutsu.

    (Meiton: Tama) - Dark Release: Dark Sphere
    Rank: A
    Type: Defense
    Range: Short
    Chakra cost: 30
    Damage points: N/A
    Description: The user release dark chakra all around them making a complete sphere around their body. The sphere is 360 degrees around and solid(compressed) and can block B rank and below attacks. If hit by A rank it will be destroyed. If it by anything above A rank the user will be hit with rest of the power of the attack after the it destroys the sphere.
    Note: Only used three times per battle
    Note: Only used by Dei Dei

    20. (Taibu Meiton No Jutsu) - Greater Dark Release Technique
    Rank: A
    Type: Attack/Defence/Supplementary
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: This is a stronger version of the dark release technique, the user can shoot dark release energy blasts , shields or any kind of shape through the usage of the dark release but on a larger scale than the standard dark release technique.
    Note: Can only be used 3 times per match
    Note: Can only be taught by ~Crow~

    (Meiton: Yari Narukami) - Dark Release: Spear of Narukami
    Rank: A
    Type: Attack|Defend
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: The user releases a large amount of dark chakra from their arm and then condense it into a dark spear as long as the user. The spear is built like a staff with two huge spear like blades at both tips taking up 2/3rds of the spear itself. The spear can be used for combat to fight off enemies and can also be thrown at the target.
    Notes:
    Note: Last one full turn unless expelled from hands. (Thrown)
    Note: Usable 3 times
    Note: While spear is in play, the only other technique that can be used is Shield of Narukami.

    (Meiton: Kurai Chakurasutaffu) - Dark Release: Dark Chakra Spear
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage: 60
    Description: The user will perform 4 necessary handseals channeling their dark chakra condensing it into a thick 6 foot solid spear. It can be fired at high speeds, hitting the opponent within seconds. It has enough strength and force to rip through boulders.
    Note: Can Only Be used 3x per battle
    Note: Can be shot from the mouth
    Note: Must have permission to use by Madara.. & Nagato..

    21. (Meiton: Akumate) - Dark Release: Devil's Kata
    Type: Offense , Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30 (+10 per turn)
    Damage Points: N/A (+15 to Taijutsu)
    Description: This is a dark release technique used for hand to hand combat purposes, after using the "Dark Release: Inhaling Maw" technique beforehand to absorb the opponent's chakra and have it within the upper square mark of the diamond shape in their hands and spreading it out through their whole bodies, the user releases portions of the charka absorbed from the opponent when performing Taijutsu techniques or freeform combat, boosting up the power of there taijutsu techniques and having a certain amount of pressure with each punch that's enough to blow an opponent away several meters when struck with a hit from the user's body while this technique is active. This technique also allows the user to destroy boulders, rocks or the ground itself from the build up pressure (all within reason and to lower extents than those of Chakra Enhanced Strenght) that's released from the portions of chakra, however due to the limit of the chakra the user absorbed before using this technique it doesn't last long.
    Note: Can only be used 4 times.
    Note: Lasts 2 turns.
    Note: While active, user can't use Dark Release techniques, while molding Earth, Water or Wind chakras will dispel the effects of the technique.

    (Meiton: Andāwārudo hantei) - Dark Release: Underworld Judgement
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage: 80
    Description: The user will perform 3 necessary handseals sending his dark release chakra underground slams his hand unto the ground causing the earth underneath the opponent to crackle with energy and then erupt in a violent blast of dark energy of a 6 meter radius that shoots up like a cylinder. The blast will cause severe lacerations to the skin all over.
    Note: Can Only be used 3 times per battle.
    Note: No S Ranked Dark Release for 2 turns.
    Note: Can Only Be Taught By Nagato..

    (Meiton: Dākufangu) - Dark Release: Dark Fang
    Type: Attack/Supplementary
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage: 80
    Description: The user will rotate his body while surging unfocused dark energy around himself. The user can choose to launch himself towards the enemy as a violent vortex of swirling dark energy that has enough force to break bones on contact. This technique can be used to avoid certain techniques. This technique looks like Kibas single fang over fang technique except you are covered in unfocused dark chakra.
    Note: Can Only be used 3x Per Battle
    Note: If missed hitting the ground user will be left disorientated.
    Note: Can Only Be Taught By Nagato..

    (Meiton: Dākuenerugī no Supin) - Dark Release: Dark Energy Spin
    Type: Attack/Supplementary
    Rank: S
    Range: Short - Mid (Depending on the speed and power of the spin)
    Chakra Cost: 50
    Damage: 80
    Description: Much similar to the Hyuga clan rotation the user spins at top speed while emitting large amounts of dark release chakra around him creating a dark release dome. Because of the spinning it releases waves of dark energy chakra that thrashes everything in it's path(goes in all directions) at high speeds (the same speeds as pressure damage). When the technique ends the entire battlefield is left in ruins.
    Note: Once Per Battle
    Note: Takes one turn to prepare enough chakra.
    Note: The thrashing originates from the user giving the opponent time to counter.
    Note: No other Dark Release techniques this turn and the following one.
    Note: Only two jutsus can be performed the next turn due to being disorientated from spinning so much.
    Note: Must have permission to use by Madara.. & Nagato..

    (Meiton: Shūshū ōbu) - Dark Release: Gathering Orb
    Rank: S
    Type: Supplementary/Defense
    Range: Mid - Long
    Chakra Cost: 30
    Damage: 60 (+10 w/ Absorbtion)
    Description: The user uses both hands to channel a large amount of dark chakra into an unstable dark energy ball that is released towards the target that expands due to it being unstable absorbing the energy from fire and lightning techniques rendering them useless, but also making the dark orb even more highly unstable filled with so much energy and lack of compression and then it explodes.
    Note: Can only be used once per battle
    Note: Cannot absorb technique as powerful as Kirin or Amaterasu
    Note: Absorbs the energy from techniques as big as Fire Style: Blaze ball
    Note: Blast radius is 5 meters in every direction, and if user is in short range of this technique he will have to defend from it as well.
    Note: Only absorbs S ranked or lower
    Note: No Dark Release techniques for 1 turn
    Note: Must have permission to use by Madara.. & Nagato..

    (Meiton: Yūen Kyōketsukō) - Dark Release: Grand Inhaling Maw
    Rank: S
    Type: Defence
    Range: Short
    Chakra Cost: 40
    Damage Points: -
    Description: This technique is a stronger version of Dark Release: Inhaling Maw, used only to absorb high ranked techniques. It follows the same concept, however, instead of just one hand to perform, the user will need to use both. He will point his palms together in the direction of the incoming technique and will then absorb it. This is this technique's weakness: since the user needs both hands to perform it, he will be more vulnerable to a surprise attack, being unable to perform an adequate defence most of the times. The absorbed technique can then be released via Dark Release: Judegment
    Note: Usable twice per battle
    Note: There must be a gap of at least one turn between each usage
    Note: Can only absorb techniques up to S-rank or combos made of techniques up to A-rank

    22. (Meiton: Zetsumei Kōsen) - Dark Release: Death Beam
    Rank: S
    Type: Attack
    Range: Long
    Chakra Cost: 40
    Damage Points: 80 [+20 if absorbed a B-rank technique using inhaling maw beforehand]
    Description: The user gathers a large amount of dark chakra into both of his palms then he brings his hands in front of him while his palms are facing crossed angles as the user releases the dark chakra Into a small condensed black orb that looks the same as the tailed beast bomb through the usage of shape manipulation, then the user releases a large black beam that covers a wide area and thrusts at fast speeds in the desired location due to the high concentration of the black orb, the user can enhance the beam's power by using the energy absorbed through the usage of the inhaling maw technique beforehand which is a separate technique and must be done in the same turn that this technique is used in.
    Note: Can only be used 2 times per battle
    Note: No dark release techniques higher than A-rank for 2 turns after this turn.
    Note: Can only be taught by ~Crow~

    23. (Meiton: Teikoku Sasshi) - Dark Release: Imperial Judgment
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 90 [-40] to the user due to the immense exhaustion]
    Description: This is a stronger version of the dark release "Judgment" technique, by utilizing the energy absorbed from an S-ranked technique through the usage of the "grand inhaling maw" technique, the user extends both of his hands in front of him converting the chakra that was absorbed into black flames that cover a vast area similar to the judgment technique but much stronger and on a larger scale due to using more energy for the usage of the technique through the usage of a stronger version of the inhaling maw which is the grand inhaling maw, the black flames covers an area as the wind technique pressure damage does slicing deep through the earth as it heads towards it's destination utilizing the lightning properities that the dark chakra have making this technique as fast as most lightning techniques used.
    Note: Can only be used once per battle
    Note: Must have used the Grand Inhaling Maw technique beforehand
    Note: No dark release techniques For 3 turns after this is used
    Note: The user cannot use any genjutsu techniques for 4 turns.
    Note: The user is put into an immense state of exhaustion where the slightest movements puts a huge strain on his body for the next turn and can't use more than 2 jutsus the next turn due to the immense chakra exhaustion.
    Note: Can only be taught by ~Crow~
     
         
    Last edited by Ryūjin; 12-28-2012 at 09:26 AM.

  10. #10
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    Re: ☯ Dante's Customs



    ♤ Aburame Clan Techniques ♤

    Aburame Techniques
    (Hijutsu: Kanchiki Kikaichū) – Secret Technique: Sensory Kikaichū
    Rank: B
    Type: Supplementary/Defense
    Range: Short - Long
    Chakra cost: 20 (+10 each turn it's activated)
    Damage Points: N/A
    Description: The user disperses his Kikaichū bugs all around the battlefield which are then used to alert the host about the location and presence of any nearby chakra on the battelfield. This is made possible due to the close relationship that the host has with his bugs and thus, his Kikaichū bugs can communicate to him and relay him information in a number of ways. By simply watching and/or hearing his bug's movements, the user is capable of interpreting their responses and can determine the presence and location of all/any chakra bearing objects on the battlefield. It should also be noted that the bugs inside the host are capable of receiving these messages from their fellow bugs and can relay this to the user - i.e. another method to communicate.
    Note: Must be a member of the Aburame Clan.
    Note: Can't detect opponent if underground.
    Created by DopeyDwarf, McKnockout and Faith.

    (Kikaichu Tsukamu Kumite) – Destruction Bug Kata
    Rank: A
    Type: Supplementary/Attack
    Range: Short - Long
    Chakra cost: 30 (+5 each turn it's activated)
    Damage Points: 60 (+10 damage to taijutsu)
    Description: The use will release many Kikaichū bugs out of his body which coat his limbs (arms, legs, etc. – the user chooses what) with the crowd of insects. The user can use these insects as an extension of their limbs giving them longer reach with taijutsu and can also be used to restrict the opponent.
    Note: Must be a member of the Aburame Clan.
    Note: The user is capable of performing jutsus and form hand seals while this is active.
    Created by DopeyDwarf and McKnockout

    (Hijutsu: Haku Sakini) – Secret Technique: Fade Away
    Rank: A
    Type: Supplementary/Defensive
    Range: Short - Long
    Chakra cost: 30
    Damage Points: N/A
    Description: The user gains the ability to merge himself into the shroud/swarm of insects around the battlefield and capable of appearing out from any part of the insect swarm.
    Note: Can only be used 3 times per battle.
    Note: This is similar to Kimimaro's “Sawarabi no Mai - Dance of the Young Ferns”
    Note: Must be a member of the Aburame Clan.
    Created by DopeyDwarf and McKnockout

    (Kikaichu Konchū Mure) - Destruction Bug Swarm
    Rank: A
    Type: Attack/Defence
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user releases many Kikaichū bugs which burst out of the user’s body scattering all over the battlefield as the user disappears and then reappears at another location where his insects are. This sudden outburst of insects provides a great distraction for the user to flee or attack as the mass of insects obscures any retreating ninja. When no longer needed, the insects return to the user.
    Note: This is similar to “Murder of Crows Confusion”.
    Note: Must be a member of the Aburame Clan.
    Created by DopeyDwarf and McKnockout

    (Kyōsei Kikaichu Misairu) – Great Destruction Bug Projectile
    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will send a medium size ball-like projectile of destruction bugs at the enemy.
    Note: Can only be used 4 times per battle.
    Note: Must be a member of the Aburame Clan.
    Created by McKnockout

    (Hijutsu: Kamikaze Kikaichū) – Secret Technique: Kamikaze Kikaichū
    Rank: A
    Type: Supplementary/Attack
    Range: Short - Mid
    Chakra cost: 30
    Damage Points: 60
    Description: The user will manipulate some of his nearby Kikaichū bugs in such a way that they will each suddenly release most of their chakra in one sudden burst, creating an explosion akin in size to several paper bombs.
    Note: Can only use once per battle.
    Note: Only works on the user’s Kikaichū bugs.
    Note: No Aburame jutsus in the same turn.
    Note: The user is also damaged if caught in blast.
    Note: Must be a member of the Aburame Clan.
    Created by DopeyDwarf and McKnockout

    (Kōdo Mushi Bunshin) – Advanced Bug Clone
    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: N/A (+10 if bugs hit opponent)
    Description: The user creates up to 3 clones made out of his Kikaichū bugs or any nearby bugs under his control. The clones can use all Aburame jutsus up to S-rank and have the ability in which the bugs that they are made of can suddenly burst out straight towards a target mid range from them when they disperse.
    Note: Can only use 3 times per battle.
    Note: Clones can also use Ninjutsu, Genjutsu and Taijutsu up to A rank.
    Note: Up to three clones can be made with this technique.
    Created by DopeyDwarf and McKnockout

    (Kikaichu Tsukamu Kumite: Sumakku-daun!) – Destruction Bug Kata: Smackdown!
    Rank: A
    Type: Supplementary/Defense
    Range: Short - Mid
    Chakra cost: 30
    Damage Points: 60
    Description: After using “Destruction Bug Kata”, the user coats the crowd of insects around his limb(s) with chakra and slams his limb (most probably his arm) down onto the ground to dissipate any attack up to B-rank e.g. Earth pillars, incoming B-ranked wind/fire/lightning blast, etc. The use of this technique disperses all the bugs that had enveloped the user’s limb by the former jutsu and thus, the “Destruction Bug Kata” ends.
    Note: Aerial attack can no be dissipated, the user must slam his limb onto the ground for this jutsu to work.
    Note: “Destruction Bug Kata” ends with the usage of this jutsu.
    Note: Can only be used 3 times per battle.
    Note: Must be a member of the Aburame Clan.
    Created by DopeyDwarf and McKnockout

    (Kyōsei Kikaichui Kame no Jutsu) - Great Destruction Bug Jar Technique
    Rank: A
    Type: Defensive
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60 (-10 to user)
    Description: A special technique in which the user commands his Kikaichu bugs to fly in a 360 degree dome shape around him at high speed. The mass of Kikaichū bugs all have very sharp wings, which will make the rapidly spinning dome of Kikaichu bugs capable of dealing slashing damage and will slice anything that comes in contact with it. This jutsu serves as an attack and defense, and is able to withstand all elemental attack up to A-rank except for B-rank and above Katon and Raiton attacks.
    Note: The user takes 10 damage due to his proximity to the his Kikaichu bugs.
    Note: Can only be used 4 times per battle.
    Note: Must wait at least 1 turn to be used again.
    Note: Must be a member of the Aburame Clan.
    Created by McKnockout

    (Aburame Hijutsu: Bakemono Nioi) –Secret Technique: Phantom Smell I (Aburame)
    Rank: A
    Type: Supplementary/Defense
    Range: Short - Long (To activate), Short (To effect)
    Chakra cost: 30
    Damage Points: 60
    Description: After getting burnt or electrocuted, the user’s Kikaichū bugs emit a peculiar smell which induces a special genjutsu on the opponent which takes effect gradually; in which the opponent will temporarily lose control of their muscles thereby paralysing them for a period of time. The Kikaichū bugs are capable of emitting such a smell due to the burning of their chitinous (a special substance) exoskeleton. The opponent must be within short range of the burnt Kikaichū bugs for this jutsu to work. Aburame are immune.
    Note: Can only be used three times per battle.
    Note: Must wait at least one turn to activate again.
    Note: Paralysing effects last 1 turn.
    Note: Kikaichū bugs are dead if they are burnt/electrocuted.
    Note: Must be a member of the Aburame Clan.
    Created by DopeyDwarf and McKnockout
     
         

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    Re: ☯ Dante's Customs



    ♤ Yōton | Lava Release ♤

    Lava Release Techniques
    24. (Yōton: Kazan Hibi) – Lava Release: Volcanic Fissure
    Type: Attack/Supplementary
    Rank: A
    Range: Short – Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: This technique is one of the most devastating techniques of the Lava release, similar to the swamp of the underworld technique, after the usage of 3 handseals [Horse → Monkey → Tiger] the user channels his Lava elemental chakra into the ground underneath his opponent's direction, causing a large lake of Lava to form underneath the opponent but instead of sucking the opponent underneath the Lake of lava causes very severe burns to the opponent whenever he comes in contact with them as the Lava suddenly erupts upwards to the sky, however it's drawback is that the Lake of Lava erupts in a straight line upwards
    Note: Can only be used twice.
    Note: No Lava techniques in the same turn.
    Note: Can only be used by a Kurotsuchi, Rōshi, Dodai or Mei Terumi biography.
    Note: Created by ~Crow~

    (Yōton: Kyojin Maguma Gōben) – Lava Release: Giant Lava Pool
    Rank: A
    Type: Supplementary
    Range: Short – Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: This technique creates a Lava pool beneath the target (relative to them) that immobilizes them. The user simply puts his/her hands on the ground and send a portion of his/her chakra into the ground the ground which causes the earth to split and so cause the lava to rise up from the cracks in the ground so the Lava will simply erupt from the ground. Remember the cracks get bigger and bigger because the lava melts the earth that blocking the lava from rising up. If, your opponent is sucked by the lave your opponent will melt. (This happens like a real eruption)
    ♦ Note: Can only be taught by Lucifer.
    ♦ Note: Can only be used 2 times per battle.
    ♦ Note: The user must have mastered Fire/Earth/Lava elements to use this jutsu.
    ♦ Note: The user must be kage rank or above.

    (Yōton: Rensei Yōgan Tama) – Lava Release: Drilling Lava Bullet
    Rank: A
    Type: Offensive
    Range: Short – Long
    Chakra cost: 30
    Damage points: 60
    Description: The User will concentrate on his lava chakra and then take a deep breath. Once, the user is ready he will quickly perform 4 handseals and, blow out a Maximum of five bullets of Magma and direct it at his opponent(s). This jutsu is strong enough to do major damage to even a Summoning like Gamabunta.(size) It also melts objects surrounding the lava bullet like gras, kunais, shuriken etc.
    ♦ Note: This can be taught by Lucifer.
    ♦ Note: You must have matered fire/earth/lava to use this jutsu.

    (Yōton: Yōryū No Hōkō) – Lava Release: Swirling Lava Roar
    Rank: S
    Type: Attack
    Range: Short – Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: After Performing the dragon, handseal the user takes in a deep breath as they bring about the ideals of most fire exhaling jutsu into play. Then the user will inhale some air and concentrate his/her chakra into the lungs and exhale a swirling roar made out of lava/fire/fums which he/she directs at the opponent.
    ♦ Note: Can only be used three times per battle.
    ♦ Note: Can only be used if the user has mastered Earth & Fire.
    ♦ Note: The user must be at kage rank or above to use this jutsu.
    ♦ Note: After this jutsu is used the user can not use fire techniques for two turns.
    ♦ Note: Can only be taught by Lucifer.

    (Yōton: Yōgan Arashi) – Lava Release: Lava Storm
    Rank: S
    Type: Offensive
    Range: Short – Long
    Chakra cost: 40
    Damage points: 80 (100 If combined with Magma Rain)
    Description: The user gathers a great deal of chakra within their body then the user performs various hand seals. And, takes in a deep breath as they bring about the ideals of most fire exhaling jutsu into play. Upon exhaling, a burst of condensed lava/magma/fire emerges and is fired off at the opponent. But, as the user fires it at the opponent it explodes so creating a Lava storm. Also, this jutsu can harm the user due to the heat and force of the Lava (damage -10 to the user). And, this jutsu can be be used in combination with Magma Shower to make the Lava storm even stronger and more brutal thats when this jutsu is becomes Forbidden Rank, leaving a pool of mgama behind once performed.
    ♦ Note: This jutsu can be used once per battle.
    ♦ Note: This jutsu can only be taught by Lucifer.
    ♦ Note: The user must be Kage Rank or above.
    ♦ Note: This jutsu can only be used by a Lava user bio.
    ♦ Note: The user can't perform any fire jutsus for the next two turns.

    (Yōton: Maguma Sukin) – Lava Release: Magma Skin
    Rank: S
    Type: Defence/Attack
    Range: Short – Long
    Chakra cost: 40
    Damage points: 80
    Description: After the user performs a single handseal he channels his entire body with Lava chakra then,the user coats himself with magma making him impervious to all katon jutsu's of A-rank and below. And, the user is impervious to Lava.
    ♦ Note: The user must be kage rank or above to use this jutsu.
    ♦ Note: Can only be taught by Lucifer.
    ♦ Note: Can only be used two times per battle.
    ♦ Note: The user can't perform fire jutsu's above A-Rank as long as this jutsu is activated.

    (Yōton: Yōgan Disuku) – Lava Release: Lava Disks
    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra Cost: 40
    Damage Points: 80
    Description: A jutsu that can only be peformed if there is a lava source on the battle field. The user will focus his/her chakra into the lava surrounding the user and create a total of 3 lava disks that rise up from the lava pools all are the size of the Rasen-Shuriken. And send it flying at you opponent it will slice/melt them in an instant if it gets near the opponent.
    ♦ Note: Can only be taught by Lucifer.
    ♦ Note: Must be a lava source nearby to use this jutsu.
    ♦ Note: The user can only use this jutsu twice per battle.
    ♦ Note: The user must be at least at kage rank or above to use this jutsu.
    ♦ Note: The user must have mastered fire/earth/lava elements.
     
         
    Last edited by Ryūjin; 06-26-2012 at 11:40 PM.

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    Re: ☯ Dante's Customs



    ♤ Arumiton | Aluminum Release ♤

    Aluminum Release Techniques
    ♧1. (Arumiton: Arumi Rikiddo No Waza) - Aluminium Release : Liquid Aluminium Skill
    Type: Supplementary
    Rank: D
    Range: N/A
    Chakra Cost: 15
    Damage Points: N/A
    description : this jutsu is used to grant the user ability to use a liquid state of aluminium that's hotter than lava (due to the aluminium's high melting point of 2000 C). by using more concentrated fire chakra that's used to create the aluminium.
    Note: Lasts whole battle

    ♧2. (Arumiton: Arumi No Sōken) - Aluminium Release: Aluminium Creation
    Type: Supplementary
    Rank: B
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user utilizes his aluminium chakra and releases it into the air..while using the shape manipulation to form the aluminium into different shapes , protective walls of aluminium and pillars of aluminium basically to any form the user wants just as versatile as the wood element, this is like the earth release technique but on a larger scale and usage of aluminium metal.

    ♧3. (Arumiton: Arumi Sōjū) – Aluminum Release: Particle Manipulation
    Type: Supplementary
    Rank: A
    Range: All Ranges
    Chakra Cost: 30
    Damage Points: N/A
    Description: This technique is used mainly for manipulating the atoms structure in pre-existing aluminum techniques to unlock certain effects, After performing a single handseal (Horse) The user releases a large amount of aluminum chakra throughout the whole battlefield causing any already existing aluminum based technique on the battlefield to fall under his will by re-arranging the atoms of the aluminum structure, the user freely manipulates the aluminum metal/liquid into any form depending on the situation at hand, this technique only manipulates particles of already existing aluminum structures.

    ♧4. (Arumiton: Arumi Bakatsu) – Aluminum Release: Metallic Explosion
    Type: Attack/Supplementary
    Rank: A
    Range: Short – Long
    Chakra Cost: 30
    Damage Points: 60
    Description: After performing the following handseals (Ram → Horse → Tiger) The user releases a large amount of aluminum chakra into an already existing aluminum metal in the field that's made beforehand by a separate aluminum technique, using the aluminum chakra the user gather into the already existing metal the user causes the atmos of the aluminum particles to be pushed together violently making a large amount of pressure causing the aluminum particles to make trigger a huge explosion.

    ♧5. (Arumiton: Kiri Tsume No Waza) - Aluminium Release: Art Of The slaching Claw
    Type:Attack
    Rank: A
    Range: Short - Long
    Chakra Cost : 30
    Damage Points: 60
    Description: The user first channels his aluminium chakra into the knuckles of both of his hands then releases it causing three very sharp claws to protrude out of his Knuckles to make a quick slach.

    ♧6. (Arumiton: Taibu Arumi No Sōken) - Aluminium Release: Greater Aluminium Creation
    Rank: A
    Type: Attack/Defence/Supplementary
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: this is a stronger version than the Aluminium Creation technique, the user creates any shape out of the aluminium metal like aluminium pillars, walls of aluminium to defend, basically any shape of the aluminium just as versatile as the wood element.

    ♧7. (Arumiton: Hyōkai Numa) - Aluminium Release: Melting Lake
    Type: Supplementary
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage Points: 80
    Description: by making 2 handseals the user gathers aluminium chakra into both of his hands then slams his hands onto the ground releasing the aluminium chakra onto the ground , the user turns the ground into extremely hot aluminium liquid underneath the target which burns them down and melts anything that comes in contact with the lake due to it's extremely high temperature.
    Note: 3 times per battle
    Note: No S-ranked Aluminium the next turn
    Note: must have used the liquid Aluminium skill beforehand to make a liquid state of the aluminium.

    ♧8. (Arumiton: Mokushi No Heki) - Aluminium Release: Burst Of The Apocalypse
    Type: Attack
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage Points: 80
    Description: the user performs 3 handseals after that he takes a deep breath and exhales and gathers a huge amount of aluminium chakra into his lungs , then spews the chakra through his mouth shooting condensed liquid of aluminium at the target that explodes into multiple aluminium droplets upon impact with any surface and melts anything that comes in contact with it.
    Note: Can only be used 3 times per battle
    Note: No S-rank Aluminium next turn.
    Note: Must use the liquid aluminium skill jutsu beforehand

    ♧9. (Arumiton: Sōdai Arumi no Sōken) - Aluminum Release: Ultimate Aluminum Creation
    Type: Supplementary/Attack/Defence
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This technique is the most powerful version of the aluminum creation techniques, by using more chakra than the previous techniques of the aluminum creation, the user creates powerful pillars of aluminum, weapons, tools or any shape out of the aluminum metal just as versatile as the wood element.
    Note: Can only be used 3 times per battle.

    ♧10. (Arumiton: Tsuin Rasen Doragon) - Aluminum Release: Twin Spiraling Dragons
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 60
    Damage Points: 110 [-40 to the user]
    Description: After performing the necessary handseals (Ram → Horse → Tiger → Bird → Monkey) The user gathers a huge amount of aluminum chakra into both of his hands and points his hands forward while releasing all of the aluminum chakra he had gathered at once creating two humongous metal dragons made out of aluminum, each dragon twices the size of the "earth stone dragon technique" as the dragons head for the opponent's direction they spiral inward each other spinning around one another at fast speeds creating a motion similar to drilling, they drill through almost all the toughest obstacles and they are equipped with the user's chakra all the way, as the user continuously releases aluminum chakra into the two spiraling dragons keeping on increasing their massive size and spinning speed as the farther they travel the bigger in size they get and the faster they spin around themselves but the user is severely damaged from the enormous chakra exhaustion in his hands.
    Note: Can only be used once per battle.
    Note: No Aluminum techniques for 3 turns after use.
    Note: No Genjutsu in the same turn as the user wouldn't be able to stabilize his chakra for the accurate usage of genjutsu excluding eye techniques.

    ♧11. (Arumiton: Arumi Mōdo) - Aluminum Release: Aluminum Mode
    Type: Supplementary
    Rank: Forbidden
    Range: Self
    Chakra Cost: 50 [-20 per turn to maintain active]
    Damage Points: N/A [+10 to Aluminum techniques]
    Description: The user gathers a huge amount of chakra into the center of his body and flowing his aluminum chakra into every cell of his body to activate this technique upon releasing all of his aluminum chakra at once, for this technique a set of changes into the users body occures, the user's skin turns into aluminum metal of dull gray color allowing the user to gain extra damage while using the aluminum techniques or elemental techniques that create the aluminum i.e. Earth and Fire elements, but unlike the iron skin technique the user isn't immune to attacks as it's sacrificed for faster usage of aluminum techniques as well as fire and earth elements, the user continuously releases his aluminum chakra through his body to maintain his form at hand, but at the same time the user has an advantage of being immune to genjutsu techniques techniques that of B-rank and lower due to the continous release of the aluminum chakra through his whole body and allows the user to know whenever he's under a genjutsu as if the user is attacked with a genjutsu the aluminum skin-like quality that the user gains with the usage of this technique slowly deteriorates with due to the suppression of the opponent's chakra into the user's body thus slowly stopping the continuous chakra flow that's used to maintain this technique however it's not enough to completely break this technique, but the continuous release of the aluminum chakra has a major disadvantage that is the user can only use aluminum techniques because if the user changes his aluminum affinity he loses the control over this technique, as well as earth and fire techniques that are used to form the aluminum metal.
    Note: Can only be used once per battle.
    Note: This mode lasts for 4 turns.
    Note: After this technique deactivates the simplest movements puts a huge strain on the user's body for 3 turns however he's able to perform handseals just as normal.
    Note: After the mode is deactivated the user becomes extremely exhausted and his speed decreases drastically after the technique deactivates and his body becomes much weaker due to the enormous chakra drain. (If the user is a Sage after the deactivation he has the speed of a sannin)
    Note: The user can't perform more than 2 techniques per turn, for two turns after this mode deactivates due to the enormous chakra drain.
    Note: Only Aluminum release is to be used within this form however this doesn't include non elemental ninjutsu and taijutsu.
    Note: No genjutsu can be utilized while in this form.
    Note: No Aluminum techniques at all for 3 turns and no S-rank or above Earth/Fire techniques for 3 turns after this mode is deactivated.
     
         
    Last edited by Ryūjin; 12-28-2012 at 09:27 AM.

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    Re: ☯ Dante's Customs



    ♤ Elemental Combinations ♤

    Elemental Combination Techniques
    (Doton/Fūton: Nīdorutaretto)- Earth/Wind Release: Needle Turret
    Type: Attack
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage: 60
    Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
    -Can be created 3 times per battle
    -No A-rank or higher wind and earth the turn after use

    (Doton/Fūton: Shōchikubai Ashibishi) - Earth/Wind Release: Elevated Stepping Stones
    Type: Defense/Supplementary
    Range: Short - Mid
    Rank: A
    Chakra Cost: 50
    Damage Points: N/A
    Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
    Restricted to 3x per battle.
    Note: Can only be taught by Loki

    (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.

    25. (Doton/Fūton: Kadō No Yomi) - Earth/Wind Release: Vortex Of The Underworld
    Type: Supplementary/Offensive
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: This is a deadly technique utilized through the combination of the wind release technique, first the user releases his earth release chakra underneath the target causing the earth to split apart creating a large hole underneath the target onto the ground that's as the same size as the earth fissure technique, after that happens the user utilizes a single handseal of "Ox" and releases his wind chakra into the earth fissure forming a large vortex of wind that's created into the fissure underneath the opponent, however the vortex doesn't head at the opponent's direction but it blows backwards, sucking the opponent into the earth fissure with a mighty force causing him to fall onto the earth fissure, the wind vortex sucks anything through Short range of the place where the fissure formed including the user himself making this a downside of the technique.
    Note: Can only be used once per battle.
    Note: This counts as 2 of the 3 moves allowed per turn.
    Note: The user can't use A-rank Wind/Earth techniques and above the same or next turn.
    Note: Created by ~Crow~
     
         
    Last edited by Ryūjin; 12-28-2012 at 09:27 AM.

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    Re: ☯ Dante's Customs

    ♤ Sennin no Jutsu | Sage Techniques ♤


    Sage Jutsu
    35. (Senpō: Ryūjin no Doki) – Sage Art: Dragon God's Wrath
    Type: Offensive
    Rank: Forbidden
    Range: Short – Long
    Chakra Cost: 50
    Damage Points: 90
    Description: This is quite a deadly Fire release technique that's deemed forbidden even among Sage Mode users, the user performs a set of 5 handseals after gathering a substantial amount of natural chakra combined with Fire chakra, using natural chakra instead of the user's own chakra reserves so that the technique can achieve more powerful standards, the user gathers the chakra inside his throat and release the fire chakra out of his mouth while using shape manipulation to form the fire into a multitude of 3 full sized dragons of fire, these dragons head towards the opponent as chakra tracking missiles, tracking the opponent's chakra through the application of natural energy and heading towards the destination, the user can choose either to ram the dragons straight up against the target's structure/body, pushing through it, unlike most fire techniques, due to the condensation of natural energy, the dragons of fire assume a physical structure, being capable to punch through concrete with ease. The user can also choose to take use of the dragon's shape, causing the dragon's body to wrap around a certain structure or opponent to entrap them, each of these dragons has a size comparable to that of the Wood Release: Wood Dragon Technique. Use of this technique depletes the user of natural chakra, and exhausts his stamina, causing his speed to be cut in half, while not being able to perform Forbidden ranked techniques for a specific amount of time. Each Dragon can be manipulated and used individually once released for different purposes.
    Note: Can only be used once.
    Note: Must have Sage Mode active, and have Fire Release as a main affinity.
    Note: Reduces Sage Mode's duration by 2 turns.
    Note: The user can't use any techniques above S-rank for 2 turns after using this technique.
     
         
    Last edited by Ryūjin; 08-16-2013 at 01:44 AM.

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    Re: ☯ Dante's Customs

    ♤ Sharingan Masters Hideout ♤


    SMH Customs
    (Katon: Kaen Panchi) - Fire Release: Flame Punch
    Type: Attack
    Rank: A
    Range: Short - Long
    Chakra Cost: 25
    Damage Points: 40
    Description: User gathers up fire chakra into both hand until there is a great amount of chakra stored then he’ she releases it at once causing a deadly inferno to engulf the enemy.
    Note: Only members of sharinganmasters hideout can use this jutsu
    Note: Only usable 3 times per battle

    (Katon: Kaen Panchi) - Fire Release: Rapid Flame Punch
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 25
    Damage Points: 40
    Description: User gathers up fire chakra into both hand until there is a great amount of chakra stored then he/she releases it punching towards the enemy yo create multiple fireballs to come out causing a deadly inferno to engulf the enemy. It also burns the user hands.
    Note: Only members of the sharinganmasters hideout can use this jutsu)
    Note: Can only be used 2 times per battle.

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

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

    (Raiton: Raikō Ryū Mori) - Lightning release: Lightning Dragon Lance
    Rank: S
    Type: Attack
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user creates a 10 meter hollow lance of lightning energy with the tip as the head of a dragon and they thrust it the wind travels through the lance hollow core and sounds like a dragons raw and strikes the opponent and then crushes on impact and explodes causing electrical burns.
    Note: Can only be used 3 times.
    Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu
    Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure

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

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

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

    (Katon: Shinkō Ryū Kaen) – Fire Release: Rising Dragon Flame
    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: After making a few hand seals the user releases a large amount of chakra into the earth by stomping on the ground and then causes a rush of dormant fire from deep within the earth to rise up below the enemy and envelop him in an erupting flame in the shape of a large dragon head.
    Note: Can only be used 2 times
    Note: User cant use fire style the following turn.
    Note: Only members of the Sharinganmasters hideout can use this jutsu
    [/SIZE]
     
         
    Last edited by Ryūjin; 05-16-2013 at 09:37 AM.

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    Re: ☯ Dante's Customs



    ♤ Fūinjutsu | Sealing Techniques ♤


    Sealing Techniques
    26. (Fūinjutsu: Fusenmē Fūin) – Sealing Technique: Self Disruption Seal
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: This technique is a seal that's printed usually on the back of the user's hand, with the mark of "Disruption" in a large Kanji letter, this is a special seal that has only one purpose, which is to alert the user of foreign chakra in which it enters the user's body, which is basically what activates the seal's ability, This seal has some of the user's own chakra and is connected directly to the user's chakra circularity system, therefore when a foreign chakra enters the user's body, the user's chakra inside the seal is disrupted and when the disruption happens it causes the seal glows in a dark red color and surges of red lightning like surges of light, these surges produce a sound that's familiar by the user as well as the bright glowing light alerting the user that a foreign chakra has entered his body, this is a pretty useful technique since it alerts the user of foreign chakra in which inside his body by his opponent the second the foreign chakra enters the body, which is useful in letting the user know that he is under a genjutsu technique used by his opponent, the only downside to this technique is that if the user used the Cursed Seal, Sage Mode, Bijuu Techniques or Eight Internal Gates, the Seal would glow as well since it's a foreign chakra that's not the user's own, thus the user isn't able to know if he's under a genjutsu whilst any of the previously mentioned modes are active.
    Note: The Seal glows 3 times per battle.
    Note: No Fūinjutsu techniques A-rank or above the turn the seal activates.

    Taught to

    1- McRazor


    27. (Fūinjutsu: Kitā Kekkei) – Sealing Technique: Gaseous Barrier
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: This is an advanced Sealing technique, triggered by a Seal that's located on the left arm of the user's body that's written with a large Kanji letter "Absorption" this seal has some of the user's chakra already infused in it, the seal sends pulses of chakra around the user within Short range from him, once there's an invisible gas with chakra infused in it that's near the user, the Seal glows in a bright yellow color and activates, quickly forming an invisible barrier of chakra around the user's body, this barrier absorbs the invisible gas making it harmless to the user's body, another aspect to this technique is that when the barrier absorbs the invisible gas, the opponent wouldn't have any control over the gas that's being absorbed, meaning he cannot reshape it or cause it to explode due to the user's chakra being around it
    Note: Can only absorb up to S-rank invisible gas techniques once per Seal.
    Note: Max amount of seals applied to the user are 2 Seals.
    Note: No A-rank and above Fūinjutsu techniques in the same turn.

    Taught to

    1- McRazor


    32. (Sennin Fūinjutsu: Naiteki Fūin) – Sage Sealing Art: Inner Seal
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: N/A (+100)
    Damage Points: N/A
    Description: This is a simple Sealing technique dedicated to the use of Senjutsu, basically the user previously has a large amount of natural chakra sealed into a specific seal that's found onto the center of the user's chest, when activating the seal that has the natural chakra stored inside, the Seal inserts natural chakra into the user constantly allowing the user to boost the amount of turns he can maintain Sage Mode activated, however the seal must be activated while the user has Sage Mode active, otherwise if the user uses this seal without Sage Mode being active, the mass of natural chakra stored within the seal overrides the user's own chakra and taking control over his body, causing him to turn into a frog permenantly. The seal is only used to boost the duration of turns that the user can maintain Sage Mode active, and cannot be used for anything other than that.
    Note: Can only be used once.
    Note: The natural chakra stored within the seal boosts the duration of Sage Mode by 4 turns.

    33. (Fūinjutsu: Jō Kōken) – Sealing Technique: Imperial Guardian
    Type: Defensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: This technique is composed of a sealing formula that remains active until triggered, this sealing formula bears the Kanji letter of "ガ" or in literal meaning "guard" which is located on the user's upper arm. This sealing formula erects an invisible barrier that's made around the user at all times but does not actually cost the user a move until it activates, the barrier works by detecting the chakra of a fast incoming technique and deflects it, causing it to dissipate and leave the user unharmed, the barrier's deflection ability is only triggered by a fast moving technique, basically a technique that can't be tracked by normal eye sight and requires at least a Sharingan or similar means to track, the barrier that's around the user detects the speed once the technique collides with the chakra released from the barrier that's around the user and the sealing formula glows suddenly, causing the barrier that surrounds the user to repel the incoming technique within short range of the user.
    Note: Can only be trigger twice per battle.
    Note: Can guard against up to an S-rank technique.
    Note: The user can use it twice counting as two moves per turn and using +30 chakra with each usage to guard against a forbidden ranked technique, this can only be used once.
    Note: No Fūinjutsu techniques in the same turn.

    Taught to

    1- McRazor
    2- Mugen Ryukyu


    34. (Fūinjutsu: Sokuryoku Inmetsu) – Sealing Technique: Virtual Assessment
    Type: Supplementary
    Rank: A
    Range: Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: This is a simple yet effect sealing technique that's composed of a sealing formula of the Kanji letter "力" or in literal meaning "Speed" which is located on the user's right palm, in order for this to work, the user extends his hand forwards while opening his palm, releasing a sealing barrier that contains a mass of the user's chakra, this barrier affects anyone that moves at fast speeds that are not at all traceable with normal eyes, by using chakra as a medium, the barrier forcibly slows down the fast moving body drastically to the point where it becomes barely noticeable by normal eye sight by compressing large amounts of chakra around the bodies of the fast moving person, however, the downside of this technique is that the user can also be affected if he's moving at that speed, this is not a counter attack, but simply a forceful reduction of speed for both parties. This sealing barrier does not work on EIG users, due to the amount of immense chakra pressure released out of their bodies when activating the chakra gates, only works on ninja bodies that move at speeds above the normal eyes tracking abilities.
    Note: Can only be used Twice
    Note: Lasts for 3 turns once activated.
    Note: No Fūinjutsu techniques while the barrier is active.
    Note: Barrier spans mid range around its target point and cannot be moved.

    Taught to

    1- Mugen Ryukyu


    Fūinjutsu: Mizu No Kami No Shirushi | Sealing Arts: Seal of the Water God
    Type: Supplementary
    Rank: A-Rank
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
    -Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
    -Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
    -Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
    Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
    Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
    Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
    Note: The user must wait a turn before using it again
    Note: The seal has to be stated in the biography
    Note: Only McRazor can teach this


    Sealing Technique: Earth Style: Hades' Underworld Grasp. ♆ Fuuinjutsu: Doton: Aidaou Yomi Haaku
    Rank: A
    Type: Supplmentary/Offense
    Range: Mid-Long
    Chakra Cost: 30 (-10 per turn to maintain)
    Damage Points: 60
    Description: The user channels doton chakra in his feet and the earth under him at the same time. He then makes a string of 3 handseals (Snake - Horse - Tiger) and stomps the earth with great force, causing a large, 3 meter tall humanoid earth statue in the form of Hades, God of the Underwolrd, to rise up from the earth near the target, similar to Hade's Tombstone Transport. As he raises from the earth, he extends his arms, grabbing the enemy in his clutches. As he grabs him, a fuuinjutsu seal around his arms activate, draining the target of chakra while crushing him with his arms, preventing him from using high ranking jutsu of A-rank and higher while he's on contact with him. As he drains the chakra, he lifts the target up, and slams them into the earth with great force. He can either appear beside, in front of or behind the enemy, raising up face first.
    *Can only be used 3 times a fight*
    *After using, the user cannot use any Fuuinjutsu over B rank for two turns*
     
         
    Last edited by Ryūjin; Yesterday at 03:41 PM.

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    Re: ☯ Dante's Customs

    ♤ Custom Jutsu Count ♤

    Custom Jutsu
    1. (Ninpō: Akuma Hōka) – Ninja Art: Demonic Fire
    2. (Kagami Genkaku No Jutsu) – Illusion Mirror Technique
    3. (Karasu Geigei: Danmaku Karasu no Jutsu) – Crow Arts: Barrage Of Crows Technique
    4. (Karasu Geigei: Karasu Kyuuzō No Jutsu) – Crow Arts: Crow Explosion Technique
    5. (Karasu Geigei: Shikkyaku Kyōi) – Crow Arts: The Falling Menace
    6. (Karasu Geigei: Kuroi Umō Renda) – Crow Arts: Barrage Of Black Feathers
    7. (Raiton/Suiton: Saishuu Sabaki) – Lightning/Water Release: Final Judgment
    8. (Katon: Rēfudō) – Fire Release: Floating Ghosts
    9. (Katon: Rēshushi) – Fire Release: Ghost Destruction
    10. (Katon: Tsuin Kaen Doragon) – Fire Release: Twin Blazing Dragons
    11. (Katon: Rēdōrō) – Fire Release: Ghost Lantern
    12. (Katon: Kaen Karasu) – Fire Release: The Blazing Crow
    13. (Fūton: Uyoku Enzeru) – Wind Release: Take Flight
    14. (Raiton: Hekireki Taihō) – Lightning Release: Lightning Cannon
    15. (Meiton No Jutsu) – Dark Release Technique
    16. (Taibu Meiton No Jutsu) – Greater Dark Release Technique
    17. (Meiton: Zetsumei Kōsen) – Dark Release: Death Beam
    18. (Meiton: Teikoku Sasshi) – Dark Release: Imperial Judgment
    19. (Yōton: Kazan Hibi) – Lava Release: Volcanic Fissure
    20. (Sōdō) – Rebellion
    21. (Sōdō Geigei: Doki no Sōdō) – Rebellion Art: Rebellion Wrath
    22. (Doton/Fūton: Kadō No Yomi) – Earth/Wind Release: Vortex Of The Underworld
    23. (Meiton: Kyūkōshin) – Dark Release: Darkness Inversion
    24. (Meiton: Akumate) – Dark Release: Devil's Kata
    25. (Fūinjutsu: Fusenmē Fūin) – Sealing Technique: Self Disruption Seal
    26. (Fūinjutsu: Kitā Kekkei) – Sealing Technique: Gaseous Barrier
    27. (Sōdō Geijutsu: Zenshin) – Rebellion Art: Drive
    28. (Katon: Honō Funka) – Fire Release: Flame Eruption
    29. (Katon: Ryūhonō kyūzō) – Fire Release: Dragon Flame Explosion
    30. (Katon: Tsuinassai Ryūsē) – Fire Release: Twin Crushing Meteors
    31. (Katon: Kaen Bōrei Mōdo) – Fire Release: Inferno Mode
    32. (Sennin Fūinjutsu: Naiteki Fūin) – Sage Sealing Art: Inner Seal
    33. (Fūinjutsu: Jō Kōken) – Sealing Technique: Imperial Guardian
    34. (Fūinjutsu: Sokuryoku Inmetsu) – Sealing Technique: Virtual Assessment
    35. (Senpō: Ryūjin no Doki) – Sage Art: Dragon God's Wrath


    Crows Summonings
    1. (Kuchiyose No Jutsu: Kuro) - Summoning Technique: Black
    2. (Kuchiyose no jutsu: Sora No Aquarius) - Summoning Technique: Aquarius Of The Skies
    3. (Kuchiyose No Jutsu: Kaen No Kasai Karasu) - Summoning Technique: Blaze
    4. (Kuchiyose No Jutsu: Fū) - Summoning Technique: Fū
    5. (Kuchiyose No Jutsu: Naraku) - Summoning Technique: Hades
    6.
    7.
    8.
    9.
    10.


    Aluminum Release Techniques
    1. (Arumiton: Arumi Rikiddo No Waza) - Aluminium Release : Liquid Aluminum Skill
    2. (Arumiton: Arumi No Sōken) - Aluminum Release: Aluminum Creation
    3. (Arumiton: Arumi Sōjū) – Aluminum Release: Particle Manipulation
    4. (Arumiton: Arumi Bakatsu) – Aluminum Release: Metallic Explosion
    5. (Arumiton: Kiri Tsume No Waza) - Aluminum Release: Art Of The slaching Claw
    6. (Arumiton: Taibu Arumi No Sōken) - Aluminum Release: Greater Aluminium Creation
    7. (Arumiton: Hyōkai Numa) - Aluminum Release: Melting Lake
    8. (Arumiton: Mokushi No Heki) - Aluminum Release: Burst Of The Apocalypse
    9. (Arumiton: Sōdai Arumi no Sōken) - Aluminum Release: Ultimate Aluminum Creation
    10. (Arumiton: Tsuin Rasen Doragon) - Aluminum Release: Twin Spiraling Dragons
    11. (Arumiton: Arumi Mōdo) - Aluminum Release: Aluminum Mode
    12.


    Sensei Bonus CJs
    1.
    2.
    3.
    4.
    5.


    Ninken Summoning
    1. (Kuchiyose: Nepuchun) – Summoning Technique: Neptune
    2.
    3.
    4.
    5.
     
         
    Last edited by Ryūjin; 08-16-2013 at 01:45 AM.

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    Re: ☯ Dante's Customs

    ♤ CFS Techniques ♤

    CFS Techniques

    ♤ Kung Fu | Chinese Martial Arts ♤

    Kung Fu Style
    Kung Fu | Chinese Martial Arts
    Type: Taijutsu
    Background: Kung Fu being the first styles of martial and also reformed as the deadly was made a long long time ago. It was from a man who had trained in the way of fighting from a very young age. His way of fighting was unorthodoxed, taking bits and pieces of many different styles and using them all in one fight. It was revered as a legend in the fighting world and on his death they asked him what his styles were called and with his last breath he slowly uttered the words "Kung Fu" and then past.
    Description on the Abilities and Inner Workings of the Style: kung fu are a number of fighting styles that have developed over the centuries in China. These fighting styles are often classified according to common traits, identified as "families" , "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving animal mimicry, or training methods inspired by Chinese philosophies, religions and legends. Styles which focus on qi manipulation are labeled as internal (内家拳, nèijiāquán), while others concentrate on improving muscle and cardiovascular fitness and are labeled external (外家拳, wàijiāquán). Geographical association, as in northern and southern , is another popular method of categorization.The genesis of Chinese martial arts has been attributed to the need for self-defense, hunting techniques and military training in ancient China. Hand-to-hand combat and weapons practice were important in training.

    There are many different styles to Kung Fu such as -Kung Fu Style: Chángquán - 长拳長拳
    The forms of the Long Fist style emphasize fully extended kicks and striking techniques, and by appearance would be considered a long-range fighting system. In some Long Fist styles the motto is that "the best defense is a strong offense," in which case the practitioner launches a preemptive attack so aggressive that the opponent doesn't have the opportunity to attack. Others emphasize defense over offense, noting that nearly all techniques in Long Fist forms are counters to attacks. Long Fist uses large, extended, circular movements to improve overall body mobility in the muscles, tendons, and joints. Advanced Long Fist techniques include qin na joint-locking techniques and shuai jiao throws and takedowns.[citation needed]
    The Long Fist style is considered to contain a good balance of hand and foot techniques, but in particular it is renowned for its impressive acrobatic kicks.[citation needed] In demonstration events, Long Fist techniques are most popular and memorable for their whirling, running, leaping, and acrobatics. Contemporary changquan moves are difficult to perform, requiring great flexibility and athleticism comparable to that of gymnastics.
    Long Fist's arsenal of kicks covers everything from a basic front toe-kick to a jumping back-kick, from a low sweep to a tornado-kick.
    (Chángquán Style: Shadowless Kick Technique)
    Rank: S
    Type: Attack
    Range: Mid - Short
    Chakra cost: 40
    Damage points: 80
    Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
    *This can only be attempted twice per battle.
    *Can only be landed once.
    * Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.
    --------------------------------------------------------
    Kung Fu style: Eagle Claw - 鷹爪派
    A style of Chinese martial arts known for its gripping techniques, system of joint locks, takedowns, and pressure point strikes, which is representative of Chinese grappling known as Chin Na.
    (Eagle Claw style: Ripping limbs)
    Rank: A
    Type: Defense/Offense.
    Range: Short.
    Chakra cost: 30
    Damage points: 60
    Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, andspeed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.
    -------------------------------------------------------
    Kung Fu style: Wing Chun - 永春
    A concept-based Chinese martial art and form of self-defense utilizing both striking and grappling while specializing in close-range combat.
    (Wing Chun style: Explosive impact)
    Rank: S.
    Type: Attack.
    Range: Short.
    Chakra cost: 40.
    Damage points: 80.
    Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
    *Can only be used once per battle.
    *Cannot use your hands for anything in the next two turns, including handseals.
    ------------------------------------------------------
    Additional effects and Restrictions:
    *Only Mugen Ryukyu can teach this
    *Must have a Mastery over Taijutsu
    * Users of kung fu have slightly enhanced speed and agility when compared to a normal Strong Fist user
    (All the jutsu have been previously approved swell)

    (Wa****sume: biribirigotai) - Eagle Claw Style: Ripping limbs
    Rank: A
    Type: Defense/Offense.
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.


    (Chángquán Style: Kaze Kikku) - Long Fist Style: Heavenly Wind Kicks
    Rank: A
    Type: Attack
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60 (plus 10 every kick)
    Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.
    Note:The user can do however many kicks he likes with the maximum of 8.
    * After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.

    (Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique
    Rank: S
    Type: Attack
    Range: Mid - Short
    Chakra cost: 40
    Damage points: 80
    Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
    Note: This can only be attempted twice per battle.
    Note: Can only be landed once.
    Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.

    (Wing Chun: Bakushindō) - Eternal Springtime Style: Explosive impact
    Rank: S
    Type: Attack
    Range: Short
    Chakra cost: 40
    Damage points: 80
    Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
    Note: Can only be used once per battle.
    Note: Cannot use your hands for anything in the next two turns, including handseals.

    (Wing Chun: Seikō Konbo) - Eternal Springtime Style: Deadly 3 hit combo
    Rank: S
    Type: Offensive
    Range: Short
    Chakra cost: 40
    Damage points: 80
    Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
    Note: Can only be attempted twice in one battle.
    Note: Can only be landed once.
    Note: The user is exhausted after this move, can only use two jutsu in the next turn.




    ♤ Hojōjutsu | Hidden Rope Art ♤

    Hidden Rope Art Style
    Hojōjutsu | Hidden Rope Art
    Type: Other (encompasses Taijutsu, Kenjutsu and Fuuinjutsu as well)

    Background: Hojōjutsu or Nawajutsu, is the traditional Japanese martial art of restraining a person using cord/rope/chain. Encompassing many different materials, techniques and methods from many different schools, Hojojutsu is a quintessentially Japanese art that is a unique product of Japanese history and culture.

    Description on the Abilities and Inner Workings of the Style: Hojojutsu can be divided into four broad categories.
    1. The first category is the capture and restraint of a prisoner that was effected with strong, thin cord (usually 3-4 millimeters) called a hayanawa or “fast rope”, and sometimes the sageo carried by samurai on the sword-sheaths. In law-enforcement, this cord was carried by constables who secreted the rope in a small bundle that fed cord from one end. This torinawa ("capture-rope") was coiled so that the cord would pay out from one end as the bundled cord was passed around the prisoner’s body, neck and arms as he or she was tied. This was usually accomplished by one constable in the course of performing an arrest while the prisoner was actively resisting and had to be accomplished quickly.

    Even at this stage, attention was still paid to visual and aesthetic concerns in the tying method as well as to the cultural needs of Japanese society. According to experts, an accused but not convicted prisoner would be tied using methods which allowed the prisoner to be securely restrained but which contained no knots to save the prisoner the shame of being publicly bound. Instead of securing the tie with knots, the constable held on to the free end of the rope and walked behind the prisoner to keep him or her under control as the prisoner was taken for an interrogation which could involve the application of one or more forms of judicial torture to elicit a confession.

    2. The second category was effected with one or more “main ropes” or “honnawa” which like the torinawa could be any one of many different lengths, but was a proper hemp rope, possibly six or more millimeters in diameter and as much as eighty feet long—which was used to provide a more secure, long-term binding than is possible with the torinawa for transportation to a place of incarceration, restraint at legal proceedings, and—in the case of particularly severe crimes—for the public display of the prisoner prior to execution by such methods as beheading, crucifixion (i.e., the prisoner was displayed tied to a cross before spears were driven through the body), or, in arson convictions, death by fire.

    Honnawa ties were applied by a group of people, usually not less than four, whose presence allowed the use of more intricate and ornate patterns than was the case with the torinawa. Both forms combined effective restraint with a distinct visual aesthetic.

    In either form, the hojojutsu ties known today display a shrewd understanding of human anatomy through several recurrent themes. This can include leverage-removal (tying limbs in positions that decrease the force they can generate), rope-placement to discourage struggling or to make it less effective by placing one or more loops of rope around the neck and constricting restraint around points on the upper arms where determined struggle put pressure on blood vessels and nerves numbing the extremities.

    3.Hojojutsu/Nawajutsu is extremely efficient when fighting in hand to hand (taijutsu) combat. Capable of subduing the opponents hands and feet rendering them unable to move. The free use of the Hidden rope arts simply using the chakra to manipulate the ropes to do the user's bidding is the best use of rendering taijutsu users immobile. However there is also the Knots-in-hands style, which is used purely as a strike based taijutsu. The knots are thick and deliver quick, powerful blows to the body of the opponent. Even blocking an opponent's blow causes the opponent pain. Enough blocking in one particular area can immobilize an area rendering it numb and unusable. Another adaptation was for Hojojutsu users through the use of chakra, separate unwound their ropes and form smaller ropes, hence the reason that it looks like there is soo many ropes instead of just 3 or 4, and can easily force them to make nets and other objects.

    4.Having been experienced with opponents using sharp weapons to battle, masters of Hojojutsu had to come up with a better way to defend themselves. Their ropes were too inefficient as the blades would easily cut through them. The masters decided that they made two decisions. The first was to use Hojojutsu with chakra chain metal. The second was to line the rope with multiple lines of chakra metal to advance with the times. The lining of the very flexible chakra metal enable them to use chakra just like others could with the blades, and kept their ropes from fully being cut through unless by a powerful technique capable of cutting metal. This is what makes the ropes heavier. The heavier the ropes the more chakra metal it is lined with. This enables the users to deal heavier blows with extended rope, capable of fighting at a safe distance from the blades as well as still allowing them to bind their opponent as well, making it even easier for them to subdue their opponent and impossible to escape from, making the breaking of the ropes physically impossible (Steel release, other metal CE exception).


    Additional effects and Restrictions:
    -This style encompasses the raw strength of the user and requires finesse in its use. The cords/ropes/chains are constantly feed chakra from the user and hidden under the clothes of the user in such a way that they are still capable of maintaining their full bodily movement without any restriction even though it is wrapped around the arms, torso, and legs of the user.
    -Constant placement of the user's chakra in the cords/ropes grants the user complete control and freeform manipulation of the ropes.
    - The cords/ropes//chains are made up of/laced with lines of chakra flexible/malleable metal capable of channeling chakra especially in the bulb ends of the cords/rope that are great conductors of electricity. The metal keeps the rope from being easily ignited via techniques of the user or the opponent. The most skilled users are capable of tying kunai to the ropes to attack with as well and still keep them hidden under their clothes without hurting themselves. They have scars under their clothing proving how difficult this was to master.
    -Master's of this technique are capable tying knots in the rope/cord/chain with a mere wiggle of the rope, that are incapable of being undone unless the user of the rope, who has their own specific way of undoing the knot, or by having the rope destroyed physically. Only the originator of Hojōjutsu is capable of undoing every knot, having mastered the technique beyond any other.
    -The user is capable of using their chakra to cut part of the ropes/cords or even retract them back into their body with a movement of their arms/legs.

    Soke Hojōjutsu - Hidden Grandmaster Rope Art Technique
    Kumo Hojōjutsu - Hidden Thunder Rope Art Technique
    Iwa Hojōjutsu- Hidden Stone Rope Art Technique
    Suna Hojōjutsu - Hidden Erosion Rope Art Technique
    Konoha Hojōjutsu - Hidden Flame Rope Art Technique
    Kiri Hojōjutsu- Hidden Wave Rope Art Technique

    -The Grandmaster is able to use any and all Hojōjutsu techniques.
    -Each Master in the village is limited to their element and those that do not require any element. The village that the Grandmaster resides in can have 1 additional person know and use Hojōjutsu, but are limited to the restriction based upon that village.
    - There can only be 1 Grandmaster per village.
    - To become a Grandmaster, after having Mastered Hidden Rope Arts for at least 3 months, must have beaten 2 opponents in a Taijutsu/Kenjtusu only fight with Hidden Rope Arts, then challenge and defeat the original or another Grandmaster.
    - Moving the ropes to deal basic damage or deflect basic weapon attacks (Kunais, Shurikens, etc) is possible in free form, although lacking real damage capabilities.

    (Hojōjutsu: Taitorōpusaikuron) – Hidden Rope Art: Tight Rope Cyclone
    Type: Attack/Defense
    Rank: A
    Range: Short
    Chakra cost: 30
    Damage points: 60 (+5 Elemental Chakra)
    Description: The user extends 5 meters of hidden rope out from both of their sleeves and charges it with chakra (pure or elemental) while spinning them extremely quickly, creating a large cyclone. Each rope that extends out of the user's arm has a knot on the end of it with which the user charges pure or an elemental chakra into it. The ropes come out of the tornado and can attack multiple enemies without warning like a whip. These are two separate ropes, their speed gives off the impression as if their are more.
    *Grandmasters can charge any one of the basic 5 elemental chakras they know.
    *Masters can only charge the element aligned with their village.
    *Iwa/Earth, Kiri/Water, Kumo/Lightning, Konoha/Fire, Suna/Wind
    Note: Can only be used 3 times per battle.
    Note: Must wait 2 turns to use A Ranked and above Hojōjutsu.

    (Hojōjutsu: Chūnyū) – Hidden Rope Art: Infusion
    Type: Supplementary/Attack/Defense
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojōjutsu technique)
    Description: The user extends channels either Pure or Elemental chakra into their Hojōjutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
    *Grandmasters can charge any one of the basic 5 elemental chakras they know.
    *Masters can only charge the element aligned with their village.
    *Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
    Note: Only one infusion per turn.
    Note: Can only be used 5 times per battle

    (Hojōjutsu: Hachisu no Mohō) – Hidden Rope Art: Lotus Imitation
    Type: Attack/Supplementary
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80 (+5) Elemental Chakra
    Description: The user, while in a full sprint, wraps their chain/rope/cord around their opponent that comes out of one of their sleeves, and with a jerk launches them up to 10 meters into the air. As the opponent travels upwards, the user causes the chain/rope/cord to spin around like a cyclone at an extremely fast speed to make their opponent dizzy. The user will then charge chakra into their feet and with a powerful jump, land from one spiral section (1 spiral section per meter the opponent is in the air) of the chain to the next until they are above their opponent. While jumping, the sections of the chain will wrap around the arm of the user covering their fist and the chains of the other sleeve will come out and wrap around that hand. The user will then channel either pure or elemental chakra into the chains and deliver at least two rapid punches to the opponent forcing them back towards the ground at an accelerated rate. The more speed the user possesses, the faster this technique can be initiated.
    *Grandmasters can charge any one of the basic 5 elemental chakras they know.
    *Masters can only charge the element aligned with their village.
    *Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
    Note: Only only be used 2x per battle.
    Note: No Hojojutsu techniques above A Ranked for 2 turns.
    Note: User must wait 3 turns to use this technique again.
    Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn.


    (Sǐshēn Liándāo Yìshū: Shinigami no Hantē) – Reaper Scythe Arts: Reaper's Judgement
    Rank: A
    Type: Attack
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user holds their scythe with hands and channel a large amount of chakra to the blade of the scythe. The chakra envelope the blade and stretches out into a crescent moon shape with an eye in the middle.
    Note: Only used twice per battle
    Note: Can cut through B rank and below Earth Elemental jutsus.
    Note: This jutsu last four turns and must wait two turns
    Note: Can only be taught by ~Korra~
    Note:: Lasts for 5 turns when activated.
    Note: Need to learn the Reaper Scythe Arts
    Note: Cannot use elemental infusion while this one is activated.
    what it looks like


    ♤ Katon Baizō | Fire Boxing ♤
    Fire Boxing Techniques
    (Katon Baizō: Kaji Handō) - Fire Style: Double Fire Kick
    Type: Attack
    Rank: B
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user begins begins to spin while jumping into air, channeling their katon chakra into their legs. Whilst in the air they do a roundhouse kick with their left leg releasing a a stream of fire, then in rapid succession they kick with their right leg releasing another stream of fire.

     
         
    Last edited by Ryūjin; 12-16-2013 at 04:33 AM.

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    Re: ☯ Dante's Customs

    You're missing the links to the training of that last CFS. Edit the post adding the link to the training. If you want me to, then vm me and ill delete this post to keep your thread clean. Good work.
     
         

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    Re: ☯ Dante's Customs

    Quote Originally Posted by Scorps View Post
    You're missing the links to the training of that last CFS. Edit the post adding the link to the training. If you want me to, then vm me and ill delete this post to keep your thread clean. Good work.
    Done ^^ and nah leave the post, it's an honor to have a mod's post on my thread
     
         

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    Re: ☯ Dante's Customs

    Other CJs

    Other CJs
    (Raiton: Chidori Raikō Panchi) - Lightning Release: Two Thousand Chidori Current Punch
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Descripton: The user uses chidori nagashi, followed right after chidori. The nagashi charges up the chidori, for an ultimate punch. You can also use it to send a charge in the ground or air making the current reach further than the regular chidori Nagashi. But this attack cuts the users chakra in half, and the user gets only 2 moves next turn because of the nagashi's numbness effect
    Note: Can only be taught by Sasuke08

    (Raiton: Sōdai Chidori Raikō Panchi) - Lightning Release: Grand Three Thousand Chidori Current Punch
    Type: Attack
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Descripton: The upgraded form of chidori current punch, this technique takes 1 turn to use. This technique sends lightning in the ground, air, if the lightning hits the opponent they can't use more than 1 jutsu next turn, them and whatever else it strikes, and strikes at the opponent with a grand chidori. This chidori cannot be stopped by a S-rank wind technique.
    Note: After using this move the user cannot move at all for 1 turn
    Note: Can only be taught by Sasuke08

    (Shigure Sōen Ryu) - Shower In Late Autumn
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra Cost: N/A
    Damage Points: N/A
    Description: An ancient Japenese sword style in which some say is the most unbeatable style in the world the user picks up thier sword and holds it close to their eyes with one hand as this technique the user needs to be able to use only 1 hand to control the swords movements, the users feet are spread shoulder length apart, this sword style has 7 totally different forms
    Note: while in this form the user can use no Gen or Ninjutsu unless used before the technique
    Note: Can only be taught by Axle
    Note: Only lasts 3 turns

    (Disqualo Dageki) - The Shark Blow
    Rank: A
    Type: Offensive
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user concentrates chakra into their blade, and when it comes in contact with another object, the chakra flows out of the sword like a current, and goes into the opponent thus stunning the opponent for 1 turn
    Note: Can only be used once per battle
    Note: Can only be taught by Axle

    (Yarazy No Ame) - Last Minute Rain
    Rank: A
    Type : Offense
    Range: Short - Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user drops their sword with the blade facing toward the enemy, then the user focuses their chakra in their foot, and kicks the sword with incredible power in speed, and as soon as the sword hits the mark, the user is there holding the sword again (the sword causes a distraction giving the user time to rush in toward the opponent)
    Note: the user can only use this technique while in Shigure Sōen Ryu
    Note: Can only be taught by Axle
    Note: Can only be used once per battle

    (Samedore Ame) - Early Summer Rain
    Rank: A
    Type: Offense
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user rushes in toward the opponent holding the blade with one hand, in the middle a sideways swipe towards the opponents face, the user drops the blade with excellent timing, causing the blade to fall in the user's other hand, for a clean sweep at the opponents mid-section
    Note: Can only be used while in Shigure Sōen Ryu
    Note: Can only be taught by Axle

    (Shibuki Ame) - Spraying Rain
    Rank: A
    Type: Defense
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user puts all their chakra in their sword, then strikes the water, causing a giant water splash, this splash causes the opponent not to see the user
    Note: Can only be used while in Shigure Sōen Ryu
    Note: Can only be taught by Axle
    Note: Needs a Water source

    (Shinotsuku Ame) - Pelting Rain
    Rank: A
    Type: Offensive
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user rushes in as if to clash with the opponent, but almost instantly slides down as if playing baseball, and slices the opponents, and leaving the opponent vulnerable to another attack
    Note: Can only be used while in Shigure Sōen Ryu
    Note: Can only be taught by Axle

    (Shajiku no Ame) - Axle of Rain
    Rank: B
    Type: Offense
    Range: Short
    Chakra Cost: 25
    Damage Points: 40
    Description: the user focuses their chakra in their feet,then releases in an instant causing the user to charge towards the opponent like the user was shot out of a cannon,and while charging the user is holding the blade with 2 hands in a thrusting motion, this attacks power is equivalent to one of Tsunade's punches.
    Note: The user can only use this technique while in Shigure Sōen Ryu
    Note: Can only be taught by Axle
    Note: Can only be used 3 times per battle

    (Yottsu Iregyura Chakra Hēka) - Four Irregular Chakra Swords
    Rank: S
    Type: Offensive
    Range: Short - Mid
    Chakra Cost: 40
    Damage points: 40
    Description: The user then focuses pure wind chakra into 4 swords, an extra long sword (about the length of 2 arms) in one hand and 3 short handles of swords in one hand, the user can throw the short swords at very high speeds, they only work with the users chakra. When the chakra is focused in the long blade, a blue aurora is produced around the blade, so that if the opponent tries to block short range, then he will still be cut,unless the opponent focuses wind or lightning chakra in his blade, when focused in the short handles, nothing but a blue aurora is produced from where the blade is supposed to be.
    Note: Lasts 3 turns
    Note: Can only be used twice per battle
    Note: Can only be used by Axle

    (Hēshi Mune Hōmen) - Dying Will Release
    Rank: Forbidden
    Type: Supplementary
    Range: Short
    Chakra Cost: 50
    Damage Points: N/A
    Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes a lot of pressure on the user's body
    Note: Can only be used once per battle
    Note: Only lasts 3 turns
    Note: After using this jutsu is cancelled, the user can only used B and below ranked jutsu

    (Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Technique

    Type: Supplementary
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.
    Note: Can only be used 3 times.

    (Suiton: Inryōkuken) - Water Release: Gravitational Pull
    Type: Offensive
    Rank: B
    Range: Mid
    Chakra Cost: 25
    Damage: N/A
    Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.

    (Suiton: Zukindama) - Water Release: Pounding Bullets
    Type: Offensive
    Rank: B
    Range: Mid
    Chakra Cost: 25
    Damage Points: 40
    Description: After performing the following hand seals Dog - Rabbit - Tiger the user creaes a water style ninjutsu that allows the user to spew multiple water bullets from his mouth. The bullets are somewhat slow, but leave a great impact on whatever they hit or make contact with.

    (Suiton: Unari Shishinami) - Water Release: Roaring Lion Wave
    Type: Offensive
    Rank: B
    Range: Mid
    Chakra Cost: 25
    Damage Points: 40
    Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.

    (Suiton Kuchiyose: Mizujū no Hokaku no Jutsu) - Water Release Summoning: Whale Mouth Capture Technique
    Type: Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage: 60
    Description: After the user performs a string of the following hand seals Bird →Monkey → Snake → Ram → Boar the user then creates a prisoning jutsu, which approaches differently, needing a source of water. The user does the hand seals, and places his palms on the ground. A body of water shaped like a whale gets out of the source and swallows the enemy. Then, the "whale" turns into a bubble with the enemy within leaving him stuck for a maximum of 2 turns.
    Note: Can only be used 3 times per match.


    (Sǐshén Liándāo Yìshù:Kama Erementaru Yueki) - Reaper Scythe Arts: Scythe Elemental Infusion
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30 (-15 for ever turn activate)
    Damage Points: N/A (+10 to Reaper Scythe Arts Jutsus)
    Description: The user will infuse a elemental chakra into their scythe causing a effect onto the scythe depending on the chakra infused.
    Katon: The scythe's blade is cover in fire producing a burning effect upon contact.
    Suiton: The scythe is cover water, increasing its lenght up to 3 times.
    Raiton: The chakra is cover in lighting like how Sasuke blade gets to increase the scythes penetration and to have a numbing effect upon impact.
    Doton: The scythe can have its weight either increased (3 times as much) or decreased (3 times as much) to either increase impact or speed, depending on the situation (only one weight change per use, meaning either use this infusion for more weight or less with each use)
    Futon: The blade is covered in greenish chakra (like what Danzo does) increaseing its cutting power.
    Note: Infusions last 4 turns
    Note: Can only be used 4 times a battle.
    Note: Can only have one infusion active. With earth infusion, each changing of weight
     
         
    Last edited by Ryūjin; 12-28-2012 at 09:06 AM.

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    Re: ☯ Dante's Customs



    ♤ Custom Weapon ♤

    Custom Weapon
    28. (Sōdō) - Rebellion
    Type: Weapon
    Rank: S-Rank
    Range: N/A
    Chakra: N/A
    Damage: N/A (+15 To Fire Techniques) (-10 When absorbing a Fire Technique)
    Description:
    The Rebellion sword is made out of a special metal that is able to use the user's fire chakra , it has a large white blade with a silver skull shaped handle ,it's worn on the user's back like Kakashi's sword when he was young , when the user channels his fire chakra into the blade, a fire Aura surrounds the white blade making the sword more lighter and enhancing the user with faster reactions and turning the blades color into bloody red, as long as the user is wielding the blade he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack.
    Note: Cannot be used without mastering the fire element.
    Note: User takes -10 damage when absorbing a fire technique.
    Note: Can only block fire techniques 3 times per battle.
    Note: Can only be wielded by Ryūjin

    29. (Sōdō Geigei: Doki no Sōdō) - Rebellion Art: Rebellion Wrath
    Rank: S
    Type: Attack
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user grabs his Rebellion and concentrates a massive amount of fire chakra into it , then makes a crescent shaped pattern with rebellion horizontally or vertically while releasing the fire chakra causing a large cresent shaped wave of fire that races in the desired location.
    Note: Can only be used 3 times per battle
    Note: The user loses the ability to block fire techniques when using this 3 times.
    Note: The user can't enhance the damage of a fire technique any further when using this 3 times.

    30. (Sōdō Geijutsu: Zenshin) – Rebellion Art: Drive
    Type: Offensive
    Rank: S
    Range: Short – Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user holds Rebellion in a reverse grip manner, around their back while it's in one of their hands as they bend their knees down nearly touching the ground getting in a crouching manner then he injects Rebellion with a large amount of Fire chakra, using the fire chakra around Rebellion as Rebellion begins glowing in bloody red aura to superheat the air by using Fire chakra in conjunction with a blazing fast horizontal shaped slash in front of the user that he makes, sending a superheated wave of air towards their opponent's direction in a crescent shaped arc, the wave can be clearly seen as a resonating wave of red aura that's heading towards them, it is consider a Fire Release technique.
    Note: Can only be used twice
    Note: No S-rank Fire techniques in the same turn.

    (Dyuaru Yure) – Dual Vibrations
    Type: Attack
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A (+10 to Lightning Techniques)
    Description: The user summons the Dyuaru Yure(Dual vibrations) . they can appear in hand or on the users back. the swrods have black and silver colored handles and they are both long swords that share the same case. the user can channel lightning chakra into the swords to create an aura of electrical currents around the blades allowing them to cut through things easier. Also while the swords are active the users lightning techniques are increased by 10+ so that the lightning jutsu are stronger. Once every 4 turns the sword can channel lightning chakra through the ground to electrocute the opponent (The lightning chakra can travel up to mid range).
    Also this sword can absorb lightning chakra up C-rank. This effect can only be used twice per battle
    The twin swords:
    (the user can only put an electric current around the blades 3 times per battle and the electric currents last 5 turns)
    (Usable only once per battle)
    ( Wind element of user drops by 10 damage points )
    (Can only be taught by Daemon)
    (the Swords are about 3 feet long each)
     
         
    Last edited by Ryūjin; 12-02-2013 at 01:35 AM.

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    Re: ☯ Dante's Customs


    ♤ Ninken Kuchiyose | Ninja Dog Summoning ♤

    Ninken Summoning
    (Kuchiyose: Nepuchun) - Summoning Technique: Neptune
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: Neptune is one of Hatake Kakashi's Ninken summons, however unlike his normal ninken pack, Neptune is a fighting type Ninken. he is quite a large ninken, approximately 1/4 the size of Gamabunta, he has thick white fur and dark yellow eyes. Like all Ninken, Neptune has a strong sense of smell, comparable to that of Pakkun, and is capable of using Water Release techniques up to A-rank and below without having to use a handseal in order to perform them, his water affinity is the perfect match of Kakashi's lightning Release affinity, making them capable of doing various combination attacks with one another, other than that, Neptune has two unique abilities to himself, which is when he slams his right leg onto the ground sending water chakra underneath his opponent, he is able to call forth a large amount of water that resembles a dog's head rising out of the ground beneath his opponent in an attempt to bite him with the water's strong fangs, this head is at the size of the Fire Release: Great Blaze Ball technique and is considered a Mid ranged S-rank Water Release technique, however in order to use it, Neptune has to have a physical contact with the ground in order to cause the dog's head to rise out of the ground beneath the opponent's direction, this technique is called "The Water's Fang".
    Note: Can only be summoned by Hatake Kakashi.
    Note: Can only be summoned once.
    Note: Lasts for 4 turns.
    Note: The Water's Fang technique can be used twice and counts as a move.


    (Dōjutsu: Hakutaku) – Eye Technique: White Benevolence
    Rank: Forbidden
    Type: Attack
    Range: Short – Long
    Chakra cost: 70
    Damage Points: 120 (-30 to the user)
    Descripton: One of the basic techniques awoken in Goh Uchiha's Mangekyō Sharingan, Hakutaku is the ability to ignite the undying white flames of purgatory. The jet-white flames of the Hakutaku, said to be the counterpart of the Amaterasu black flames, ignite at the focus of the user's vision. This depiction is somewhat linked to the fact that, because of the damage produced in ones eyes, as the user closes his eyes and prepares to use Hakutaku, tears of blood flow through his face. The White flames lack momentum and impact, however, unlike Amaterasu, the white flames of Hakutaku have the ability of being able to eat through anything made out of chakra or chakra itself with enormous ease, devouring large amounts of chakra within an instant and reducing it into nothingness. Though the flames have been stated to be unavoidable (since they are not a projectile but "happen" on focal point), this has been proven as false. While quite hard to avoid, its been proven that ninjas with enhanced speed and reactions (such as Third and Fourth Raikage in Lightning Armor) when facing the user can move out of the focal point before the flames actually ignite. This is related to the somewhat slow ignition and burn of the flames. While they burn for 7 days, can't be doused and are hard to avoid, they spread and burn through chakra instantly. Also, its been noticed that Dojutsu users (3 Tomoe Sharingan, Rinnegan, Byakugan) and skilled chakra sensors can see/feel the overflow and increasing chakra pressure in the eye, right before Amaterasu is used, but that in itself is not enough to dodge or block it, as target would need to move faster than the user can focus his eye on it. In addition to being able to burn through chakra, the flames have the innate ability to burn objects, delivering burning damage like Fire Release but being far more powerful than normal flames, however, unlike Amaterasu, it doesn't burn through objects, but rather burning through chakra itself, and reducing it into nothingness, the flames eat through virtually anything that's made out of chakra, and spread through chakra instantly, meaning if it hits a technique made by the opponent, the flames spread through the technique in an instant and devour it, as long as it's made through the usage or manipulation of chakra, once the flames touch a chakra source, they expand by spreading through chakra, getting bigger and having a more powerful burning effect, the size of the flames depends on how much chakra it devours, and it never stops devouring until it eats all chakra it's in contact with, or until the user decides to douse the flames. Originally, Goh is capable of igniting the flames with his right eye, while his left eye is capable of dousing it. If the flames hit a living being with a chakra network, the burning of chakra has been noted to be slower than normal, having to take at least 1 turn to eat the whole chakra of the opponent. An advantage of the flames eating the chakra, Goh can use his left eye to douse the flames and replenishes his chakra reserves, by receiving the same amount of chakra the flames has devoured, if an opponent is completely devoured of chakra, Goh can receive all of his devoured chakra through dousing the flames using his left eye.
    Note: Can only be used by Goh Uchiha with MS active.
    Note: Reduces MS duration by 2 turns each use
    Note: Cannot be dodged unless the user has an ability that fits the ones described
    Note: If hit, enemy has 1 turn before losing all of his chakra and stamina, during which he experiences excruciating pain and burning damage.
     
         
    Last edited by Ryūjin; 12-17-2013 at 09:31 PM.

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