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  1. #1
    2600₭ Lili-Chwan's Avatar
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    Lili's Bosom of Impending Doom III




    Index

    List .00

    General Techniques

    Taijutsu .01
    Ninjutsu .02
    Genjutsu .03

    Basic Elemental Ninjutsu

    Fire .04
    Wind .05
    Lightning .06
    Earth .07
    Water .08
    Combinations .09

    Advanced Elemental Ninjutsu

    Mushroom CE .10
    Perfume CE .11
    Decay CE .12
    Unnamed CE .13

    Advanced Techniques

    (Dropped) Marten Contract .14
    Parrot Contract .15
    Box Jellyfish Contract .16
    Sound .17
    Fuuinjutsu .18

    Clan-Bound Techniques

    Uchiha Clan .19
    Ganmi Clan .20
    (Dropped) Bartholomew Clan .21
    (Dropped) Gyojin Clan .22
    Binkan Clan .23

    Weapon/Fighting Styles

    Fugu CW .24
    Kirigakure VC .25
    Surreal Palm CFS .26
    Unnamed CFS .27
    Lazy Fist CFS .28
    Whip Arts CFS .29
    Déjà Fu CFS .30
    Oversoul CFS .31
    D. Monkey Fist CFS .32
    Vector Cobra CFS .33
    The Nine Verses of Shakujo CFS .34
    Sound Propulsion CFS .35
    Mantis Fist CFS .36




    A big big thanks to McRazor for doing the Lips <3
    And a big big thanks to Akasha for doing the Banners :3
     
         
    Last edited by Lili-Chwan; 11-16-2014 at 06:44 PM.

  2. #2
    2600₭ Lili-Chwan's Avatar
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    00. List




    Techniques
    Normal (N) Jutsu Count (45 Limit)
    1.( Ninjutsu: Nezumi no Hoohige ) Ninja Arts: Rat Whiskers (6/6)
    2.( Ninjutsu: Dorobō Neko ) Ninja Arts: Burgler Cat (6/6)
    3.( Genjutsu: Setsuwa no Ichi Ni Kumo ) Illusion Technique: The Tale of the Itsy Bitsy Spider (4/6)
    4.( Genjutsu: Saru no Sobaeru ) Illusion Technique: Prankster Monkey (5*/6) *Kryptiic
    5.( Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken (5/6)
    6.( Katon/Fuuton: Ikusen no Houou ) Fire/Wind Release: The Squad of the Scorching Falcons (1/6)
    7.( Fuuton: Rashinban Taka no Me ) Wind Release: Compass Hawkeye (6/6)
    8.(Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo (3/6)
    9.( Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine (4/6)
    10.( Raiton: Fukuro no Giragira ) Lightning Style: Owl's Glare (5*/6) *Omega
    11.( Doton: Usagi no Bibiri ) Earth Release: Cowardly Hare (6/6)
    12.( Doton: Kachiku Kanshou ) Earth Release: Bovine Intervention (5*/6) *Kryptiic
    13.( Doton: Kame no Nigasu ) Earth Release: The Escape of the Turtle (6/6)
    14.( Suiton: Puchibuta Ginkou ) Water Style: Piggy Bank (2/6)
    15.( Suiton: Bouhatei no Hanamizu ) Water Release: Mole Snot (6/6)
    16.( Suiton: Hazumo Ibo no Kerokero ) Water Release: Bouncy Frog Warts (3/6)
    17.( Katon/Raiton: Mure Sai no Shuuren ) Fire/Lightning Style: The Drill of the Rhinoceros Crash (3/6)
    18.( Doton/Katon: Ichida no Danpen Harinezumi ) Earth/Fire Release: The Blow of the Shredding Echidna (2/6)
    19.( Suiton/Fuuton: Koketsu no Waniguchi ) Water/Wind Style: The Jaws of the Alligator (1/6)
    20.( Fuuton/Raiton: Houkou no Kora-Hanta ) Wind/Lightning Style: The Growl of the White Tigress (3/6)
    21.( Doton/Raiton: Tobu no Kangaru Bokushingu ) Earth/Lightning: The Jump of the Boxing Joeys (1/6)
    22.( Kouton: Haki ) Box Arts: Haka (5/6)
    23.( Kouton: Horimono ) Box Arts: Ta Moko (5/6)
    24.( Kouton: Pishari ) Box Arts: Fa'ataupati (5/6)
    25.( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard (6/6)
    26.( Katon: Jomei no Karasu ) Fire Style: Raven's Purge (1/6)
    27.( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag (6/6)
    28.( Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow (4*/6) Yashiro
    29.( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove (6/6)
    30.( Genjutsu: Kohitsuji Shoutan Raikou) Illusion Arts: Lightning Tears of a Lamb (2/6)
    31.( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation (2/6)
    32.( Kouton: Yari ) Box Arts: Woomera (3/6)
    33.( Genjutsu: Hyakujuu ) Illusion Technique: Animalia (4*/6) Yashiro
    34.( Kusaru Genjutsu: Shinigami no Yousei ) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae (3/6)
    35. ( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander (1/6)
    36. ( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk (6/6)
    37. ( (Fuuinjutsu: Panikku Osutoricchi ) Sealing Technique: Panicked Ostrich (1/6)
    38. ( Suiton: Chame no Peropero) Water Style: The Tongue of the Licking Urchin (2/6)
    39. ( Ninjutsu: Ryousei Kanshou ) Ninja Arts: Amphibian Intervention (5/6)
    40. ( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele (5/6)
    41. ( Genjutsu: Ba-doko-ru Ninnin ) Illusion Technique: Myriad of Mockingbirds (3/6)
    42. ( Doton: Suzumebachi Iwasu ) Earth Style: Hornet's Nest (3/6)
    43.
    44.
    45.


    Sensei Bonus (S) Jutsu Count (5 Limit)
    S1.( Kuchiose no Jutsu: Niiro oyobi Kiiro no Kyouku ) Summoning Technique: Red and Yellow Stability (1/6)
    S2.( Katon: Kitsune no Uen ) Fire Release: Devious Fox (2/6)
    S3.( Doton: Zou no Shoufuku ) Earth Style: Elephant's Submission (1/6)
    S4.( Suiton: Hebi no Naitei ) Water Style: Serpent's Harem (2/6)
    S5.( Katon: Raion no Honba ) Fire Style: Lion's Lair (3/6)


    Custom Weapon (CW) Jutsu Count (1 Limit)
    Current.( Fugu ) Blowfish (0/6)


    Custom Mangekyo Sharingan (S) Jutsu Count (5 Limit)
    Physical Ninjutsu.( Doujutsu: Bachihari ) Eye Technique: Accursed Acunpuncture (0/0)
    Doujutsu Genjutsu.(Doujutsu: Kamiranshi) - Eye Technique: Divine Immolation (0/0)
    Etherial Guardian.(Doujutsu: Kuchisake-onna) - Eye Technique: Heinous Concubine (0/0)


    Parrot (Pa) Summon Jutsu Count (10 Limit)
    1. Submitted by Luiz
    2. Submitted by Luiz
    3. Submitted by Luiz
    4. Submitted by Luiz
    5. (Oumu Kuchiyose no Jutsu: Kuchibashi no Oumu ) Parrot Summoning Technique: Bico Parrots (2/5)
    6. (Oumu Kuchiyose no Jutsu: Jibo no Oumu ) Parrot Summoning Technique: Redentor Kakapos (2/5)
    7. Submitted by Luiz
    8. ( Oumu Kuchyiose no Jutsu: Chonmage no Oumu ) Parrot Summoning Technique: Favela Cockatoos (2/5)
    9.( Oumu Kuchiyose no Jutsu: Nijiiro ) Parrot Summoning Technique: Iris Gloriosa (0/5)
    10.( Oumu Kuchyiose no Jutsu: Shin'ei no Oumu ) Parrot Summoning Technique: Capoeira Lovebirds (2/5)


    Box Jellyfish (Bx) Summon Jutsu Count (10 Limit)
    1.( Koukurage Kuchyose no Jutsu: Raiden ) Box Jellyfish Summoning Technique: Mamaragan (5/5)
    2.( Koukurage Kuchyose no Jutsu: Nagai Yama ) Box Jellyfish Summoning Technique: Mauna Loa (5/5)
    3.( Koukurage Kuchyose no Jutsu: ) Box Jellyfish Summoning Technique: Coatrischie (5/5)
    4.( Koukurage Kuchyose no Jutsu: Kyoudan ) Box Jellyfish Summoning Technique: Marinette (5/5)
    5.( Koukurage Kuchiyose no Jutsu: Dokueki) Box Jellyfish Summoning Jutsu: Agwe's Venom (5/5)
    6.( Koukurage Kuchiyose no Jutsu: Taitou Oubochi ) Box Jellyfish Summoning Jutsu: Baron Cimitiére's Accession (3/5)
    7.( Koukurage Kuchiyose no Jutsu: Toppi ****ei ) Box Jellyfish Summoning Jutsu: Coco Macaque (5/5)
    8.( Koukurage Kuchiyose no Jutsu: Utsu ) Box Jellyfish Summoning Jutsu: Shango (5/5)
    9.( Ou Koukurage Kuchiyose no Jutsu: Ouhi & Ouja ) Boss Box Jellyfish Summoning Jutsu: The Baron and the Baronessa (0/5)
    10.( Koukurage Kuchiyose no Hijutsu: Kouhiketsu ✳ Outenpu ) Hidden Box Jellyfish Summoning Jutsu: Keeper of Contracts ✳ Damballah Weddo (0/5)


    Mushroom (Mu) Element Jutsu Count (12 Limit)
    1.( Masshuru-Muton: Chiyu no Ten'on ) Mushroom Style: Bless of Legba (1/2)
    2.( Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan (1*/2)
    3.( Masshuru-Muton:Senkyou no Nora ) Mushroom Style: Fields of Wonderland (1/2)
    4.( Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe (1/2)
    5.( Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs (1*/2)
    6.( Masshuru-muton: Kora no Shukun Hae ) Mushroom Release: Children of Beelzebub (1/2)
    7.( Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy (1/2)
    8.( Masshuru-Muton: Onigiri no Wana ) Mushroom Release: Foc Follet's Trap (1/2)
    9.( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith (1/2)
    10.( Masshuru-muton: Kouhi no Ken ) Mushroom Release: Blades of Titania (1/2)
    11.( Masshuru-muton: Mahou Momsuta-mokuren ) Mushroom Manner: Monstrous Murk-Dweller Mandrake (1/2)
    12.( Masshuru-Muton Hijutsu: Ametsuchi no Akuyou Ж Dorei Zonbi ) Hidden Mushroom Style: Grand Bois' Perversion Ж Geechee Nzumbe (1/2)


    Perfume (Pe) Element Jutsu Count (12 Limit)
    1.(Meromeroton: Bane ღ Bane ) Perfume Release: Antoinette's Naiveté ღ Grande-Plié (1/2)
    2.(Meromeroton: An'ya Ran ღ Hebifuro ) Perfume Release: Curie's Disgrace ღ Bathing Serpents (1/2)
    3.( Meromeroton: Kourui Makkura ) Perfume Release: Scented Tears of Lilith (1/2)
    4.(Meromeroton: Tanpopo Oooku ღ Nemuri Teiketsu ) Perfume Release: Teresa's Kindness ღ Slumberous Gates (1/2)
    5.( Meromeroton: Migoto ) Perfume Release: Embellir (1/2)
    6.( Meromeroton: Hasu Uchiike ღ Tsukeru Kahen ) Perfume Release: Joan's Innocence ღ Steeping Petals (1/2)
    7. Meromeroton: Roze no Chishio ღ Sasu Reihai) Perfume Release: Cleopatra's Venom ღ Piercing Adoration (1/2)
    8.(Meromeroton: Ayame Chihou ღ Fukai Shinpyou ) Perfume Release: Nzingha's Dementia ღ Twisted Persuasion (1/2)
    9.(Meromeroton: Manjushage Daku ღ Seppun) Perfume Release: Bonny's Embrace ღ Seduction (1/2)
    10.( Meromeroton: Mane ღ Mane) Perfume Release: Laveau's Sorcery ღ Mimétisme (1/2)
    11.( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra (1/2)
    12.


    Surreal Palm (Su) Fighting Style Jutsu Count (10 Limit)
    1.( Shu-rute: Kohon Issaishujou ⋔ Hentai ) Surreal Palm: Creature's Compendium ⋔ Metamorphosis (3/6)
    2.( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple (3/6)
    3.( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution (3/6)
    4.( Shu-rute: Uchuu Kata Shita ⋔ Kujira ) Surreal Palm: Under the Uberous Universe ⋔ Cosmos (3/6)
    5.( Shu-rute: Ittenbari Ubuge ⋔ Nou ) Surreal Palm: Perishing Persistence ⋔ Memory (3/6)
    6.
    7.
    8.
    9.
    10.


    Déjà Fu (Dé) Fighting Style Jutsu Count (10 Limit)
    1. Submitted by Emperor
    2.( Déjà Fu: Ni-Ni Paradokkusu ) Déjà Fu: Twin Paradox (1/6)
    3.( Déjà Fu: Neko Sain ) Déjà Fu: Schrödinger's Autograph (1/6)
    4.( Déjà Fu: Inu Monkirigata ) Déjà Fu: Pavlovian Catch Phrase (1/6)
    5.( Déjà Fu: Yuumai Hayari ) Déjà Fu: Causality Vogue (1/6)
    6.
    7.
    8.
    9.
    10.


    Students
    Before Rules:

    Scorpseh: N1-N4, N6-N21, S1-S5, Mu1-Mu4, Mu6-Mu11
    Pato: N1-N4, N6-N21, S1-S5, Mu2
    Luiz: N1-N2, S1

    After Rules:

    Scorpseh: Mu12, Mu5, N26-N29, N31, N33, N35-N36
    Mel: N1-N5, N9-N18, N21, N27, N29-N30, S1-S5
    Reborn: N1-N5, N9, N11, N17, N20, N26, N29-N31, N33-N36, N39, N41, Su1-Su5
    Emperor: N5, Dé2-Dé5
    Igneel: N4, N10, N12
    Zero: N1
    Solf J. Kimblee: Bx1-Bx10, N22-24, N32, N40
    Songbird: N8, N13-N16, N19, N27, S2, S4-S5, Pe1-Pe11
    Magekyo Byakugan: N2, N11
    Negative Knight: N1-N2, N7, N9-N13, N15, N20, N25, N39, N42
    Lokí: N15
    Vision: N29, N31
    Kirabi: N15
    Akagami Shanks: S5
    McRazor: N1, N4, N15, N13, N36, Su1-Su5
    Professor Sarutobi: N28
    Kamishiro: N29
    Aízen: N7, N20
    Sharingandork: N7
    Selendrile: Bx1-Bx5, Bx7-Bx9, N22-24, N32, N40
    Zanda: N27, N37-N39
    Shady Doctor: Bx1-Bx5, Bx7-Bx9, N8, N22-24, N28-N29, N32, N40,
    Flash07: Bx1-Bx5, Bx7-Bx9, N22-24, N32, N40
    Scaze: N4, N17, N25, N27, N33, N39
    -L-: N2, N7, N13, N22-24, N32, N40, Bx1-Bx5, Bx7-Bx9
    Ace.: N5, N7, N16
    Baldy: N39
    Vayne: N2, N11, N27
    Better: N9
    Shino500: N13
    Copy Ninja Hatake Kakashi: N10
    Shuusai: Bx1-Bx5, Bx7-Bx9, N22-24, N32, N40
    Daemon: N11-N12, N36
    Venom: N25, N36, N42
    Aoi: N3, N5, N8, N28, N30, N33
    Erzo: N6, N25, N39
    -Best-: N1, N41
    Noni: N10, N12, N38, N42
    Moxii: N7, N36
    Dragy: Su1-Su5
    Yashiro: N4, N34, N41
    Akasha: N27
    Korra: N17
    McKnockout: N13, N25




    ⧫ ⧫ ⧫





    Ⱡ ℒ ℓ ⧫ ⚜ ♢ ● ◊ ♕
     
         
    Last edited by Lili-Chwan; 08-05-2015 at 01:58 PM.

  3. #3
    2600₭ Lili-Chwan's Avatar
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    I am weak for I have never
    beaten Scorps
     



    01. Ninjutsu




    Ninja Arts
    Original Customs
    N1.
    (Ninjutsu: Nezumi no Hoohige ) Ninja Arts: Rat Whiskers
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30 (-5 per turn to maintain)
    Damage Points: 60
    Description: The user will expel chakra outwards, from her hands. The chakra will create a set of 5 wires, thin and sharp but strong, which will immediately wrap around the opponent. While they can be used on their own to powerfully constrict the opponent, they can be used more efficiently by adding an elemental nature to them. Strong elements (Earth, Metal, etc) or Slicing elements (Wind, Lightning, etc) will strengthen or sharpen the thin wires, which will allow them to slice through flesh and bone by the inherited constriction force. Other elements may weaken the body itself, allowing the said slicing effect (Fire burning, Rotting elements, etc). Elements that do not fall in these characteristics will simply add their characteristics to the wires, but will only have the tight grip of normal chakra wires, and not the slicing property.
    With one handseal, the wires can be shot from the ground upwards, binding the target. The user can gradually increase the sharpness and the tight hold of the technique by hand gestures (when he uses it from his hands directly as "whips") or by maintaining the hand seal (if used from the ground).
    *If used from the ground, can't preform any further jutsu until the grip is released*
    The wires are only able to severe the thinner limbs/weak spots and severely injuring the thicker body parts (I.e Severe arms, legs, necks, and Injure torso, head).
    *This jutsu can only be used thrice per battle, at max 1 usage every two turns*
    The wires follow the element's and rank's weaknesses and strengths
    *Cannot be used by CE elements.
    Approved


    N2.
    (Ninjutsu: Dorobō Neko) Ninja Arts: Burgler Cat
    Rank: C
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: With one handseal, the user is able to create a small chakra burst on the palms of the opponent, when he/she's holding something (such as a sword, or a kunai, etc). The burst will invariably make the hand open, and shoot the object outwards. If in short-range, the user can choose to make the object fall on her hand.
    Mainly this is a distraction jutsu, as most opponents, Sannin and above, will have the necessary reflexes to re-catch the weapon again after it is shot a small distance (arm's range or elbow's range).
    The user can shout: "Expelliarmus", if the user is a geek.


    N39.
    ( Ninjutsu: Ryousei Kanshou ) Ninja Arts: Amphibian Intervention
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: Based on the principle of friction and microscopic texture. While some materials may seem smooth to the naked eye, in the nano-scale, they're comprised of multiple irregularities and rough textures. When two materials drag on eachother, the inherited friction increases exponentially, superior than it would happen case the materials were virtually smooth. Applying the teachings of the basic Tree/Water Walking techniques, the user is able to create a thin layer of chakra across any surface of his/her own body. The chakra is thus able to cover or enhance the microscopic irregularities, thus increasing or decreasing the friction to extremes.

    ( Kato Enten ) Smooth Tadpole- The thin layer will get rid of the irregularities in one's body surface, allowing a nearly zero-friction surface. Given the natural flexibility and curvature of the user's own body, and allying it with well-timed motions, the user is able to become impervious to any physical attack, allowing it to slip off the side. The selective aspect of the jutsu allows one to retain some un-covered areas, permitting usages such as whole-body "armor" with naked soles for walking, left covered-sole and right naked sole for fast gliding, covered arm for evasion and naked fist for attack, etc.

    ( Gama Ranbou ) Rough Toad - The thin layer will accentuate the irregularities in one's body surface, increasing the friction. It allows one to have a much better grip on objects, almost sticking to them in a microscopic scale. Likewise, it allows one to mimic the Lotus Effect, becoming a superhydrophobic surface. This, among other things, would turn the user impervious to pathogenic agents like bacteria, fungi or algae growth, reducing or eliminating the area of contact with the water particles in which these pathogens dwell and proliferate.

    Effective against Earth and Water based elements, to a certain extend, as one can be affected through the sheer size of the tangible object. There is a protection against physical blades, but not intangible blades, such as those created with Wind or Energy based elements. While it does cover oneself with chakra, the low ammount of chakra deployed is minimal, and thus, outside the described effects, it is useless as a chakra armor, when in direct confrontation with chakra-based attacks. It does not protect against Genjutsu or Yamanaka techniques.
    The user is able to passively change between the Smooth, Rough and Normal aspect as long as the technique is active, though, except in the turn of usage, swapping between the Rough and Smooth will count once towards the jutsu count. The user is able to selectively cover oneself with chakra, allowing the rest of the surface to be normal, and alter the degree of irregularity, but the whole affected surface must have the same degree, thus preventing part of the body to have the Rough variation and other part the Smooth.
    Lasts 5 turns, max, per usage.
    Requires 1 turn cool down.
    Can only be used 5 times.
    Allows the cover to spread through body/clothes and any surface in contact with the user up to 1 meter all around (thus allowing other people to suffer the same effects).
    Doesn't negate usage rank and strength and thus can only be used against physical Jutsu A-Rank and bellow and is completely useless against energy based elements while neutral to wind based ones.

    Approved

    S1.
    (Kuchiose no Jutsu: Niiro oyobi Kiiro no Kyouku ) Summoning Technique: Red and Yellow Stability
    Rank: C
    Range: Self
    Chakra Cost: 15
    Damage Points: N/A
    Description: Allows the user to summon either Cranberry Juice or Lemon Juice in controlled ammounts into the user's own stomach. The summon is just like any other weapon summon, and the seal is found on the user's belly.


    Given Customs
    (Ninjutsu: Bishamon no Houkou)- Ninjutsu: Screech of the War God
    Rank: A
    Type: Attack/Defense
    Range: Short-Mid
    Chakra Points: 30
    Damage Points: 40 ( if the opponent is within two meters from the user ) ( Else, no damage but opponent is stunned due to the sound leaving him open to Taijutsu )
    Description: With this jutsu, the user concentrates chakra in their tongues, similar to using a fire jutsu. However, instead of expelling fire from their mouth, the user screams, forcing the chakra out in the form of amplified sound waves. The resulting sound wave can be used to attack opponents, damaging their ear drums, or to drain out the sound of sound-based Genjutsus. If an opponent is hit with this jutsu, their hearing is temporarily weakened (the extent to which it's weakened depends on the opponent's distance from the user), making them vulnerable to taijutsu.
    *Created by BishamonSama*


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

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


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

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


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

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


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

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


    (Jūhō Kibaku Fuda) Heavy Artillery Exploding Tag
    Rank: N/A
    Type: Offensive
    Range: N/A
    Chakra: N/A
    Damage: N/A
    Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has about ten times the destructive power of a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.

    *In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.

    *Taught by KeotsuEclipse*
    Trained

    (Hanabi Taikai) Firework Festival
    Rank: C
    Type: Offensive
    Range: Throw: Short-Long | Explosion: Short-Mid
    Chakra Cost: 15
    Damage: 10 each (x3)
    Description: The user will throw three balls of rolled up explosive notes that are the size of regular marbles (exploding balls hereafter referred to as marbles), after infusing them with chakra; this chakra coats the marbles and allows them to be thrown a greater distance than the marbles would otherwise be capable of reaching, due to their extremely low mass and weight. Due to their small size, and the lack of a kunai to give away their position, these become a viable option in battle, as they are harder to see. Not only that, but each marble can be detonated individually at the user’s command, like regular exploding tags, allowing the marbles to be used for strategic purposes, due to their explosive radius. The damage is caused solely by the explosive tags; the chakra does not amplify the damage in anyway, and is simply used to throw them greater distances.
    *Taught by KeotsuEclipse*
    Trained

    (Kaika Kunai) Blossoming Kunai
    Type: Offensive
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user reaches into a pouch filled with explosive tags and channels their chakra through the tags, allowing them to control each tag with their chakra, similar to the "Hidden Explosive Tags Technique". The user then causes several exploding tags to "crawl" around his hand and stick together with his/her chakra, ultimately creating a kunai shape. The tags on the outer-most layer of the "kunai" take on a grey color, giving the illusion that it's a real kunai. The user then throws the "kunai", the collection of tags travelling almost like a normal kunai. The difference is that since the kunai is much lighter than a normal one, it travels with both different speed and kinetics. On contact with another object, or when the user forms the "tiger" handseal, the "kunai" will no longer be held together by the user's chakra, and the explosion tags will begin to flutter in the air for a moment, hovering, giving the target a second to realize what's happened before all of the tags explode at once.
    Note: ~Can only be taught by Sharingdork
    *Taught by SharinganDork*
    Trained

    (Ninpou: Bakuhatsu Danmaku Tagu) Ninja Style: Explosive Tag Barrage
    Type: Offensive | Supplementary
    Rank: C
    Range: Short - Mid
    Chakra cost: 15
    Damage points: 30
    Description: The user will form three handseals, "snake > boar > monkey", and then clap their hands together, channeling their chakra through the air and into any Explosive Tag within range (the user must be aware of the tags' presence). Then, utilizing the basic properties of "Manipulate Advancing Blades", the user will then cause the tag to levitate, and their chakra will cause the tags to become stiff like a piece of metal (the paper comprising the tag can still be cut, but it cannot be bent or shattered). The user will then cause the Explosive Tags to fly in any desired direction. This technique can be used to manipulate a cloud of Explosive Tags fluttering through the air in order to give them a destination and to keep them from exploding until they're at a safe distance (this works because explosion tags work through chakra causing the tag to explode, either on a timed delay, or by remote handseal detonation, or when fire reacts with the chakra. The users chakra within the tag acts as a sort of "insulator", restricting other chakra from reacting violently to cause an explosion until the technique is completed), to stop the user's own kunai with explosive tags attached to them, and to even redirect them back at the target. The explosive tags caught in this jutsu do not need to travel together in a single "swarm", and can be manipulated individually to counter specific kunai or shuriken. However, the user can only choose a maximum of three destinations for tags to travel to (allowing them to manipulate three clouds of tags, or three single tags individually per use). When the user separates their clapped hands, the tags explode simultaneously.
    Note: ~Can only be taught by Sharingdork
    ~The user must have touched the explosive tag in order to manipulate it (but the number of explosive tags manipulated by a single use is limitless, so long as the user has touched the tag)
    *Taught by SharinganDork*
    Trained

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

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

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

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

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

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

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

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

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

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

    Ninpo: Bougu Kamae no Jutsu (Ninja Art: Defensive Stance Technique)
    Type: Defensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Description: As shinobi tap into their elemental chakra to learn how to harness and use them, they become proficient in manipulating the element itself within their body. This technique is an advanced yet simplistic defense which utilizes the basics of elemental chakra manipulation. This technique allows a shinobi to essentially block/deflect enemy techniques akin to how they would block taijutsu techniques. This is accomplished by focusing into one’s body, typically their hands and arms, the same elemental nature being used against them. When met with direct contact with the concentrated area, instead of the jutsu damaging the user, the jutsu is met with a coating of chakra and little more than the feeling of a force hitting against them until the jutsu is dispelled. Of course this isn’t an assured defense to all techniques; however, the stronger a shinobi is with a specific element, the stronger their defense with this jutsu can become.
    Note: This technique can be used with any elemental nature that the user knows how to use
    Note: This technique can be used to forcibly block or repel, deflect away, or simply coat themselves to render a normally fatal technique less severe. In the case of the last level the defense becomes weaker and damage will be sustained.
    Note: This technique works against elemental A-ranked and below (B-rank if the user coats their body and takes brunt of attack). For elemental specialties, the user can deflect elemental techniques S-rank and below (A-ranked if they coat their bodies)
    Note: Against advanced elements (KG or CE's anything that requires more than one base element manipulation) This technique's defense is down graded by one rank equivalent per the above.
    Note: This technique can be used only once every 2 turns. If used to block an S-rank technique, this technique can only be used once every 4 turns.
    Note: Can only be used a max of 4 times.
    *Taught by Reborn*
    Trained

    (Senbon Kusa)-Grass Senbon
    Type:Atack
    Rank: D
    Range:Short-Mid
    Chakra:10
    Damage:20
    Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the opponent.
    ~Note:Can be only used on terrains with short grass.
    *Taught by Andrej*
    Trained

    (Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger
    Type: Offensive/ Supplementary
    Rank: E-Rank
    Range: Short
    Chakra: 5
    Damage: 10
    Description: This Jutsu was developed using the special paper Sensei possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small gesture that best represents the Element they wish to replicate, they produce a small, raw form of the desired Element. While this technique lacks any significant "punch", the technique itself can be used to attack the opponent in a variety of ways, making this Jutsu's true strength lie in it's users imagination. The following is a list of basic examples from the 5 Elemental Natures. Note that these are simply basic examples, and not the sole usages of the technique.

    Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.

    Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts or blades.

    Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.

    Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.

    Water: The user can, using free-flowing movements with their finger, mimic the flow of Water Chakra and create a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.

    Note: Can only be taught by x iiiMPerFeCT.
    Trained

    (Chiripeppā no bakudan danmaku) – Chili Pepper Bomb Barrage
    Type: Offensive
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: Here the user will take out 5 kunai where a single Chili Pepper Bomb is attached to each of them. The user will then follow up by throwing the kunai at different angles towards the opponent, and while they are traveling, the user will at the precise moment perform the shadow clone hand seal, resulting in the kunai and the Chili Pepper Bombs attached to multiply into 50 kunai which will come down upon the opponent like a barrage cutting them, while the Chili Pepper Bombs will explode on contact and make the opponents eyes drowsy while the cuts they had received from the kunai will begin to have a burning sensation due to the chili pepper entering the wound.
    Note: Can only be performed thrice per battle
    Note: Must be taught by Gutsy Jiraiya
    Trained

    Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
    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.
    *Taught by Akisha
    Trained

    (Kuchiyose Rirīsu - Bakuhatsu Tekunikku) - Summoning Release - Explosion Technique
    Rank: S
    Type: Offensive
    Range: Short
    Chakra Cost: 40
    Damage points: 80
    Description: A technique in which when a summon returns to its homeland, the signature poof of smoke is instead replaced by a haphazard build up of chakra that's violently discharged, creating an explosion. The explosion itself stems no more than a few meters (3) away from the Summon's original silhouette, but when utilized by larger, or gargantuan summons, could potentially have devastating, perhaps even terrain changing effects. Should the utilizing summon have an elemental affinity, it would be capable of charging the explosion with said element, producing a elemental explosion. This technique can either be utilized by the summon itself, or activated by the user. The explosion itself starts directly after the summon disperses, building up from the centre and rapidly expanding outwards to the limits of its reaches - being clearly visible and also audible.

    Note:
    - Can only be used 2x
    - Cannot be used on consecutive turns
    - No Ninjutsu above S rank for the rest of the turn
    - Can only be taught by Scaze
    - Taught by Scaze
    Trained

    Ninpo : Puresutēji | Ninja Arts : The Prestige
    Type: Offensive | Supplementary
    Rank: B rank
    Range: Short - Long
    Chakra: 20
    Damage: 40
    Description:
    An advance concept of Chakra manipulation and transformation technique. The user will pile up 10-15 Explosive tags together and compress, manipulate them using raw chaka in order to hold them up together into a small spherical ball. Now, using the concept of transformation technique, the user will transform the small ball of compressed bunch of explosive tags into anything the user desires( Within logic. Obviously the user can't transform it into another Ninja or a summon) like a ring, kunai, senbon or even a headband, piece of cloth etc. The transformed ball will remain as such unless and until activated for a sti[ulated number of turns or interrupted by an external agent that causes it to explode and revert back to it's original form. Now, at his own will, the user can make a simple hand gesture in order to either revert back the explosive tags to it's normal form or simply detonate. After reverting back to the normal form, the user can direct the tags to anywhere he desires. There is a drawback for this technique that, if the transformed object comes in contact with any external agent that will trigger the explosion of the tag like piercing of a lightning, Burning in fire, smashing with rock; The transformation breaks down and it explodes. Once it is transformed, it will keep up it's transformed state for 4 turns after which it get's re transformed to it's original state and explodes.
    - Can only be used 4 times per battle.
    - Can only be transformed into anything that is within the size of a normal Katana and within logic.
    - Can only be taught by -Best-.
    Trained

    (Samu no Ougonjutsu) - Aggregation of Alchemy
    Rank: A
    Type: Supplementary/Defensive/Offensive
    Range: Short
    Chakra Cost: 30 (-10 chakra per turn)
    Damage Points: N/A (60 damage if converted object is used to attack the opponent)
    Description: This is the brother technique to the Assimilate All Creation Technique. Instead of causing his body to take on the properties of any given solid, the user will make contact with two different materials and cause one of the targeted materials to take on all of the properties of the other. Most commonly this is done to obtain two handheld weapons if the user only possess one e.g. the user picks up a stick with one hand and imbues it with the properties of the sword they hold in the other. One limitation on this technique is that it is still an A-Rank ninjutsu technique in power meaning the targeted material/object can only defend against B-Rank and below elemental techniques. Unlike its lesser counterpart, this technique can be sustained passively as long contact with the material in question is maintained. Maintaining this technique doesn't hinder the user in any way (doesn't restrict the user to certain elements since it is a ninjutsu technique) and he can freely utilize other techniques. However his ability to use handseals may be prohibited depending on how he's in contact with the two separate materials. If the user stops fueling the technique with chakra or contact with one of the objects is severed, even momentarily, the converted object will only retain the properties of other material for two turns. Due to this slight delay in reverting back to normal, this technique is sometimes used to counterfeit gold, jewelry and valuables.

    Note: Can only be used thrice per battle
    Note: Can only be taught by -Venom-
    Trained


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    Last edited by Lili-Chwan; 07-07-2015 at 10:01 PM.

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    02. Taijutsu



    Body Arts
    Original Customs
    N/A
    Given Customs

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

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

    Submission Style: Ankle Lock(Shoufuku Fuukaku: Kurubushi Joumae)
    Rank: B rank
    Type: Offensive
    Range: Short
    Chakra: N/A
    Damage: 40
    Description: When in near proximity of an opponent who is on the ground, the user will grab the leg of the opponent specifically in the ankle area, the user will use both of his/her arms and twist the grabbed ankle of the opponent either left or right, causing the opponent intense pain.
    -The longer the technique is used the more damage is delivered
    Taught by Vayne
    Trained

    (Fenikkusu Handou ) - Phoenix Kick
    Rank: A
    Type:Attack
    Range:Short
    Chakra Cost:30
    Damage Points:60
    Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
    - Can only be taught by Daemon
    Taught by Daemon
    Trained



    ⧫ ⧫ ⧫



     
         
    Last edited by Lili-Chwan; 09-20-2014 at 09:21 PM.

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    03. Genjutsu



    Illusion Arts
    Original Customs
    N3.
    (Genjutsu: Setsuwa no Ichi Ni Kumo) Illusion Technique: The Tale of the Itsy Bitsy Spider
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This jutsu acts both as a form of Kai and an actual genjutsu. Itsy Bitsy Spider allows the user to manipulate the jutsu and make it work towards her own purposes, while trapping the opponent. This jutsu comes in 2 phases.
    In the first phase, the user will suddenly start to turn into tiny hideous spiders, until she disintegrates completely, while manipulating the Genjutsu she's on. For example, if an opponent genjutsu creates a tree that envelops the user, it will constrict her so much that she explodes into multiple spiders, while the tree starts to decay. (The user can have any creativity she wants). This marks the release of the opponent jutsu.
    In the second phase, the opponent will start to feel uncontrollable itch, and the genjutsu will force him/her to scratch him/herself frantically. The skin will start to breach and create gashes, from where small spiders will start to come out, as the skin will expose the muscles and the bones, until the person is just mutilating itself, with spiders appearing from every inch of his body. The fear and pain will grow on the person quickly and steadily, until all turns black and a huge hideous spiders suddenly appears in front of the user, with multiple horrible eyeballs, which will knock the opponent out, convulsing in his sleep.
    *Knocks the opponent out for 2 turns*
    *Can only be used against techniques of the same rank or lower*
    *The user will not be able to use genjutsus for 3 turns*
    *Can only be used 3 times per battle
    *Genjutsu especialist or doujutsu specialist will be able to counter techniques one rank above*


    N4.
    (Genjutsu: Saru no Sobaeru) Illusion Technique: Prankster Monkey
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.
    *The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above*


    N5.
    ( Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: Requires 5 handseals. This jutsu acts as the opposite of False Surrounding (Kokohin). Instead of manipulating the opponent's perception of his/her surroundings, it changes the perception of his/her body by removing or adding organs/objects. This allows the user to remove limbs/organs, to prevent certain actions to be taken, such as ripping one's eyes to make the opponent blind, removing one's lungs to make the user pass out from lack of air, removing one's legs to prevent the target from running etc, or add certain objects/organs, such as blades to one's stomach, or adding stitches to one's mouth, silencing them.
    *Can only be used 3 times per battle*
    *Opponent needs to find a way to counter or release the genjutsu in his countering turn when the illusion pertains to "removal" of organs or he'll lose conscience from the pain and mental strain*

    Approved

    N28.
    (Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
    In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
    *Affects 1 person per usage*
    *In case of the Kurama, the genjutsu is short-ranged*
    *Can only be used once every 2 turns*
    *Can only be used 3 times*
    *Kurama's restrictions only apply when the Inner Demon is activated

    Approved


    N29.
    ( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: After 3 handseals, the user is able to cast a genjutsu either on her/himself or on an opponent. The genjutsu pertains as the removal of harm and pain, giving a false sense of security, where there is none, by reattaching severed limbs or healing up wounds and burns or merely anesthetizing the opponent from pain. The illusion comes with a feeling as if the user has been coated by a soft bubble, like a feathery cushion, while seeing missing limbs being reattached, or wounds healing up or poisons being removed from the organism. The illusion makes it so that anything posterior to the initial cast of the genjutsu simple disappears or is bounced off from the skin, instead of healing, further adding to the false notion of security.
    While it could be use to sustain wounds that do not put someone in immediate danger, being solely nuisances, the genjutsu could also cover up potentially fatal and paralyzing injuries, making it's target careless and self-harmful. The genjutsu latches strongly to the opponent's mind, allowing the user to combine it with a second genjutsu, making the second genjutsu strong against physical pain releases, however major pain stimuli ( very deep cuts, strong burns, etc. ) will still break it.
    *Lasts 3 turns max*
    *Can only be used 2 times*
    *If used with a painful second genjutsu, there will be no pain involved.*
    *Can be used against opponent's genjutsu as a means to counter it's effect, up to the rank of the technique*
    *Genjutsu specialists or doujutsu users can cast against 1 rank higher*

    Approved

    N30.
    ( Genjutsu: Kohitsuji Shoutan Raikou) Illusion Arts: Lightning Tears of a Lamb
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: After 2 handseals, the user will cast a genjutsu on the opponent, making him feel 2 lightning threads surge from each eye across his/her face. The lightning threads will cause great pain as they go around the head, pulling the facial muscles into a wide eyed shocked expression and then shoot into the ground, pulling the head downwards to have the opponent face the heaven. At that point, the lightning strings that links the head to the ground pressure into an area of the brain not dealing with vision but the interpretation of vision (left occipital lobe and temporal lobes), signaling the user's chakra messing with those particular areas. At which point, the opponent becames mentally blind, able to see but enable to make sense of it, as the genjutsu mimics Visual Agnosia.
    The user has to rely on senses other than vision to perceive through this genjutsu, including but exclusively Sharingan, Byakugan and other Rinnegan, as it does not create a cloak to their eyes but actually messes with the perception and interpretation of visual stimmuli.
    *Can only be used thrice, requiring 1 turn break between usages (counting after the turn it ends)*
    *Is basically a normal genjutsu with a visual twist, it is as weak to any other method of dispelling as any other genjutsu*

    Approved

    N31.
    ( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30 + (Decoy Jutsu)
    Damage Points: N/A ( Non quantifiable)
    Description: The genjutsu begins by replicating a weak, easily releasable genjutsu (by Kai or small pain) and place it on any number of opponents within range. An example would be False Surrounding, changing the area around the targets. When the target moves to release it, the second, stronger, genjutsu will recognize the output, be it a chakra peak caused by pain or a Kai. This is based on the notion that certain genjutsus, for their complexity and strength, require sharper pain or bigger chakra outbursts in order to be broken, anything smaller will not affect the genjutsu. After having recognized the peak, the genjutsu will duplicate and repeat it in increasingly higher frequency. This will overload the opponent, preventing the usage of complex jutsu (S and above), genjutsu or summoning jutsus, and exhaust the chakra reserves, equivalent to a chakra cost of a Kai for each peak. The repetition of the chakra peak that exhausts the chakra reserves touches the Ninjutsu in it's technique, as it copies and sends out chakra signals that affect the chakra system physically, but in a very raw and primitive manner, highly distant from the Kurama KG.
    The Second Genjutsu clears the effects of the first one, and changes it with slight ringing noises, body palpitations and slight dizzy vision. If the used method of release was pain, it will recreate the pain by adding it to the body palpitations, seemingly making the body sore. These illusions are presented intermittently.
    *The phsyical effect of the second genjutsu only serves to exhaust the chakra reserves, not to make the illusion of the technique real. Thus no damage is done physically*
    *Can only be used once per battle*
    *Allows multiple targets, but not multiple layers of this same genjutsu*
    *Costs as 2 jutsus*
    *The weak jutsu gets released upon the usage of Kai, small pain spikes or other means of releasing it. The second, stronger, genjutsu, will react to any method of countering the first genjutsu that would suffice to counter an A ranked Genjutsu.*
    *High Ranked users will counter both genjutsus with a single Kai usage (because the second genjutsu is an A rank).
    *After the second genjutsu kicks in, although it restricts the usage of complex jutsus, will still allow different methods of countering, such as higher pain peaks, or 3rd person infusion of chakra , despite the primitive physical part of the genjutsu (ninjutsu)*
    *The user can't preform Summoning techniques or other Genjutsu in the same turn. Can only use 2 jutsus in the second turn. Can't use Forbidden techniques in the same or second turn*

    Approved

    N33.
    ( Genjutsu: Hyakujuu ) Illusion Technique: Animalia
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/a
    Description: By preforming 1 handseal, the user is able to cast an illusion where the opponent will feel a great amount of animals of any chosen size, within some limit , around himself. The illusion will manifest itself as body parts, whole animals, living or dead, attacking the user or standing still. While it can create any animal, it is more frequently used to summon animal specimens of one's summoning contract. Blood can be added to further reinstate the realism of the illusion.
    Approved

    N34.
    ( Kusaru Genjutsu: Shinigami no Yousei) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae
    Rank: S
    Type: Offensive
    Range: Contact
    Chakra Cost: 40 (+5 per turn)
    Damage Points: 80 (+20 per turn)
    Description: The user charges an elemental chakra through a part of the body, generally the fingers or the mouth, and then proceeds to touch the head of the opponent (Or through a kiss). This will infuse the opponent with a globule of the element, which will appear as a larvae running bellow the surface of the skin, heading towards the brain. Once there, they begin "eating" the brain, producing illusions as they go along. Their trail is characteristic of the element used (Ex: Sticky Resin, Ashen Burn, Petrified Residue, for basic element's Water, Fire, Earth, or even Rotting, Freezing Trail or Small Intricate Wooden Net (for advanced element's Mushroom, Wood, Ice) and so is the illusions they produce (Fire burning the terrain (Fire), Numbness of the touch (Lightning), alcoholic taste on the mouth (Perfume), etc). The larvae will eat across the brain, starting on one Sense, and progressively adding the others, a new Sense every turn. Once all 5 senses have been targeted, death follows in the next turn, thus raging 6 turns between the beginning of the technique and the end. After one Sense as been targeted, it is numbed in reality, making it so it is unusable by anyone with a rank lower than the user, or severely cut down by anyone of the same or higher rank, this stands mainly for the aftereffects of this genjutsu after it has been released, since while its in effect, the illusionary pain, numbness, etc is what the enemy feels. It can be released as normal by any means of releasing an elemental genjutsu, except through Pain, as it needs an actual chakra purge to obliterate the larvae. Pain only temporarily slows the illusionary effect but doesn't get rid of its source. The larvae does physical damage to the brain besides the illusionary damage. This damage is produced by the larvae's movement inside the brain. However, its residual and not significant during the first 3 turns. After that, even if the illusion is dispelled, the damages produce a sluggish mind, hindered reactions, etc. with its effects worsen by each turn accumulated. Medical ninjas can use healing techniques or other techniques that can target and destroy harmful pathogens to counter and disable the larvae but these need to be same rank or above.
    *If the user touches a limb or the torso (Through pieces of clothing top, not armour or hardened leather), the larvae will travel to the brain, but will instead require 1 addition turn before the illusions are felt*
    *An advanced element requires an extra +5 chakra upon activation, but experiences no bonus in strength, just a different array of trails and illusions*
    *After charging the genjutsu, it can be infected to up to 5 people, during the turn it's used as long as the user manages to achieve the 5 successful physical contacts.*
    *Can only be used with one element per usage*
    *Follows the Elemental weakness and strength*
    *Can only be used twice per battle*
    *Counts as a jutsu for every turn active*
    *Can be released at will by the user*
    Approved

    N41.
    ( Genjutsu: Ba-doko-ru Ninnin ) Illusion Technique: Myriad of Mockingbirds
    Rank: B
    Type: Supplmentary
    Range: Short-Mid
    Chakra Cost: 20 (-5 per turn)
    Damage Points: N/A
    Description: This is a very discrete genjutsu, both in it's casting and it's effect. To cast, the user simply needs to do an hand gesture, in the direction of the target. It doesn't change anything about surroundings with the exception of people, and the immediate terrain they're placed. In essence, it allows the user to change how someone perceives someone else, and even create illusionary copies of people the user knows. The illusion is complimented with slight changes to the terrain, like bending foliage, opening doors, etc, but only if manipulated by the illusionary people. It can also remove people from the target's perspective, or remove certain characteristics of someone within sensory range of the target. While inside the genjutsu, the target is free to move and speak, which the user is able to respond through any of the illusionary creations, or him/herself, case the user chooses not to disappear.
    It masks slight ambient alteration by "hidden" people, such as footsteps and speech, but not techniques. Likewise, the illusionary people can't perform techniques, only speak and interact through body motions.
    *Lasts 4 turns max*
    *While using it, the user cannot use any additional Genjutsu on the target and is limited to 2 additional techniques per turn*
    Approved


    Given Customs
    D Rank

    Magen: In-kwawarimi no Jutsu (Demonic Illusion: Yin Body Replacement Technique)
    Type: Defensive
    Rank: D-S
    Rank: Short
    Chakra Cost: 10-40
    Damage: N/A
    Description: This technique is first and foremost a counter genjutsu technique. This is a self-inflicted genjutsu where the user actively disrupts his own chakra internally when he recognizes that he is under the effects of another illusion by forcefully using his chakra control, will power and skill to take control of the enemy technique and shift its target. The effects of this illusion are simple, when the user is under the spell of another genjutsu he will create a black illusionary body before himself that stands outside the realm of the casted illusion. In the moment they stare at one another the body of the user is replaced with the black phantom he created. In summary the phantom takes the place of the user while the user is freed from the illusion and cast back into reality. This technique works by the logic of disrupting an illusion by layering an illusion that conflicts with another. As the user is disrupting their own chakra system, the necessity for hand seals for lower ranked disturbances is unnecessary. However, for higher ranked genjutsu, the seal of confrontation (or Tiger seal) will be needed to appropriately mold a the chakra disturbance high enough to counter-balance.
    Note: Must have mastered and specialize in genjutsu to learn this technique.
    Note: This technique can be used without hand seals against genjutsu D-ranked through B-ranked. For A-ranked genjutsu and above and Sharingan genjutsu, this technique will require the shinobi to cast a hand seal.
    Note: This technique can be done throughout the battle with the exception against S-ranked techniques. The S-ranked version of this technique can only be used 2 times per battle.
    Note: This technique can only be used once every 3 turns.
    Note: Any illusion up to S-Rank, Doujutsu, Regular or Sound based, can be countered through this technique.
    *Taught by Reborn*
    Trained

    (Genjutsu: Keeki no Uso)Illusionary Arts: The Cake is a Lie
    Type:Supplementary
    Rank:D -Rank
    Range:Short - Mid
    Chakra:10
    Damage:N/A
    Description:
    A weak but funny and probably effective genjutsu, the user will channel a small portion of chakra into the brain of the target by making a hand seal. The user will then create 3 illusion clones that will appear behind the target. Two will hold the target in place, while the third one appears in front of the target. The third clone will be created with a spoon and plate with a large slice of chocolate parfait in it. The clone will then force feed the target with the cake, till the target is filled with the cake. The consumption of the cake will create a false sense of sudden weight gain and obesity. The target clones will then disperse, and the technique remains in effect for 4 turns, causing the target to feel as if there body is extremely over weight and under a lot of pressure. When the clones are created and lock the target, if the target is moving in reality they will suddenly stop moving in coherence to the clones locking there body movement, however this is only for a brief moment.This mean they can’t move in reality when the technique is first activated but is able to move a few moments afterwards., and the user can’t stop a moving target that is moving beyond their tracking speed (e.g a person who might be moving twice as fast as the user, if the user can’t track them, the technique can’t work)
    Trained


    C Rank

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

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


    ( 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 Masters Hideout Social Group*
    Trained

    ( 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 Masters Hideout Social Group*
    Trained


    ( 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 Masters Hideout Social Group*
    Trained

    ( 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 Masters Hideout Social Group*
    Trained

    Genjutsu: Saizu wa Jūyō | Illusionary Arts: Size Matters
    Type: Supplementary
    Rank: C
    Range: Short - Mid
    Chakra: 15
    Damage: N/A
    Description: To perform this Genjutsu the user just has to have some sort of vision on the opponents body. In the Genjutsu the user can alter the length of their weapons or limbs. This is used to put off the opponent in close combat and can be very useful if doubled up with certain Genjutsu.

    Restrictions
    – Can only be taught by Kryptiic
    – Can only be used 4 times per fight.
    *Taught by Kryptiic*
    Trained


    Genjutsu: Kiba no Yokubou Nezumi) Illusionary Arts: Fangs of Lusting Rats
    Type:Supplementary
    Rank: C- Rank
    Range: Short - Mid
    Chakra: 15
    Damage: N/A
    Description: The user will perform 1 hand seal, putting the target into a genjutsu. The user will make illusionary rats appear from anywhere in the sight of the target. The rats will climb onto the target, and proceed to bite and attack the target. The bites will cause a target to experience Streptobacillosis, in oh words Rat Bite Fever. Their skin starts to become irritated, causing them to scratch the irritating spot. The target also experiences a false fever, getting the chills and red/purple bumps on their skin. The user can add smoke when creating the rats to be more realistic.
    *Effects last 2 turn
    Taught by Ishiro
    Trained

    (Genjutsu: Howaitotatchi) - Illusionary Technique: The White Touch
    Type: Supplementary
    Rank: C
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description: The user will do the tiger sign and trap the opponent into a simple but effective genjutsu. The opponent will start to see their vision start to blur out, like they are going blind, until the vision is whiten out making them believe they are going blind and are unable to see. This gives the user a chance to strike them.
    Note: Usable 5 times a match
    Note: must be taught by Blake Belladonna
    Taught by Korra
    Trained

    B Rank

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

    ( 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 Masters Hideout Social Group*
    Trained

    ( 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 Masters Hideout Social Group*
    Trained

    ( 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 Masters Hideout Social Group*
    Trained

    ( 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 Masters Hideout Social Group*
    Trained

    ( 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 Masters Hideout Social Group*
    Trained

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

    (Genjutsu: Sen Soutei) Illusionary Technique: Wire Binding
    Rank: B
    Type: Offensive
    Range: Short-Mid
    Chakra cost: 20
    Damage points: N/A
    Description: The user will perform 3 handseals and the opponent will then feel as if several needles with metal wires attached have pierced through their limbs and the wires have wrapped around the limbs and pulled back as to leave the opponent with their torso thrust forward and their limbs behind them. Their body mimics the illusion in real life as the opponent's limbs pull back and they find it very hard to move. A strong enough ninja can fight back against the illusion and free themselves much like Demonic Illusion: Shackling Stakes. The stress on the body and the realistic illusion causes the opponent minor harm.
    -Twice per battle.
    -Lasts two turns.
    -Only taught by Professor Sarutobi.
    *Taught by Professor Sarutobi*
    Trained

    (Genjutsu: Ningyo Shou ) Illusionary art: Mermaid's Call
    Type: Offensive/Defensive
    Rank: B
    Range: Short-mid
    Chakra cost: 20
    Damage Points: N/A
    Description: The user makes the Snake hand seal and uses his chakra to control the sight and hearing of all opponents.Using a water source within short-mid range of both user and opponent as a medium, the user will make the opponents hear a beautiful voice and see a rainbow of bright colors coming from a beautiful mermaid in the water. As soon as they hear the mermaid singing, their bodies are fooled into releasing several relaxing chemicals, inducing a state of calm and oblivion that sets itself until it induces complete sleep. This is done by fooling the opponents brain into hearing the calming music and soothing voice of the mermaid, that will relax them and induce a state of bliss, responsible for the eventual sleep state
    -Takes 2 turns to induce full sleep if not released.
    -The mermaid can only appear inside a water source that is in short-mid of both user and opponent.
    -Only taught by Professor Sarutobi.
    *Taught by Professor Sarutobi*
    Trained


    Genjutsu: Kōgaku Soshi | Illusionary Arts: Optical Element
    Type: Supplementary
    Rank: B
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: After performing the Monkey hand seal the user will induce chakra into the opponent brain and place them in a genjutsu. In the genjutsu the opponent sees the user attacking using multiple elements at once, just like using Ying-Yang. For example, if you use a fire jutsu, in the Genjutsu you can add another element to it simultaineously, or cover it in a thin layer of earth, appearing as if Ying-Yang is being used. The genjutsu lasts for the turn its triggered and can be applied to any of the users jutsu within those turns.

    Restrictions
    - Can only be taught by Kryptiic
    - Can only be used 4 times per match
    - No Genjutsu in the same turn
    *Taught by Kryptiic*
    Trained

    (Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk
    Type:Supplementary
    Rank: B -Rank
    Range: Short
    Chakra: 20
    Damage: N/A
    Description:
    The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure, by emulating caffeine overdose. This done through a hormone in the body, to which the caffeine blocks the mental signal to the arteries. This genjutsu starts off as a normal on but as time goes by the effects of the genjutu becomes more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After 3 turns has passed the real effects kick in as the first two was used to create a *build up* in blood pressure due to the amounts of caffeine used. The targets body starts shake and limbs become tighter, making it hard to move. There veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but body is frozen in place.

    *Requires 3 turns for effects to activate*
    *Can be used two times per battle*
    Taught by Zekken
    Trained

    (Genjutsu: Faraonohaka de rosuto) Illusion Technique: Lost In The Pharaoh's Tomb
    Type: Supplementary
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: N/A
    Description: After the user does the Ram then Snake sign the user will trap the opponent in a genjutsu. The opponent will believe the user does a earth jutsu and trapping them both in a pyramid. The opponent will see them inside a giant pyramid that has many hallways and dead ends making it where if they try to escape by normal means like finding an exit they will be walking in circles in real life.
    Note: Usable 4 times a match
    Note: Must be taught Blake Belladonna
    Taught by Korra
    Trained

    (Genjutsu: Gurandoerudā no Futan)- Illusionary Arts: Burden of the Grand Elder
    Type:Supplementary
    Rank:B
    Range:Mid
    Chakra:20
    Damage:N/A
    Description: After making a hand gesture towards the opponent, the user will trap said opponent into a genjutsu. While trapped in the genjutsu the opponent will see themselves as an elderly man aged between 80-90 years old. Along with the opponent seeing themselves as an elderly man, they will also feel as how they look. Meaning that they will become an older man at mind. Knowing their limitations as an older man, any movement becomes difficult and their overall speed decreases one rank as well as slightly slowed handseal speed. This is describing the generic 80-90 old person, and not the extremities. Temperature change will cause them to feel uncomfortable and change in air pressure will make them feel short of breath. In reality however, they will be fine, with no issues.
    -Can only be used/taught by Sir Hoshigaki
    -Can only be used 3 times per battle
    Taught by Sir Hoshigaki
    Trained

    (Genjutsu: Sono Botsuraku) - Illusionary Arts: The Fall
    Type: Offensive
    Rank: B rank
    Range: Short-Mid Range
    Chakra: 20
    Damage: N/A
    Description: This is a very tricky genjutsu, which can only be used at rare times. This genjutsu works when the enemy’s feet is off the ground. Whether it is when he is jumping, or falling, as long as his entire body is off the ground and logically away from reaching it for some time, the user can perform one hand seal, placing him within this genjutsu. When falling/dropping, he sees the ground perfectly clear and everything, but for some weird reason he can’t land back on the ground yet. It’s like he is falling and falling to somewhere far beneath the earth’s core, a hole far pass the earth’s core. It is a tricky genjutsu because the eye sight, balance and kinesthetic senses of the victim are also slightly altered. When he is falling and if he looks down upon the ground to see why he hasn’t made contact with the ground, the ground would seem as though it is dropping. The ground will have an appearance of a section of the ground lowering slowly or fast depending on the fall. The ground would seem to shake, like how any type of ground would look when it is being lowered. Simply, in reality, the victim will fall helplessly towards the ground. As he impacts the ground, the genjutsu will be released immediately upon the impact.

    Notes:
    -Can only be used thrice
    -No Genjutsu for 4 turns after use
    -Can only be taught by Venom
    Taught by Venom
    Trained

    (Genjutsu: Musei Furi) - Illusionary Arts: "Silent Handicap"
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage: N/A
    Description: The user performs a single handseal (Tiger) and traps the target in an illusion where the target finds that they suddenly begin to perspirate (sweat) extremely excessively. Depending on the user, this can either be generalized (all over the target's body) or localized to any specific parts of his body (hands, feet, arm pits, face, and so on..). It is not long until the target is completely drenched in "sweat" making for a very uncomfortable and, not to mention, embarrassing feel for the target. However, this "sweat" is no ordinary sweat - it's properties/viscosity is likened to that of "Water Style: Starch Syrup Capture Field" being rather viscous and sticky like glue or sticky, wet dough, thereby significantly immobilizing the target's body (or body part). This sweat also puts off a very unpleasant odour which is simply incorporated to add to the realism of this illusion as well as interfering with the target's sense of smell and concentration. In reality, the target is unable to move his body (or affected body part, depending on how the genjutsu is induced by the user). This genjutsu lasts until dispelled by the target or cancelled by the user and does not hurt the target.
    *Note: Can only be used 3 times per battle.
    *Note: While affected by this technique, the target has considerable difficulty moving (particularly affected body parts).
    *Note: No genjutsu in the same turn.
    *Can only be taught by McKnockout
    Trained

    (Tsumibukai Genjutsu:Dai Kui )†Sinful Illusionary Arts: Gluttony†
    Type: Offensive
    Rank: B-Rank
    Range: Short - Mid
    Chakra: 20
    Damage: 40
    Description:
    Gluttony, the sin of over consumption of food , drink or wealthy items, with no remorse for the needy. The user will perform a set of 3 hand seals. The target's sense of taste, sight and smell are affected. They will find themselves strapped to a chair in a dark room were a man with a deformed face stands before them, unleashing a wicked and evil laugh, as he reaches for a spoon and begins to force feed the target, rotting wasted food. The food has a foul scent that when caught to the nose, causes it to burn on the nose from the high concentration of mold. The taste of the foods is sour and bitter. As the deformed man continues to feed the target, the user can manipulate the illusion to make the target even suffer more like having the man hold the rotten food even much longer to nose of the target. In reality the target remains untouched however due to the pain being caused from the force feeding of the target and burning the nose, causes mental stress on the target. This happens to the point that the target is filled up and suffers enough. Targets of lower in rank experience the burning effects longer then normal.

    *Can be used only on targets lower then the user*
    *Lasts 1 turn, but lasts 2 turns when used by Genjutsu specialists(Bio Affinity)*
    Trained

    (Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb
    Type: Offensive | Defensive
    Rank: B-S Rank
    Range: Short-Mid
    Chakra: 20-40
    Damage: N/A
    Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.

    B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but doesn’t cause any mental strain.

    A-Rank – Is strong enough to deal 40 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.

    S-rank – Induces 60 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real.

    *Can remain active for 4 turns*
    *Can be used twice per battle*
    *No A-rank or above genjutsu in the next turn*
    *No other genjutsu this turn above B-Rank*
    *Once a rank is picked, all the explosions will adhere to that power*
    Trained

    A Rank

    Genjutsu: Souzoubutsu Joushou Tora no Jutsu (Illusionary Technique: Manifest Rising Tiger Technique)
    Type: Offensive/Supplementary
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60 (At the end of the 2 turns)
    Description: After preforming the necessary seals (Hare → Boar → Dog → Tiger) The caster creates the illusion of four large bangle tigers rising from the ground below their opponent. The tigers will then proceed in a formation formation to pin down the opponent, sinking their claws and teeth into the legs, and upper body of their opponent (tigers may attack by biting into the lower ribs and kidney areas, the pectoral, arm and/or shoulder regions...will be specified by caster). The victim experiences several hundred lbs of force applied to them not to mention a powerful jaw strength, pinning them to the ground. The victim will naturally topple over in the real world from the illusion and the perceived force applied to him.
    ~Can only be taught by Reborn
    ~ Jutsu lasts 2 turns
    ~Renders victim unconscious after 2 turns from pure trauma (almost 2 tones of pressure, blood loss perceived)
    ~Can be used 2 times per battle
    Trained

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

    Magen: Shini Yuragi no Jutsu (Demonic Illusion: Mind Tremor Technique)
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: This is a technique meant to cause temporary confusion. The user will make the Dragon → Hare seals to initiate the illusion. Once cast, the victim will experience their vision to blur and appear to be as if it were being shaken and spun around in a very chaotic manor. The victim's chakra will be disrupted in their brain to a point where the damage causes a slight tremor in their brain, which will also result in a severe headache. The headache mixed in with the vision distortion will cause the victim to be very unbalanced while trapped in this illusion and also makes it difficult for them to focus while affected by this technique.
    ~Can be used 4 times per battle
    ~The inability for the victim to focus completely due to the severe headache and vision equilibrium distortion means they can't focus on techniques above S-rank while in the state of this technique and will have difficulty standing and moving
    ~This technique lasts 2 turns, after the second turn, the victim will succumb to vomiting as the stress becomes too much of them, the inducing of vomit will be the breaking factor.
    ~The user of this technique can't use genjutsu for the next 3 turns after this jutsu is cast.
    ~The user cannot use any other genjutsu while this technique is active nor can he use techniques above A-rank
    Taught by Reborn
    Trained

    ( Genjutsu| Sunadokei - [Illusion Technique -Hourglass]
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description: The user does a three handseals and spreads his chakra through the air. Anybody in the area will then be affected by a genjutsu that causes them to see things either sped up or slowed down to a extreme. This drastically hampers the user ability to react and target the user or jutsu techniques aimed at them, as techniques will seemed to be launched at them in blinding speed or slowed to a halt so while the user sends techniques at the opponent they are launched slowly, when in actuality the user may have finished his technique and gone onto the next one thus harming the opponent.
    (Last 2 turns)
    Taught by Kirabi
    Trained

    (Genjutsu: Hatsuchi Hanshouko) - Illusionary Arts: Mother Earth's Breed
    Type: Supplementary
    Rank: A rank
    Range: Short - Mid
    Chakra: 30 Chakra
    Damage: 60 Damage
    Description: The user will perform 3 dumb handseals (bird > rat > snake) and focus chakra into the target's mind, putting them under an illusion where they will feel as if butterflies were moving inside their stomach, when truly it's flies what is moving inside them, thousands of flies, then due to the huge amount of flies inside of them, they will start to come out from the target's ears, mouth, and nose aswell as start flying around them randomly, while many that still remain inside them, will begin to eat their internal organs, this will cause the target to feel disgusted and tormented by the flies eating them from within as well as crawling out of their face.
    - May be used x2 per battle, but not in consecutive turns.
    - No B rank or higher genjutsu the next turn.
    - May only be taught by Lokí
    Taught by Lokí
    Trained

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

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


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

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


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

    ( 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 Masters Hideout Social Group*
    Trained

    ( 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.
    *Genjutsu Masters Hideout Social Group*
    Trained

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

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

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

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

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

    (Genjutsu: Okashi Sen) Illusionary Technique: Candy Beam
    Type:Attack
    Rank:A
    Range:Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves, paralyzing them since food can't move.
    -Only taught by Professor Sarutobi
    -3 times per battle.
    *Taught by Professor Sarutobi*
    Trained

    Genjutsu: Watatsumi Chishio| Illusionary Arts: Oceans of Blood
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user perform a single handseal and places a genjutsu upon the opponent. In the illusion, every time the opponent spews a Suiton technique from their mouth, they'll instead see themselves utilize their own blood for the technique. Due to this, should the opponent continue with the technique, they'll immediately feel the numerous and severe effects of major blood loss in the illusion. These effects include the opponent collapsing, breathing extremely heavily, paling of the skin, weaknesses of limbs and dizziness. In reality, the opponent's brain is so well fooled by the illusion into believing that the body is actually losing gallons of blood, that the brain causes the body to react accordingly, causing the target to undergo hyperventilation, weaknesses of limbs, and dizziness, often leading to collapsing, just as in the illusion. Due, however, to the difference in scales from the volume of blood a body has and a volume of water a normal technique may have, the effects aren't directly proportional and will only be fully experienced if the target uses water techniques or maintains water techniques in use for the duration of the technique, with the symptoms gradually setting it. Being such an advanced form of genjutsu, this technique controls the sense of sight,taste and smell,meaning the blood produced by the technique is difficult to distinguish from the real thing.

    Can only be Taught by Igneel
    Can only be used once per battle
    Genjutsu lasts for three turns unless dispelled
    *Taught by Igneel*
    Trained

    (Genjutsu: Ito Ijouhassei) - Illusionary Arts: Threaded Infestation
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user performs a sequence of four handseals to trap their opponent(s) in a genjutsu. The illusion consists of a mass of threads emerging from inside of the opponent's body, with the threads spreading their reach throughout their body much like a radical infestation. The threads erupt from opponent's mouth, eyes and ears before enveloping them in a large tightly weaved cocoon of dark threads which completely prevents their mobility. The dark threads seem to be almost symbiotic in nature, clinging to the opponent and digging their tips deeper into their body the more they resist the technique. As the threads continue their infestation of the body, they puncture through the opponent's body numerous times, as well as tightening their grip by the second so to prevent the opponent's mobility.The abundant dark threads wrap around the opponent,encasing him completely.It's almost as if the opponent has been mummified by dark threads.The dark threads clog up all the openings in the opponent's body robbing some of the senses. As the threads multiply in the illusion, the target is left progressively hindered and will eventually become unable to move after a full turn. As the technique progresses the opponent begins gasping for air, as the threads tighten their hold over the opponent's throat. Due to being such an advanced illusionary technique,this genjutsu can be cast on multiple opponents.The appearance of the threads produced by this technique is entirely dependent on the user's preference. They can range from resembling Kidomaru's silk to metallic wires, from Kakuzu's dark threads to Jiraiya's hair.

    -Can only be used Twice per battle
    -No other genjutsu in the same turn
    -Can only be Taught by Igneel
    *Taught by Igneel
    Trained

    (Genjutsu: Butsuri Haipā) Illusionary Arts: Physical Hyper
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user will perform a pointing jesture at the opponent while in short range. This will induce a genjutsu on the opponent where the opponent will feel an illusion where their skin is hyper sensitive. Not for something subtle for example feeling the heat of the sun but for any physical attacks that the opponent might receive. This is a one time genjutsu where it will stay active unless broken by the opponent or the user when landing a physical attack. Soon as the user is able to land a physical attack anywhere on the body, the opponent will feel three times more pain than the original strike. For example, the opponent getting hit in the face with a punch will only feel a blunt force trauma for only a short period of time. However when under this genjutsu the opponent will feel broken cheek bones and broken blood vessels. In turn the pain that it is caused will knock the opponent out of the genjutsu after feeling the three times the pain. The feeling will then return to normal. The strain on the brain for one time use is not that destructive, however when hit a few times under this genjutsu the brain will take immense stress and strain from the extreme pain. Thus after three hits under this genjutsu the opponent’s physical capabilities will be slower, speed, reflex will all be reduced.

    -Able to use thrice per battle.
    -Have to induce the genjutsu each time for three hit bonus to take effect
    -Last 3 turns if a physical attack hasn’t been landed
    -Can only be taught by Solf J. Kimblee
    *Taught by Solf
    Trained


    Genjutsu: Hizoku Yougo | Illusionary Technique: Unruly Tools
    Type: Offensive
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description: The user performs a single handseal placing the opponent in a genjutsu where the metallic weapons in their possessions begin to turn against them. The weapons begin to morph and shift before the opponents very eyes; growing needle like spikes and skewered protrusions that begin to burrow deep into the opponents body. Continuing to produce their almost never ending protrusions while in the opponents flesh, the cold minute senbon like structures rapidly grow and branch out; causing excruciating pain as they do so.

    Note:
    - Can only be used 2x
    - No genjutsu above A rank for the rest of; and the next turn.
    - Can only be taught by Scaze
    *Taught by Scaze
    Trained

    (Genjutsu: Zeuxis no hiiro warai) | Illusionary Technique: The Scarlet Laugh of Zeuxis
    Type: Offensive
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description: The user performs 3 handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess. Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, the opponent experiences crawling and itching upon their skin as the Knismesis takes effect, and then becomes ticklish as it advances into the next stage, increasingly so over time. This occurs not necessarily because it may be the enemies natural reaction to tickling, but rather because the Genjutsu amplifies the enemies sense of touch, therefore overstimulating their sense to a degree in which they feel ticklish regardless of their usual physiological reaction. Therefore while an enemies reaction to the Knismesis and Gargalesis may be different (Eg, they may not laugh, or they may burst out in hysterics) , the experiences of Knismesis and Gargalesis are forced, thus eliminating the reliance on an enemies personality and personal habits. Although naturally, an enemy who has never been ticklish before would have even more reason to suspect a genjutsu - a slight pitfall in the technique. Of course, because this is a Genjutsu, there can be no prior anticipation to the 'tickling', therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed to limit a reaction until you actually begin to feel ticklish. Needless to say the tickling can make it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected. Making movement of these regions either incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion will likely have an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, possibly linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it. The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.

    Note:
    - The user is capable of targeting specific spots if they so wish.
    - Can only be used 2x
    - No Genjutsu A rank or above for the rest of, and the next turn.
    - Can only be taught by Scaze
    *Taught by Scaze
    Trained

    Genjutsu: Dementor's Seppun(Illusionary Arts: Dementor's Kiss)
    Type: Offensive
    Rank: A rank
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: After performing four hand seals, the user places the target in an illusion through sending his/her chakra to the targets brain. Inside the illusion the target would see a cloth-like being descend from the sky towards them. The target, upon the appearance of the being, would be unable to move due to ice emerging from the ground encasing them completely and preventing their movement(Target's head does not get encased with ice). As the being gets closer to the target, (s)he would begin to feel colder, the ice would seem to strengthen and tighten as it gets closer. As the being, named dementor, reaches the target it begins to 'suck' out the targets 'soul' through a 'kiss'(not necessarily a actual lip on lip kiss, it can be performed with the dementor's 'mouth' a few inches away.) The target would see a light blue line emerging from their mouth through the ice, said line would represent the target's 'soul'. As the 'soul' is being 'sucked', the dementor would fabricate fake illusions which the target would experience. The illusions would be intense enough to cause mental damage. Said illusions would usually be of anguish, torture, and sadness, of course the scope of the illusions intensity depends on the user's desire. Furthermore, the ice that had been strengthening and tightening as the dementor got closer would shatter inwards when the mental damage is delivered, this deludes that target into believing that (s)he had experienced both mental and physical damage, while in reality it was only mental damage.
    -Usable 3X per battle.
    -Must have illusionary arts training completed.
    -No illusionary arts above A rank can be used in the same and next turn.
    *Taught by Vayne*
    Trained


    (Genjutsu: Shichi kara fukkatsu)|Illusion Release: Back from the Dead
    Rank : A
    Type : Attack
    Range : Short-Mid
    Chakra cost : 30
    Damage points : 60
    Description : This is one of those illusions which leave a severe after-effect on your mind, that starts affecting you physically. The user forms the seal of confrontation and puts the opponent in an illusion where he'd see 6 skeletons rising from the ground. These skeletons have twice the speed of the opponent. Ex. If the opponent's speed is 10, the skeletons' speed would be 20. If the opponent is an EiG user, the skeletons would be twice as faster as him since its just an illusion. The speed pertains to movement and not to the ability the enemy might have to perform a technique or counters; only running or moving speed. Once they rise from the ground, they either pin the opponent down to the ground using their incredible speed, or slice his body into pieces using the two long swords that each of them hold.The skeletons are also able to perform free-form moves as per the user's manipulation of the illusion. The victim is forced to the ground where he sees blood oozing out of his body, and him unable to move in the illusion. The opponent in reality is left unable to move any of his limbs although the illusion pertain only to the skeletons, not locking the enemy in a dream-like world. Instead, the skeletons overlap and appear from the field all around, merging both reality and the illusionary effect. The genjutsu manipulates the senses to such an extreme that the victim is left to feel terrible pain all over his body if the skeletons are made to attack.
    -Can only be taught by Flash07
    -Can't use any other genjutsu in the same and next turn.
    -Can only be used twice
    Taught by Flash
    Trained

    Genjutsu : Yotounheimu Kara Chiru No Kaze | Illusionary Arts : Chill breeze from Jotunheim
    Type: Offensive
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description:

    A double layered genjutsu. The user will perform a sequence of two hand seals and trap the opponent in a double layered genjutsu. As soon as the opponent is trapped in the genjutsu, he will suddenly feel a chill breeze blowing towards him. As the breeze is blowin, the opponent's leg, hand and whole body muscles start to shrink and he starts to grow old and feeble suddenly. His hands and legs starts to shake continuously like a person who has nerve weakness. His body suddenly loses his strength such that he won't even be able to raise up his hands nor make any hand seals. He won't be able to take more than a step from his current position due to his feeble legs. He is made believe that he has aged up rapidly and his entire body has become weak. If by any means the opponent snaps out of the genjutsu, the second genjutsu kick's in. In the second genjutsu the opponent will feel a severe cold air surrounding him(around 5o C). Once again the opponent's hands and leg start to shiver rapidly due to the coldness of the air surrounding him. If the user uses any water technique against the opponent now , due to the opponent being trapped in a genjutsu where he is made to believe that severe cold air surrounds him, the water jutsu will hit the opponent as a very cold water( around 5o C since 0 Deg will turn it to ice. ) . The part of the body of the opponent that gets hit by the water technique B rank and above will go numb as cold water has the property to make the body go numb. Numbness only lasts for a turn. While traditional methods (normal releases) will release only one genjutsu at a time, strong enough pain or an external chakra source will release both at the same time. A strong armour like a S rank Earth armour can protect the opponent from the severe cold air since he won't be able to feel the coldness. Both the genjutsus lasts as long as the opponent releases it.

    Restrictions :
    ♣ Can only be used three times per battle.
    ♣ No genjutsu above A rank while this genjutsu is in play.
    ♣ Each Genjutsu is of B rank in strength.
    ♣ Two turn gap before using this genjutsu again.
    ♣ Both the Genjutsu are casted at the same time.
    ♣ Can only be taught by -Best
    Trained

    ( Ame-no-Uzume-no-Mikoto ) - Whirling Heavenly Woman
    Type: Supplementary/Offensive
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: 60
    Description: The User starts by channeling chakra to his gunbai, causing the Tomoe located on the gunbai to begin to swirl, triggering a powerful genjutsu to form. As the tomoe swirls, the opponent sees the tomoe's spinning rapidly as the user seemingly then forms a handseal, creating a clone of a stunning beautiful woman, wearing traditional Shinto robes and resembling Kaguya Ōtsutsuki (minus the third eye), who is manifested at the enemy's line of sight, their eyes lining up. What is unique about this, however, is that the woman appears to have the 3T Sharingan in her eyes. Due to the woman's height, she is aligned with the enemy's line of sight, causing them to look into her eyes, making them believe they have been trapped within a binding Sharingan genjutsu, their surroundings becoming inverted similar to Tsukiyomi. As the woman's eyes look onto the target's, she begins to expand in size, similar to how Madara began to expand before stabilizing into Kaguya Ōtsutsuki. As the woman expands to the size the user wants (with a max size of 10 meters), the woman's eyes begin to glow slightly and spiral as she points her hand outwards, releasing what appears to be a large wave of dark flames similar to Amaterasu being unleashed towards the target, splitting before they reach the target, and setting the terrain ablaze, causing the target to feel heat stroke and after two turns, passing out from fatigue and mental stress.
    Note: Can only be used twice.
    Note: Requires a break of at least 2 turns between usages
    Note: Cannot use genjutsus above S rank the next turn.
    Note: Can only be performed via a gunbai with chain.
    Note: Does not require the Sharingan to be performed.
    Taught by Mandy
    Trained

    ( Genjutsu: Kirin Kojou ) Illusion Arts: Isolated Giraffe
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user will perform 3 handseals, casting an illusion on the area around. Any target within range will then immediately feel all they senses dilate and stretch, as if someone is impossibly pulling their neck. This illusion creates a constrain on the brain's interpretation of stimuli, not unlike Agnosia. In essence, all the user's stimuli perception arrive as if strained from a very long and thin channel, making them not only really delayed but also incomprihensible. The user does not have to comprehend or possess the stimuli being stunted, like targets with extrasensorial abilities, chakra-wise, superhuman, awareness of other forms of energy or substances, etc, because Isolated Giraffe creates an universal strain by stretching the brain's perception. The targets affected by this genjutsu will feel like they're stretched out into the void, and become isolated from reality. To better understand this genjutsu, think about the sensorial organs as windows to the outside world and the brain as the organ responsible for the target's interpretation of the information that comes from those organs. Isolated Giraffe inserts chakra in the brain, which slows down and distorts the channels that link the organs to the brain and, thus strain the path of the external information, in a way that it isolates the target from the senses

    *Can only be used thrice per battle*
    *Can't be used on consecutive turns
    *Can only be taught by Edward*
    *The technique's effect only happen in the genjutsu. In actuality, the opponent his reflexes and such work fine.*
    Taught by Ed
    Trained

    (Shuryou Gigei|Genjutsu|Esa)- Hunting Technique|Illusion Technique|Baiting
    Type:Attack
    Rank:A
    Range:Short-Mid
    Chakra Cost:30
    Damage Points:60
    Description:The user casts a genjutsu on the opponent. The opponent sees what he or she desires which baits them into a spiked snare set up by the user that tears the flesh of the opponents skin if they struggle to much.
    (can only be taught by Karin)
    (can only be used twice per battle)
    Taught by Goddess
    Trained

    (Genjutsu: Asshuku Mizu) l Illusionary Arts: Pressure Water
    Type: Supplementary / Genjutsu
    Rank: A Rank
    Range: Short - Mid
    Chakra: 30
    Damage: 60
    Description: The user begins by forming 3 handseals, channeling their chakra into their opponent's chakra network, manipulating it to make the opponent believe they are hit by a large constant freezing ice cold stream of water from just above them that is large enough to cover their body. In the genjutsu the freezing ice cold water stream pins them to the ground facing up, under the force of the water the victim is rendered immobile. Also within the genjutsu the water the victim is hit with is freezing cold, so much so that it is like the water found in the Arctic, this water makes the victim feel terribly cold, numb.

    However in reality, the victim is left standing, paralyzed due to the power of the stream that pins them within the genjutsu. If the user does not escape the genjutsu in one turn they will suffer great mental damage , from the ice cold water. If the victim is unable to escape in the second turn they will not be able to cope with the mental stress that has now accrued and will pass out.

    Note: No genjutsu of any rank can be used in the next turn
    Note: Can only be used two times a battle
    Note: Can only be taught by Strawberry
    Taught by Strawberry
    Trained

    ( Magen: Noroi Doujutsu ) - Demonic Illusion: Accursed Eye Technique
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: The user forms three handseals and casts a genjutsu that distorts the victim's sense of perception and his ability to focus on the environment and surroundings, creating a lapse in his ability to properly react to things. Creating the effect of essentially rapid deterioration of the sight, this technique initially starts as a slight bluriness of objects in motion, creating what appears to be a difficulty to focus. As the fight progresses, this bluriness worsens to the complete inability to focus on any object, creating a visual distortion in objects. As the effect happens over a series of turns, it makes the effects of it seem more realistic, making it difficult to initially determine it is a genjutsu. Due to this perceived visual deterioration, the target's of this have a dulled sense of perception and tracking and reacting time, essentially decreasing 25% for 3 consecutive turns, the last turn making the opponent blind to movements above his own base speed.
    Note: Can only be used 2 times.
    Note: Lasts 3 Turns
    Note: Requires a break of at least 2 turns in between usages.
    Note: Is not a Sharingan genjutsu nor requires Sharingan to be performed.
    Taught by Manders
    Trained

    Magen: Rosuto Sorrisu no Garathorne - Demonic Illusion: Lost Souls of Galathorne
    Rank: A
    Type: Attack
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: After making 6 handseals, the user casts a genjutsu upon an opponent while he immediately follows up with water manipulation.
    This is an advance genjutsu/water combination where the opponent immediately sees himself bound from behind(like pretta path holding sage-Naruto while sucking his chakra) by an earthy creature that looks like an elvish golem which becomes stiff immediately leaving the opponent bound and unable to move. At the same time he is bound, another elf would rise 5 meters infront of the opponent holding a katana. This Figure is fully erect split seconds after the oponent is bound, then it pushes forward stabbing the opponent with its earthy katana. The katana would pierce through the opponent and into the first earthy figure binding the opponent and it becomes stiff too leaving the katana hanging through the opponent. In real life as soon as the genjutsu is trigered, the user kneads his suiton chakra underground, making an elvish humanoid golem made of water to rise from beneath/behind the opponent restricting him just like in the genjutsu. Everything in the genjutsu happens in real life but the only difference now is that both figures are made of water meaning the opponent takes the full damage the katana stab which in real life would be a katana made of water.
    ++No A-rank Genjutsu and water in the next turn
    ++it takes the same time to perform this as it takes to perform 2 techniques and it counts as two techniques
    ++Useable only twice per match
    ++Does not require water source
    ++Must be taught by Priest
    Taught by Priest
    Trained

    (Genjutsu: Kuishinbō oni) | Illusionary Arts: Gluttonous Demon
    Type: Supplementary
    Rank: A rank
    Range: Short - Mid range
    Chakra: 30
    Damage: N/A (60 from abdominal pain)
    Description: The user performs 3 hand seals, placing the opponent under an illusion. Within the illusion, the opponent will start to feel the effects of Poly****ia, an increase in appetite, but to a greater extent than usual. The opponent will become so hungry that he would turn to start feeding on himself as a result of a hunger that can not be satisfied. The effects of the illusion are quite subtle as the hunger starts off quite simple and subtle, only causing a slight discomfort once the illusion has been cast. After a single turn, the hunger would be so extreme that the opponent would eat any organic material in order to satisfy the hunger that plagues him. This organic material can range from himself, to any tangible material, like wood from trees, and even the very soil or earth the opponent stands upon. Due to the severe hunger, this illusion forces the opponent to focus on subduing this extreme hunger and the opponent would go to any length to subdue it. Based on the materials eaten during this feeding frenzy, the opponent will suffer severe abdominal pain, and cause internal damage.

    Note:
    -Can only be used twice per battle.
    -Lasts for two turns.
    -Takes one turn to be activated, the next turn the effects will be felt.
    -Can only be taught by Detective L
    Taught by L
    Trained

    Genjutsu: Supaidā to Sono Pengin Sagari ✦ Illusionary Arts: Falling Spider and their Penguin
    Type: Supplementary
    Rank: A-rank
    Range: Short-Mid
    Chakra: 30
    Damage: (60 to mental stress if unbroken)
    Description: After stringing together the Dog -> Tiger -> Bird hand seals, the user points at their opponent as they insert their chakra into their opponent's chakra network, triggering a genjutsu. The genjutsu would start off by making an old wooden house appear around both competitors, ten meters by ten meters in length. The old house would have a senile, dancing penguin with fresh bite marks belonging to that of a spider in one corner of the room, laughing hysterically as his skin begins decaying whilst looking upwards at the cracked and cobwebbed covered roof. On the command of the crazed penguin, by pointing one flipper upwards then slamming it down towards the opponent, hundreds of spiders consisting of black widows, funnel webs, brown recluses, etc. would come down dangling from their webs. Eventually, the webs would wrap the opponent up from head to toe as the spiders sank their venomous fangs into the opponent's silk covered flesh, causing immediate pain. The side effects from the venom, numerous in number, would include things like the opponent's flesh to deteriorate from the enzymes in the venom, immediate flare ups in temperature, and in worst cases could result in death. In reality, the user would become paralyzed from the pain of the genjutsu, breathing very heavily as they break out in sweats. If the opponent wouldn't break the genjutsu in time, within one turn for the toxins to take full effect, they would die in said genjutsu and suffer eighty damage from mental stress, but be broken from the genjutsu.

    ✦ Can only be used two times per conflict
    ✦ Can only use B-rank or lower genjutsu next turn
    ✦ Can only be taught by Penguin.
    Taught by Penguin
    Trained

    (Genjutsu: Hyoumenka Seken) - Illusionary Arts: Shattering World
    Rank: A
    Type: Supplementary/Defense
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: The user performs a quick sequence of two handseals (Horse -> Inverted Bird) and traps the target in an illusion where they think that the sky has shattered into millions of pieces of glass which rain down upon them, piercing/skewing their body. This technique is primarily used to serve as a diversion allowing the user to escape or attack.
    *Note: Can only be used twice
    *Note: No genjutsu in the same turn.
    *Can only be taught by McKnockout
    Trained

    (Genjutsu: Joumae Oite) - Illusionary Arts: Locked On
    Rank: A
    Type: Supplementary/Defense
    Range: Short-Mid
    Chakra Cost: 30
    Damage: N/A
    Description: The user performs a quick sequence of two handseals (Horse -> Monkey) and traps the target in an illusion where the opponent's vision span/field is locked in one place. That is, their line of sight will not move even if they turn their head or body, making the opponent only seeing what they were seeing when the genjutsu was first induced. This technique is primarily used to serve as a diversion allowing the user to escape or attack and does not deal any damage to the opponent.
    *Note: Can only be used twice.
    *Note: No genjutsu in the same turn.
    *Can only be taught by McKnockout
    Trained

    (Hiniku furasshu) Irony Flash
    Rank: A
    Type: Offensive
    Range: Short to Mid
    Chakra Cost: 30
    Damage Points: 60(mental stress)
    Description: Irony Flash is a genjutsu that uses bright flashes as a medium for being triggered. Once a flash of bright light touches the eye, caused by flash bombs, explosions, techniques, etc., the user can trigger this genjutsu upon their opponent. It's a natural movement to flinch or cover your eyes when faced with blinding light, and as the opponent recovers they will notice their legs from the ankle down being tightly binded by vines as two more pop out of the ground before tightly binding their hands. As the opponent is being binded they will face a massive wave of ninja tool projectiles that approaches them from every frontward angle possible. The wave of ninja tools will cover the skies as they cascade upon the opponent, their body feeling the effects of every projectile piercing their body, as the massive onslaught continues. In reality the opponent is immobilized as they suffer from the effects of the genjutsu until broken, and if they die in the genjutsu then they faint in real life as their body tries to cope with the mental stress.
    NOTES
    ►Can be used 4x per battle
    ►Can only be triggered after the opponent is exposed to a bright light
    ►Can only be taught by Zanda
    Trained

    (Genjutsu: Sen'i No Akumu) - Illusionary Arts: Fiber Nightmare
    Type: Supplementary/Offensive
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: 60
    Description: The user performs a sequence of three (3) hand seals whilst focusing their chakra into the mind of their target. By making mention of the word "Retract", the genjutsu is activated, causing the target to start seeing and believing that suddenly all their clothing starts retracting/pulling inward and sucking their entire body sort of into a dark vortex, but more like the fiber within the clothing starts to retract and reshape into a tiny ball of cotton or wool, consuming the target's entire body. At first it feels as though the clothing is only getting tighter, however, not long thereafter or almost immediately thereafter, the clothing starts to completely squeeze the body, sucking violently inward and compressing the target's body into a small, hand sized ball of fiber. It consumes the flesh then moves to the bones, crushing the bones and compressing the entirety of the targets body into one small ball of fiber. The whole experience delivers excruciating pain to the opponent due to him believing what is actually happening to him. Should the fiber be allowed to completely retract, the target would completely lose his senses of sight and hearing, as the world around him darkens entirely with the target appearing to have been absorbed into a dark vortex from his point of view. With the fiber retracting, the target is subdued by the excruciating pain of having his entire body crushed and consumed with extreme force. At first, movement does not prove impossible whilst the clothes only starts pulling tight, hand seal performances and body arts are all possible. However, at the moment of the body being completely engulfed, movement is completely hindered to the point where hand seals cannot be performed and bodily movements completely restricted.

    Note - Can only be used twice per battle.
    Note - No genjutsu during the same turn nor the one thereafter.
    Note - Can only be taught by Yashiro.
    Trained


    S Rank

    Genjutsu: Ombrophobia ( Ame Osore )
    Rank: S
    Range: Short-Medium
    Chakra Cost: 40
    Damage Points: 80
    Note: Requires Rain
    Description: Ombrophobia is the fear of Rain or being rainned upon. This genjutsu will make the opponent suffer the symptoms of this phobia. Being rainned uppon will start to make the opponent enter in a panic state with disabling shaking. The user will not be able to stand on his feet. The damage of this genjutsu will be caused by the feeling that the opponent has of being constantly hit by needles, wich go deeper and hurt even more as the time passes. Soon enough, the needles turn into acid, and will give the user the feeling of having is flesh desintegrated, and that they're just bone.
    *this jutsu is not avoidable by chakra. The opponent must feel a great physical pain (not just stab himself or break a finger) or hurt the user*
    *Can be broken by Bijuu Chakra
    *Rain Village Social Group*


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

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


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

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


    ( Ōdogen: Kurieitā no zen Shintō Gijutsu ) - Royal Domain Illusion: The Creator's All-Pervading Knowledge
    Type: Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    This illusory technique is a rather unique form of Genjutsu, surprising in its efficacy.
    When the user has a clear view of the opponent ( or at least his upper torso ) the user casts an illusion where the opponent believes the user's body has dissolved into a flock of pure white swans. This is not the main function of the illusion. The actual function is that the opponents brain has a large amount of knowledge forced into it, as if it learned them automatically. This knowledge covers various and diverse subjects thoroughly unrelated to battling. The Genjutsu then automatically cancels itself.
    As a result, whenever the opponent henceforth seeks to attack or defend, his thoughts are swarmed with completely unrelated knowledge, making him have to focus for a while to perform his battling functions. This results in a lag of about four to five seconds in the opponent before he focuses enough to begin performing his techniques.
    Even if the illusion is broken, the knowledge is still retained within the opponent's mind. Therefore, unless the opponent uses a mind-wiping jutsu on himself, he will continue to feel these effects. The downside to this is that most mind-wiping techniques are not subtle enough and will also remove a good portion of his actual battle knowledge.
    However, the user can utilise this Illusion only once per battle. The user also has the ability to cast Genjutsu stopped for the same turn this is used, and the next two turns. The user's Taijutsu plummets drastically, falling to the level of a mere Jounin for five turns after.
    *Created by Emperor*


    Genjutsu: Shoushitsu Waza | Illusionary Technique: Disappearing Act
    Type: Supplementary
    Rank: S
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: The user will string a series of three hand seals and then cast the genjutsu on the opponent, disrupting their chakra within their brain. The chakra will act as a regulator while it is in the opponents brain, regulating the brain waves / signals that controls their KG. When under this genjutsu and the opponent tries to use their KG abilities, the chakra that is placed will simply disrupt the flow of that chakra to render their ability useless. When used against a dojutsu user like the sharingan, the sharingan user will not be able to use his sharingan's abilities. However, the opponent will see an illusion that their abilities are working perfectly normal everytime they try to use their abilities. For example, when a sharingan user has his 3T or MS active, they will see an illusion that they still have it active. Though from the perspective of the person who casted the illusion they will only see regular eyes and not the sharingan. An ice user that creates ice through their KG will see the technique form, however from the perspective of the person that set the illusion, nothing is formed as the opponent will not be able to do so.

    Note: Only able to use once
    Note: Lasts 4 turns
    Note: No other genjutsu in the same turn or the turn after
    Note: Next time using genjutsu can not be higher than B rank
    Note: Does not effect using any of the basic 5 elements, ninjutsu, kenjutsu,taijutsu
    Note: Can only be taught my Vision
    Taught by Vision
    Trained

    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
    Taught by McRazor
    Trained

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

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

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

    (Magen: Miyagi no Sukāretto Bonsai)- Demonic Illusion: Miyagi's Scarlet Bonsai
    Rank: S
    Type: Offensive
    Range: Short-Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform three hand seals (Dragon → Boar → Rat), and then channel their chakra into their opponent’s nervous system, taking control of their senses. Immediately after, the opponent will feel an uncomfortable piercing and twisting pain throughout their entire body, as if they are being pinched by something incredibly sharp. Soon after, their flesh suddenly erupts from underneath their skin, causing massive hemorrhaging and blood to run down their body. The muscles and skin of the limbs rise up into the air, twisting and forming into several species of flowers, vines and small leaves. The organs of the abdominal cavity spill out, and curl into long, thick roots. These roots slither down the body and attach to the ground. On the forehead of the enemy, the skin bursts open sending a torrent of blood down the face, clogging the airways of the opponent, suffocating them. The flesh rises up and forms into a gnarled, old bonsai tree. The growing garden of flesh continues its formation until the body of the opponent is virtually unrecognizable, replaced by the image of a small, lush garden of human entrails, flesh, and muscle. Due to the initial growing of the flesh garden, the massive pain “experienced” by the opponent completely restricts their movement and causes severe mental stress.
    Note: Can only be taught by Selendrile
    Note: Usable twice per battle
    Note: No genjutsu above A-rank the same or next turn
    *Taught by Selendrile
    Trained

    Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
    Rank: S
    Type: supplementary
    Range: Short - Mid
    Chakra Cost: 40
    Attack Points: N/A
    Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. *Can only be used once a fight*
    *After using, the user cannot use Genjutsu for three turns*
    *Since the opponent will think it is a summoning, he might be tempted to throw kunai and other objects as the hellhounds. If this happens, the kunai will just appear to bounce the hellhounds and they will keep going*
    *No other S-rank jutsus can be used that turn*
    Taught by Manders
    Trained

    (Genjutsu: Kanchi O-ba-ro-do) - Illusionary Arts: Perception Overload
    Rank: S
    Type: Supplementary/Defense/Attack
    Range: Short-Mid
    Chakra Cost: 40
    Damage: 80
    Description: The user performs two handseals (Horse -> Monkey) to use Kanchi O-ba-ro-do.
    Kanchi O-ba-ro-do is a powerful and surprisingly simple technique which allows the user to alter the target's ability to sense external stimuli in quite a unique manner. Under normal circumstances a person is unable to detect a stimuli until it has reached a certain intensity referred to as the absolute threshold. It is the body's natural mechanism to allow a person to block out unnecessary stimuli that would otherwise be distracting and preventative to accomplishing a focused goal. As such the body constantly sends a multitude of sensory signals that aren't registered by the brain. That is, the absolute threshold is the lowest intensity at which a stimulus can be detected; stimuli with intensities lower than this threshold are not registered by the brain. This technique effectively removes the mind's ability to block out these sensations i.e. removes the absolute threshold. This means that target(s) under its effect has all of their senses magnified/sensitized to all stimuli in and around him to the point that it clouds/completely engulfs their mind's ability to focus on anything but what they are sensing. In short, the target's five senses becomes extremely sensitive (i.e. hypersensitive) under this technique. In most cases this will immediately cause a target to fall into a near unconscious-like state due to the mass of information that is being channeled from every single one of their nerves. However, these effects are only temporary as the target's mind will eventually reestablish the sensory limitations after 1 turn.
    *Note: Can only be used twice.
    *Note: No genjutsu in the same turn.
    *Note: Must wait two turns to use again.
    *Note: No technique above S-Rank in the same turn.
    *Note: The affected target is unable to perform complex jutsus (i.e. S-rank and above) and have their reaction times severely limited due to the excessive pain and mental strain, unless countered/dispelled appropriately.
    *Can only be taught by McKnockout
    Trained

    Shangen: Ketsueki no Menokataki (Beautiful Illusion: Blood of the Enemy)
    Type: Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 40 (+10 each person above 2)
    Damage: N/A
    Description: This technique was specifically designed for several opponents in the case of being outnumbered or simply to make the battle easier. The caster will make the Horse → Bird seals to initiate the illusion. The illusion will first have the victims experience the sensation a huge gust of wind mixed with dust as if their opponent is using a wind technique. The resulting seensation will block their vision (no physical harm comes from the gust). Once the victims regain their sight, both victims will look upon their comrades and see the image of the shinobi they were fighting and see their comrades to be their enemies and they will see an image of their partner having been killed. In the case there is more then two opponents being manipulated by this jutsu, each shinobi will see several copies of their opponent, as if they've used the Shadow Clone Jutsu. While they fight their comrades as enemies, the actual caster of this jutsu will be out of their sight and vision. This jutsu is meant to cause mass confusion and chaos among ranks and hopefully getting the enemy to injure their own lines or even kill them. While this illusion is in play the caster can move about freely as a result.
    ~Since this jutsu has a range of people greater then one, intense focus is required meaning no other genjutsu can be used while this one is active
    ~Can be used 2 times in a match
    ~This jutsu can only be cast on a maximum of 4 people at any given time and can only be used on different victims
    ~This technique can only be taught by Reborn
    Trained

    Genjutsu: Mazohisuto-Do (Illusionary Technique: Way of the Masochist)
    Type:Supplementary/Defensive
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage: 40 to user
    Description: This technique is a self inflicted genjutsu meant to ward off other genjutsu. When the shinobi realizes that they're trapped inside a powerful genjutsu, they shall use this neutralize the affects in order to render the jutsu ineffective. What this technique does is cast the simple illusion of pain onto the user, they layer this technique on top of the affects they already feel or notice from. The user of this technique upon doing two hand seals will focus on his own chakra flow to forcefully alter it, receiving the sensation of breaking or dislocating an arm, being stabbed, etc. The affects of this technique cause the sensation of physical trauma enough to release them from their opponent's genjutsu.
    ~This jutsu causes the illusion of physical pain, which does hinder the user of this technique after this jutsu is released.
    ~Can be used 2 times in a match
    ~Technique ends after user's phase is over
    ~Can only release genjutsu A-ranked and below
    ~Can only be taught by Reborn
    Trained

    Forbidden Rank

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



    ⧫ ⧫ ⧫



     
         
    Last edited by Lili-Chwan; 07-10-2015 at 01:33 PM.

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    04. Fire



    Fire Release
    Original Customs
    26.
    ( Katon: Jomei no Karasu ) Fire Style: Raven's Purge
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Point: N/A
    Description: After 1 handseal, allows the user create a localized fast burning ember that reduces a patch of organic materials like leaves, mushrooms, plants, to ashes in moments, releasing a large cloud of smoke. These clouds will hold a specific compound or subtance that the organic material was holding, such as toxins, venoms, poisons, etc, quickly purging them into the air. With a second handseal, the user can control the hot smoke into vanishing harmlessly or aggregate it on an opponent. Can be used on opponent's techniques up to the rank or user's own created with no rank restriction, only size.
    Works on dead animals, never bigger than a human, or a small group tiny animals, never bigger than a normal insect.
    *requires a 1 turn cool down*
    *Can only be used 3 times to overcome opponent's techniques*

    Approved

    S2.
    (Katon: Kitsune no Uen ) Fire Release: Devious Fox
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user preforms a row of 5 handseals, and places her hand on the ground. From each finger, an extremely fast string runs along the floor, against the opponent, that then multiplies into a series of wires that engolf the opponent, locking his movements and burning him severely.
    *Can only be used twice per match*


    S5.
    (Katon: Raion no Honba) Fire Style: Lion's Lair
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user expels a great amount of fire chakra throughout her body, quickly growing a flaming sphere outwards until it reaches the limits of short range. With one handseals (One hand) the orb condenses on itself, concentrating all on the user's hand, which can then be released as an horizontal crescent.
    *The user is covered by a thin chakra coat that prevents the jutsu from burning her*
    *The user can't use fire jutsus higher than A rank in the next turn, and will have to wait at least two turns to be used again*



    Given Customs
    (Katon- Mugen Kaen) Fire Style: Infinite Flame
    Type:Attack/ sup
    Rank:forbidden
    RangeShort-mid
    Chakra Cost:50
    Damage Points:100
    Description: After a few hands seals the user will summon a huge fire that will surround him and the area around him in a huge blaze. the flames will form a dragon that will attack the opponent or defend from attacks like taijutsu.
    only after extreme trainin, the user will be allowed to use this jutsu bcz the body need to be trained to handle the flames from this jutsu. after the flame is summoned the user can use the flames to power up other attacks or use it for combination moves.
    the user is able to manupilate the flames only at close range. this juts will last fro 3 turns unless it is put out
    *only can be used once*
    *no s rank fire jutsu for the next turn*
    *i have rights to other elemental variation of this jutsu*
    *Created by Hellsbadass*


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


    Name: Katon: (雨の燃焼)-Fire Release: Burning Rain
    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    The user sends a huge fireball up into the sky, and when it's high enough up it splits up and turns into lots of burning raindrops that covers the whole area. The small fire drops down so close that they leave burns on the flesh of the opponent. One of the raindrops aren't strong, but
    if the user doesn't protect humseld he will get infected by the rain aswell
    The rain only lasts as long as the user wants and while using the rain the user can't make any other jutsus.
    *Created by The Norwegian*


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

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


    (Katon: Ifurīto no Zaiko) | Fire Release: Ifrit's Inventory
    Type: Offensive
    Rank: A
    Range: Short - Long
    Chakra: 30 (-10 per turn to sustain)
    Damage: 60
    Description: A technique in which the user is capable of materializing flames from near their body through the rapid release and conversion of fire chakra and performing the Tiger hand seal. These flames are often made to form into desired objects, and therefore are manipulated to be dense and almost solid in nature so as to hold a specific form. Utilizing this technique the user can create a plethora of weapons, or constructs such as walls, pillars, spikes and shields, that can be launched into Long range as projectiles should the user wish. The created constructs are generally created with a set property, the first option being to simply create dense solid flames capable of punching through concrete, the second to create dense flames that explode - with said explosion always being angled away from the user to prevent self-harm, with the last option being to create dense and thick flames that aren't solid in a manner that they're forced to hold a specific shape, but rather can be made to bend meld and flow into different forms as long as the user maintains control over the technique, sometimes doing so through the use of hand movements.

    Note:
    - Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
    - Can only be used 3x
    - No Fire techniques above S rank for the rest of the turn.
    - Can only be taught by Scaze
    *Taught by Scaze*
    Trained

    ✘ (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath ✘
    Type: Supplementary/Offensive
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
    Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
    Notes & Restrictions:
    Note1: Useable 3x Per battle with a three turn cooldown
    Note2: No fire jutsus above S-rank during this move
    Note3: Teacheable by Ace. only
    Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active
    *Taught by Ace.*
    Trained

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


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    Last edited by Lili-Chwan; 09-20-2014 at 10:05 PM.

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    05. Wind



    Wind Release
    Original Customs
    7.
    (Fuuton: Rashinban Taka no Me) Wind Release: Compass Hawkeye

    Rank: A
    Range: Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does one handseal, and the air in on of 4 different locations, North, East, South West, will compress and assume the shape of a hawk, soaring in the air about 20 meters from the ground, and Long range from the opponent(s). It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make this wind-hawk (One at a time, or as the user wishes) shoot itself at speeds slightly higher than the current sniper bullets, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique.
    *Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can preform any other jutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
    Once targeted (At the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, looses consciousness or get's killed.


    8.
    (Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
    *This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
    *Can only be used once every 3 turns*
    *Can't use Wind Techniques above S rank in the same turn*
    Approved



    Given Customs
    (Futon: Ou-Kama Way) - Wind style: Great Sickle Way
    Rank: A
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 30
    Damage: Varying (max 60)
    Description: The user will, in a single handseal, release amounts of molded futon chakra into the sourroudings of it's opponent. Applying shape manipulation, he'll create numerours blades/sickles/slashing weapons, all with the sheer sharpness of the wind style, poiting towards the opponent. Unfortunately for him, the blades are constantly rotating around him, invisble to the naked eye or unexpirienced sensing, until they are released at great speeds towards them.
    Notes: No other wind jutsus for the same turn.
    Notes: May only be used thrice per battle.
    Notes: The opponent, when the blades are created, feels a slight wind current.
    Note: Doujutsu users can clearly see the technique
    *Created by Seven-Scaled Boy*


    Wind Style: Protection Shield (Fuuton: Bouie Tate)

    rank: S
    type: defense
    range: short
    chakra: 40
    damage: n/a
    description: the user will focus his chakra throughout the air around him causing the wind to form into an invisible shield the shield is strong enough to block any lightning attack (including kirin if the shield is created b4 chidori is fully charged) and any other element or attack A rank and down besides fire however if fire is used on the shield (B rank and higher) it will cause anything protected by the shield (inside it it is a 360 degree shield) to completely burn
    ~once per battle
    ~lasts 4 turns
    ~no fire jutsu inside the shield
    *Created by Hasashi*


    (Fuuton - Mugen Kaze) Wind Style: Infinite Wind
    Type:Attack/ sup
    Rank:forbidden
    RangeShort-mid
    Chakra Cost:50
    Damage Points:100
    Description: After a few hands seals the user will summon/gather a huge gust of wind that will surround the user and the area around him. the gust of wind will form a dragon that will attack the opponent or defend from attacks like taijutsu and other jutsu (dependin on the randk and size).
    The gust of wind of wind is able to blow back the opponent several feet in the air and it has slicing wind. after the gust of wind is summoned, the user can use the wind to power up other attacks or use it for combination moves.
    the user is able to manupilate the wind only at close range. this juts will last for 3 turns.
    *only can be used once*
    *no s rank wind jutsu for the next turn*
    *Created by Hellsbadass*


    (Futon: Kekkai Kanbou no Enryo) - Wind Release: Barrier Cell of Restraint
    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will make a set of two hand seals and create a torrent of wind to sweep down around the target and encase them in a near-invisible square cell of wind trapping them and restricting their movements.
    Note: restraining affects last 1 turn and user must wait two turns before each use.
    Note: Must be taught by Zenryoku


    (Futon: Ryu Shushou no Shinkou) - Wind Release: Rising Dragon Palms
    Rank: A
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses some wind chakra into their palms creating orbs which are then molded as the user thrusts their palms into the air infront of them and molding them into the shape of two dragon claws that criss-cross each other in a single point and exploding on impact causing a strong shock wave that sends any targets within range flying backwards.
    Note: Must be tought by Zenryoku


    (Fuuton: Hitosashi no Rakuyou) – Wind Release: Dance of the Fallen Leaves
    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will release chakra into the air and manipulating the wind to create thousands of blades of wind which are coloured like violet leaves that decend around the opponent in a hazy storm and then the user controls the blades to then shoot at the enemy cutting them with deadly force.
    Note: Can only be used twice.
    Note: Can only be taught by Kaito-sama


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


    (Fuuton: Haha shikyū) Wind Style: Mother's Womb
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air.
    NOTES
    Can be used once per battle
    No wind over A rank next turn
    If the opponent does not escape the orb by next turn they will faint due to lack of oxygen
    Can only be taught by Zanda
    *Taught by Zanda*
    Trained

    ( Fuuton: Fūryoku ryūshi bīmu ) - Wind Style: Wind Particle Beam
    Rank: Forbidden
    Type: Attack
    Range: Short-long
    Chakra Cost: 50
    Damage Points: 90 (-15 to the user)
    Description:
    This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

    - Usable one time
    - No wind techniques in the same or next turn
    - The user can't use A-rank or lower Tai for 3 turns due to the body being worn out - Cannot use techniques above S-Rank for 2 turns afterwards
    *Taught by Shady*
    Trained

    Wind Release: Wind Blanket | Kaze buranketto
    Type : Supplementary
    Rank: C rank
    Range : Mid
    Chakra : 15
    Damage : N/A
    Description : The user starts by performing the Snake handseal and then greatly concentrating his Wind chakra.The user create a flat blanket of highly dense air beneath the opponent,barely visible,only giving off a slight shine and a slight feeling beneath the opponents feet.The user will then perform a hand gesture to any direction,which will cause this blanket to be pulled from underneath the opponent's feet,greatly affecting their balance and causing them to fall towards the opposite direction.

    -Can only be used 4 times a fight
    -Can only be taught by -L-
    *Taught by L*
    Trained

    ( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub
    Rank: A-Rank
    Type: Attack
    Range: Short-long
    Chakra Cost: 30
    Damage Points: 60
    Description:
    The user starts by simply weaving together 3 hand seals (Monkey - Dragon - Rat) and molding his Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create a 2 1/2 foot tall, translucent cherub floating a meter or so above his head. The child-like cherub wears no clothing other than what covers its bottoms, and bares wings far past the size of the being itself. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherub simply disappears in thin air; literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings. Now only being able to be tracked by doujutsu users or sensors, the cherub stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherub rematerializes once again. The cherub now floating a meter above the target, just like when it was first created, has the wind it is made of explode. The cherub explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning.

    • Usable 3x per battle
    • No wind techniques over A-rank next turn
    • Only taught by Shady doctor
    Trained


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    06. Lightning



    Lightning Release
    Original Customs
    9.
    (Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine
    Rank: A
    Range: Physical Touch
    Chakra Cost: 30
    Damage Points: 60
    Description: The user is able to expell lightning chakra from up to 3 adjacent Chakra Points, and insert it on the opponent's Nervous System. This technique works best if the user releases the lightning from the finger's chakra points, and the chakra power has the ability to paralize the opponent's muscles completly. If expelled from any other chakra point, the user can only paralize the arm or leg touched. (This doesn't apply to Gentle Fist users).
    *Lasts 1 turn*
    *Can only be used twice*


    10.
    (Raiton: Fukuro no Giragira) Lightning Style: Owl's Glare
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user quickly gathers lightning chakra on the eyes, making them glow, iluminating the path. If eye contact is made with the opponent, a beam of lightning is shot to pierce the opponent's eyes. The beam is virtually untrackable, due to an optical illusion: Since the beam travels straight forward, all the opponent see are the glowing eyes. Only experienced doujutsu users or chakra sensors (Sage rank), will be able to notice the slight increase of chakra/glow as the beam is being shot, and as such are able to respond correctly.. In the case the opponent notices, it is easily blockable, for if it it's anything other then soft tissue (I.e. Eyes) the max it can do is leave 2 small wounds.
    *Can only be used thrice, lasts 3 turns, where the user can shoot 2 pairs of beams throughout*


    36.
    ( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk
    Rank: A
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/a
    Description: The user focuses chakra on the tip of his finger and produces a thin thread of water, nearly invisible to the naked eye, before shooting it in any direction, at the speed of an arrow. The thread itself has the flexibility of water, and can curve and bend at wish. Once it reaches a target, it is able to pierce through clothes and skin, connecting the user's finger to the target, at which point the user releases a powerful current of lightning, which is able to paralyze the opponent completely frozen, for 2 turns. Depending on the area struck, the opponent can even loose consciousness (head) or have difficulty breathing (chest). After contact is made, through what seems like a vaccine sting, the lightning reaches up Mid-Range ( 15m ) in half a second.
    Likewise, the user is able to create a net made of water strings, covering an area of 2 meters radius, anywhere short range from the user. Using the same principle as above, the user can send a current though the strings in order to shock the opponent and paralyze him for 1 turn.
    *The jutsu ends once the lightning is released
    *The chakra natures are divided unevenly, with the lightning part being considered as B rank, and the water part being considered as C rank
    *The laid down threads last 2 turns, in case the lightning is not triggered
    *No other jutsu can be done while the thread is active
    *Cannot use Lightning jutsus above S rank for 2 turns
    *Cannot be used again for 4 turns after it is used
    Approved


    Given Customs
    (Raiton: tenbatsu)- Lightning style: Wrath of God
    Type:Attack
    Rank: S
    Range:Short- mid
    Chakra cost:40
    Damage Points:80
    Descripton: The user stores a large concentrate of lightning in his hands, which can be fired at the opponent or be used in a taijutsu to add more power to the punch. Raiton: tenbatsu has the same power as the Raikiri but unlike the Raikiri, the tenbatsu can collect static energy and low rank lightning jutsu to increase it attack. the user can use this jutsu every other turn, for this jutsu to recharge.
    no S rank lightning jutsu after usin tenbatsu, if used the user has to wait 3 turns b4 usin tebatsu
    if A rank lightning jutsu is used, the user has to wait for another turn to tenbatsu again
    *Created by Hellsbadass*


    (Raiton-Mugen Raikou) Lightnin Style: Infinite Lightning

    Type:Attack/ sup
    Rank:forbidden
    RangeShort-mid
    Chakra Cost:50
    Damage Points:100
    Description: After a few hands seals the user will summon a huge storm of lightning that will surround ther user and the area around him. its similar to Raiton: Chidori Raimei (Lightning Style: 1000 Birds Thunderstorm but the lightning will form a dragon that will attack the opponent or defend from attacks like taijutsu and earth jutsu.
    after the storm of lightning is summoned, the user can use the lightning to power up other attacks or use it for combination moves.
    the user is able to manupilate the wave only at close range. this juts will last for 3 turns.
    *only can be used once*
    *-10 chakra for every turn thats its active*
    *no s rank lightning jutsu for the next turn*
    *Created by Hellsbadass*


    Lightning Style: Lightning Manipulation (Raiton: Denkou Soujou)
    Rank: S
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user focuses his lightning chakra throughout the air causing any already created lightning to fall under the users manipulation once the jutsu is in affect the user can control the lightning anyway way he pleases.
    ~The lightning must be already created.
    ~Once per battle.
    ~Lasts 2 turns.
    *Created by Hasashi*


    (Raiton: Rikou) – Lightning Release: Discharge
    Rank: S
    Type: Supplementary/Defense
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user channels lightning chakra to his palm and releases an outburst of lightning chakra causing a discharge a large amount of light. With this effect, the victim will be blinded by light at the same time hurting their ears with the huge screech noise generated by lightning. The flares of the discharge can sense chakra they come contact with. The user can either use this opportunity to escape or attack.
    Note: Usable 2 times per battle.
    Note: Requires gap of three turns between each use
    Note: Permission granted by Question.


    (Raiton|Suwan Gyosha )-Lightning Release|Swan Driver
    Type:Attack
    Rank:B
    Range:Short
    Chakra Cost:20
    Damage Points:40
    Description:The user focuses Raiton chakra into around their legs. an electrical curent begins crackle around the leg. The electrical current begins to spin rapidly around the users leg creating a chain saw like blade made of electrical current around the leg. the electrical current is rapid enough to cut through a boulder or dent a samurais chest plate armor.
    (Usable only 2 times per battle)
    (Can only be taught by Daemon)
    (this jutsu needs no handseals)
    Taught by Daemon
    Trained

    (Raiton|Bouhatei Tekishutsu)- Lightning Release|Mole Extraction
    Type:Attack
    Rank:A
    Range:Short-Mid
    Chakra Cost:30
    Damage Points:60
    Description: the user focuses a large amount of lightning chakra into their palms. they then slam their hands on the ground sending a shock wave of lightning through the ground. This charges the ground with an electrical charge. Anything that is underground will be paralyzed for one turn.
    (Can only be used twice per battle)
    (Can only be taught by Daemon)
    Taught by Daemon
    Trained

    (Raiton: Yuuetsusei no Kyohaku) - Lightning Release: Supremacy of Stella
    Rank: C-S
    Type: Offensive/Supplementary
    Range: Short - Mid
    Chakra cost: 15-40
    Damage points: 30-80
    Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). If the user leaves the area mid-range around where the pulse was first released before taking control of a construct, he/she will become incapable of putting this jutsu into effect.

    Note: Can only be used twice per battle
    Note: Can only be Taught by Noni
    Note: Must have Mastery of lightning
    Note: The construct is kept active for three turns
    Note: Requires one turn cool down before use again
    Note: Usable only on solid and logical objects/constructs
    Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
    Taught by Noni
    Trained

    (Raiton: Zeus Kontorrou)- Lightning Release: Zeus's Control
    Type: Supplementary
    Rank: C-S
    Range: Short-Long
    Chakra: 15-40
    Damage: 30-80 (Depends on the rank of construct)
    Description: The user either by the use of a touch or by releasing the chakra forward towards their intended target through their limbs, will specifically release a surge of unfocused lightning. With the lightning, the user will not aim for the opponent themselves but instead aim towards the opponents jutsus, specifically earth material type jutsus. Lightning that is unfocused will act to move along and around the earth substance, almost as if the earth will act as a conductor. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). The lightning will act to overpower the rock section or construct completely engulfing the rock and rendering the opponent's chakra within the section of rock useless. However this does come with a certain type of consequence, since there is still chakra of the opponent's harboring within the section of rock it will cause slight damage and cracking along the rock, this is simply an act of the lightning attempting to overpower the earth material but the material of earth will be weakened due to this (Exactly one rank would be deduced). As this step has been completed, with the user's lightning chakra now within the earth material, the user is now capable of taking complete control of the section of rock and send it towards a target or move the rock section around with complete ease but focused required as well, this concept similar to that of Lightning Release: Lightning Blades Levitation, as in how lightning is able to mask over the material and take control of its movements. This is exactly what would occur with the earth like substances. The appearance of the constructs will look quite normal, just a few cracks in and around its body and a light yellow aura of lightning along its body. The constructs can be controlled at will, the user can either send specific construct towards the opponent as a projectile or they can remain focus upon it and guide its direction. The constructs will retain the same sort of defensive and offensive property it had before it was taken control from the lightning, when taken control the objects obtain a certain shock type of damage which can indeed numb the opponent just like regular unfocused lightning would cause. This technique can not be used on the user's own earth constructs. The lower rank the earth construct the lower amount of chakra the user can use to overtake it.

    Note: Can only be used twice
    Note: Must have Mastery of lightning
    Note: The construct is kept active for three turns
    Note: Requires one turn cool down before use again
    Note: Usable only on solid and logical techniques
    Taught by Noni
    Trained

    Raiton: Sandan (Lightning Release: Scatter Shot)
    Rank: S
    Type: Offense
    Range: Long- Short
    Chakra Cost: 40
    Damage Cost: 80
    Description: The user firsts channels Raiton to his finger tip and moves in hand horizontally in front of him, creating a horizontal line of Raiton in front of him. On the user's command, the horizontal line shatters into thousands of tiny blades of Raiton that is launched forward at high speeds, shredding the opponent's skin apart.
    ~Can only be thought by Rikerslade~
    ~Only usable twice per battle~
    Taught by Riker Slade
    Trained



    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 02-06-2015 at 09:53 PM.

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    07. Earth



    Earth Release
    Original Customs
    11.
    (Doton: Usagi no Bibiri) Earth Release: Cowardly Hare
    Rank: C
    Range: Short-Long
    Chakra Cost: 15
    Damage Points: 30
    Description: The user creates 10 small hare-like earth structures, which appear from the ground at least 20 meters from the opponent, all around. Their purpose is to approach the target and once they touch it, they blast outwards, with a small explosion, just like Paper Bombs. They're as fast as normal hares, but they're also as coward. They hide underground while the opponent is looking in their direction, and only move when in the opponent's blind spot. The transition between hidden and moving is almost instantaneous, and while underground they're undistiguishable to the naked eye (Can be seen or sensed by Byakugan and Chakra Sensors)
    *Can't be used twice or thrice at a time. The user can only create a new set of hares once the first one has either reached the target or blocked in the way there*
    *Can only be used thrice*


    12.
    (Doton: Kachiku Kanshou ) Earth Release: Bovine Intervention

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

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

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

    *Can only be used 3 times per battle*


    13.
    (Doton: Kame no Nigasu) Earth Release: The Escape of the Turtle

    Rank: S
    Chakra Cost: 40
    Damage Points: 80
    Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
    *Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
    *The shell happens as fast or faster than Gaara's dome*


    42.
    ( Doton: Suzumebachi Iwasu ) Earth Style: Hornet's Nest
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user charges Earth chakra through the ground by either slapping a hand or a foot on the ground, or through one handseal, quickly shifting the minerals in the ground with a nearly imperceptible earthquake, stressing the crystals in the earth to the point where they charge a great deal of piezoelectricity, edging a discharge. While nearly unnoticeable, it immediately reveals itself as soon as earth chakra is charged through the ground again. The influence of the second earth chakra will tip over the stressed crystals and release a large bolt of natural electricity directly to the source of the earth chakra, which will hit the origin of the chakra with akin that of Kirin, in an output of damage similar to an A rank Lightning technique ( 60 Damage ). It quickly neutralizes the Earth technique that was intended to be used (following Lightning's S/W), and may paralyze the target for 2 turns if he is in contact with the technique.

    *The ground stays stressed for 3 turns, case the discharge isn't triggered, before the piezoelectricity stored harmlessly disperses.*
    *If the opponent is performing an earth technique, case the time-frame allows it to, the discharge of natural lightning is immediate after the user performs this technique.*
    *If the user performs another Earth technique, the discharge will be directed to him/herself, to prevent so, the user is able to spend an additional 5 chakra, performing the second technique as normal but neutralizing Hornet's Nest.*
    *The discharge of natural lightning only happens once, the ground then stabilizes again and the user is required to perform Hornet's Nest again.*
    *The discharge is triggered by Earth Chakra being run through the stressed ground, the condition being Earth Techniques that use the Ground as a medium, or come from the ground. This can also be achieved through Earth-based advanced elements, like Crystals, Metals, and others in the same conditions.*
    *Can only be used once every 3 turns*
    Approved

    S3.
    (Doton: Zou no Shoufuku) Earth Style: Elephant's Submission
    Rank: A
    Range: Short-Long
    Chakra Cost:30
    Damage Points: 60
    Description: The user stomps on the ground, erupting irregular rock boulders all around the opponent, striking the opponent with great strength and lifting huge ammounts of dust. The dust cloud stretches high and wide, lasts 3 turns and can only be blown away by B rank Wind. With one handseal, the user can make the boulders friction on eachother, by move in opposite directions, dilacerating anything trapped in between.
    *It requires a 4 turns waiting before it can be used again*
    *Can only be used twice per match*
    *The user can't use S rank Earth jutsus on the next turn*


    Given Customs
    (Doton: Kouseki Manipyure-Shon ) -Earth Style: Mineral Manipulation
    Rank:A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30(-5 each turn)
    Damage: N/A
    Description: User forces massive amounts of chakra into the earth, giving them the ability to manipulate the finite particles, and sediments that compose the dirt.Using extreme chakra compression/decompression user can then change the density/composition of the ground.
    *Created by Goro<3*


    Doton: Hakachi no Tsuchi Gosunkugi (Earth Style: Graveyard of Earth Spike)

    Rank: S
    Type: Attack
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will thouderously slams his hands into the ground, creatin a small earth quake and 20 meter long sharp ridged earth spikes that will protrude out ground, stabin and shredding anything.
    the user create a huge forest (not trees) of these long spikes coverin the whole battle field.. the widht of the spike is the same lenght as an average human's shoulders. the spikes can also cause damage to summons like gama.
    *can only be used once*
    *Created by Hellsbadass*


    (Doton: Mugen Tsuchi) Earth Style: Infinite Earth
    Type:Attack/ sup
    Rank: A
    RangeShort-mid
    Chakra Cost:30
    Damage Points:60
    Description: After a few hands seals the user will send his chakra into ground to create a shock wave, thats will slow down the target(s) movement, pin point their location or fire rugby/ american football size chunks of earth into the air (close range only) surround ther user and the area around him. *Created by Hellsbadass*


    (Doton: Daichi Kunai) - Earth Style: 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.
    *Created by Jamal*


    Earth Style: Death Trap (Doton: Zetsumei Kansei)
    rank: S
    type: attack
    range: short-mid
    chakra: 40
    damage: 80
    description: the user will slam his hands on the ground and the earth around the opponent will come up and trap then in a dome of earth (with about 6 inches of room) the dome is special if the opponent attacks the walls of the dome they will instantly shatter and earth spikes will shoot out of the wall spewing the opponent all over however the entire after the dome is formed the user focuses his fire chakra into the dome so if the opponent doesn't attack the walls after 1 turn the walls will melt to lava and burn the opponent
    ~no earth jutsu for 3 turns after
    ~no fire jutsu 3 turns after
    ~once per battle
    ~the dome forms quickly so if the opponent is in middle of a jutsu and does not realize the dome is forming it is very hard to dodge
    *Created by Hasashi*


    (Doton: Irigomi) – Earth Style: Coming in Together
    Rank: C
    Type: Offensive, Supplementary
    Range: Short – Mid
    Chakra cost: 15
    Damage points: 30
    Description: The user performs Ram – Horse – Rat and then stomping their foot on the ground can cause an open piece of earth like a hole or fissure to close shut trapping anyone inbetween.
    *Created by Zenryoku*


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


    (Doton: Hedoro no Kouzetsu) – Earth Release : Slime Ensnaring Tongue
    Rank: D
    Type: Supplementary
    Range: Short
    Chakra cost: 10
    Damage points: N/A
    Description: The user expels a retractable cord of mud in the shape of an elongated tongue from their mouth. Its adhesive and retractive ability allow it to stick to objects and pull them towards the user or it can be used to pull the user towards another person. However its main purpose is to attach to any part of the terrain which is in range and pull the user to the desired location extremely quickly. It can also be used in quick succession to travel from one place to another.
    Note: Lasts for Three Turns
    Taught by Negative Knight
    Trained

    (Doton: Ishi Sekkou) Earth Release: Stone Scout:
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20 (+10 Per-Turn)
    Damage points: N/A
    Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
    Note:
    -This Jutsu can only be taught by Serpent
    *Taught by Serpent*
    Trained

    (Doton: Miraaak's Kataki) – Earth Release: Miraak's Vengeance
    Rank: S
    Type: Offensive/Supplementary
    Range: Short - Long
    Chakra Cost: 40 (-10 chakra per turn)
    Damage Points: 80
    Description: The user will perform three handseals and focus their doton chakra throughout their body before spewing the built chakra as a flimsy earthen-material into a nearby water source at a considerable speed. After plunging into the water source, it will begin absorbing the surrounding moisture to grow in size and become more flexible. The globule will extend countless tentacles outwards (in every direction) as it does this, their size growing exponentially until they reach the surface. While doton constructions are typically rigid and sturdy, these tentacles are flimsy/flexible since they are made of mud. Since the tentacles grow larger the longer they're completely submerged in water, deeper water sources will produce greater sized tentacles whilst more shallow ones will produce ones of smaller magnitude. The tentacles which emerge closer to the user will lift them into the air and form a protective fortress of writhing tendrils, whilst the tentacles around the opponent(s) will seek to impale, entangle and crush their targets to death. The maximum size the tentacles can reach is equivalent to the size of the spikes produced in Earth Release: Destructive Rising Rock Pillars, at which point they'll reach full saturation and become unable to absorb any more water to gorge their size.

    Note: Lasts three turns
    Note: Can only be used twice per battle
    Note: Requires a Water source
    Note: Can only be Taught by Negative Knight
    Note: While active the user can only use Doton and non elemental abilities and never above S-Rank.
    *Taught by the Doodle*
    Trained

    (Doton: Kouzou Koutai) – Earth Release: Structural Shift
    Rank: A
    Type: Supplementary/Offensive
    Range: Short - Long (Short Range to infuse objects ; Long Range control)
    Chakra Cost: 30 (+10 chakra cost per object)
    Damage Points: N/A (60 damage if used offensively)
    Description: This is the brother technique to 'Water Release: Aquatic Touch'. The user will make direct contact with object(s) before focusing their doton chakra directly into their intended target. Through the use of this chakra, the user will apply a process similar to the one employed Earth Release: Hiding in Rock Technique. The target object will become capable of blending and traversing through rock, mud and other earthen materials (encompassed in doton release). The object can pass through any earth devoid of chakra, all of the user's own earth techniques and doton techniques of the opponents that are weaker than the user's own. If the user wishes instead for the whole object to become capable of merging through the earth, only select components (e.g. hilt or blade of a weapon) can be targeted. Since this technique only allows objects to pass through earthen materials, the converted object can still be held/interacted with. A unique thing about this technique is, while the doton-infused object is submerged/inside an earth source, the user can utilize hand gestures to control it and guide its path through the earth granting this jutsu a distinct offensive edge if used with bladed weapons. The object(s)' speed depends on the amount of chakra used - if fully concentrated on one object, then it would be at the same speed as the rank of the user, if split, then slower. While the infused objects are inside of the ground, the user can pinpoint their exact location and can choose to control specific tools (rather than all of them at once) by concentrating on solely them. If used on multiple objects, the total amount of chakra used for this technique will be equally divided up between the amount of infused objects. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

    Note: Lasts three turns
    Note: Can only be used thrice per battle
    Note: Can only be taught by Negative Knight
    Note: Object will only become capable of moving through Earth Release
    Note: Can be used on more than one object (as many as the user can hold or touch at once during the infusion process)
    Note: If path of object is interrupted by opponent, user loses control over it
    *Taught by the Doodle*
    Trained

    Earth release: Broad Kick - Doton: Hiroi Kikku
    Type: Offensive
    Rank: B Rank
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: Broad Kick originally started off a simple taijutsu attack; the user would dash towards the opponent, jump and deliver a kick to the opponents chest/face thus sending them backwards. Now in the improved version the user would channel earth chakra into their kicking foot, and upon the contact with the opponent the user will cause the a pillar of earth to 'shoot' from his foot, the pillar would send the opponent flying into mid range. Then user can even choose to add some basic shape manipulation to the pillar.
    -Usbale 4 X
    -The earth would be connected to the users foot, but through a simple chakra burst the user can seperate his foot from the earth.
    -Compeltion of Earth & Taijutsu training are required.
    Taught by Vayne
    Trained

    (Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad
    Rank: S
    Type: Supplementary
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning (after its fully formed). To use this on one's own techniques (or substances devoid of chakra) requires no contact with the target substance, simply the use of the Dog Handseal. To use this on the opponent's techniques requires direct contact with the target substance (in similar manner to the Added/Light Weight Earth techniques). Similar to other doton techniques, the formation of the swamp can be offset by channeling an unfocused current of lightning into the affected earthen construction.

    Note: Can only be used three times per battle
    Note: Can only be Taught by Negative Knight
    Note: Cannot be used on consecutive turns
    Note: Can only be used on Earth Release Techniques
    Note: Follows Elemental Strengths and Weaknesses
    *Taught by the Doodle*
    Trained

    (Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
    Rank: C-S
    Type: Offensive/Supplementary
    Range: Short - Long
    Chakra Cost: 15-40 (-10 chakra per turn)
    Damage Points: 30-80
    Description: The user will perform the Boar Handseal and focus their doton chakra into a nearby statue or life-like construct (e.g. golem, gargoyle, etc) and utilize this released chakra to grant it a degree of sentience (similar to Earth Release: Stone Golem). The chakra will flood the earthen substance and bring it under the control of the user for three turns before reverting to its previous inanimate state. Beings brought to life via this method will only be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. To use this technique on earthen constructs without the need for direct contact, only requires for one condition to be fulfilled. Both the user and the target structure require contact with the ground. After being brought to "life", the creation has a mind of its own and can act independently.

    E1 - This technique is used to bring small animals and dolls constructed from earth to life. In terms of size, this type can usually fit in the user's hand and its maximum size can be equivalent to that of an average human head. Their small size makes them ideal for stealth as they're capable of staying hidden. These constructions are C-Rank in power.

    E2 - This technique is used to bring human-sized constructions to life (e.g. gargoyles and other doton statues to life). These constructions are B-Rank in power.

    E3 - This technique is used to bring earthen constructions significantly larger than human beings to life. Their size can range from between three meters and the size of the A-Rank Stone Golem. These constructions are A-Rank in power.

    E4 - This technique is used to bring the largest doton constructions to life. Their size exceeds that of the A-Rank Stone Golem and has no real bounds or limits. This technique can even be used to bring constructions on the scale of the statues at "The Valley of the End" to life. Unlike all of the other variants, E4 requires significantly more exertion to maintain and so while active the user can only use Doton and non elemental abilities. These constructions are S-Rank in power.

    Note: Lasts for three turns
    Note: Only one construct can be brought to "life" per use
    Note: Can only be used twice per battle
    Note: Can only be taught by Negative Knight
    Note: Can only be used on Earth Release Techniques
    Note: If direct contact with the construct is made, this technique can be performed without the need for handseals.
    Note: Constructs only possess physical capability and can not use jutsus
    *Taught by the Doodle*
    Trained

    (Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
    Rank: A
    Type: Supplementary/Offensive
    Range: Short
    Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
    Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
    Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

    Note: Lasts three turns
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight
    *Taught by the Doodle*
    Trained

    Doton: Beatorappu | Earth Style: Bear Trap
    Type: Attack
    Rank: B
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: The user focuses chakra beneath the opponent and manipulates the earth around that them. The user makes the earth from two parallel directions quickly pounce up on the opponents leg(s). The two slabs are full of spikes on the inside and moulds to the opponents leg upon clamping to it. The height can range from the top of the thigh to just the ankle. It happens in a quick, surprising action, like a bear trap.

    Restrictions
    – Can only be taught by Kryptiic
    – Can only be used three times per match.
    *Taught by Kryptiic*
    Trained

    (Doton: Telam no Chuun) – Earth Release: Infusion of Telam
    Type: Supplementary/Offensive
    Rank: A
    Range: Short - Long (Can be infused short or long range)
    Chakra Cost: 30 (10 for every more construct infused)
    Damage Points: N/A (20+ if used offensively)
    Description: The user will gather their earth chakra and manipulate it so it activates an ability; where certain structures of earth techniques when protruded from the ground, out of the user's body or from the sky, will have either- sticky adhesive mud or flammable like substance of mud, infused inside the body of the solid structure as a passive ability when being released (still costs a move). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique has some different characteristics which allows it to be of use. The first basic ability is how the user is able to manipulate the sap of mud to be released out of the structure of earth oozing out of its body (the earth structure's body). What makes this significant is, for example, if one was pierced by a stone spike, the user can literally now force the spike to ooze mud out of its structure and into the body of the opponent injecting them with the mud or even around the body restricting their movement. However, when this concept is used, the structure of earth will no longer be of use for manipulation purposes since the mud will literally overtake its body as it oozes out. The second basic ability is, where the user will literally have the mud inside of the body of the earth structure ooze outward in similar fashion, however this mud is flammable mud. Large amount of mud can (however has limitations and dependability) flood the battlefield and restrict anything coming into contact (for the adhesive mud) or be used to set up an explosion (flammable mud) with the use of external resources such as fire attacks, explosive tags, etc. The flammable mud can not be set by itself. The amount of mud that can be infused in the structure of earth mainly corresponds with just how large the structure is. In some cases this can harm the opponent as well if the mud comes into contact with the user themselves. The user can also infuse mud into more then one construct but with more chakra cost required.

    Note: Lasts three turns
    Note: Can only be used thrice per battle
    Note: Can only be taught by Noni
    Note: Can only create flammable mud or sticky mud
    Note: If the earth construct is struck by a lightning technique equating to the elemental properties and weaknesses, then the mud within will be rendered useless and out of the user's chakra control but if flammable mud within survives the attack without hardening, then it can still be set on fire
    Taught by Noni
    Trained

    (Doton: Tatsujin no shibō majutsu) | Earth Style: Death Magick for Adepts
    Rank: A
    Type: Attack
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user forms two handseals (Boar > Dragon) and channels his chakra into the ground in the entire battlefield. The user creates small snakes made of mud that act as parasites to emerge from the ground and capture the opponent. Initially these snakes are not visible as they are hidden just below the surface of the ground. They activate only when they sense the original source of the foreign chakra (the opponents) in their vicinity (short-range). The moment they emerge, these snakes coil around the opponent and hold them in place as the mud starts to solidify around the opponent's body as they travel up. The opponent would be unable to move around with his legs being covered in mud. Now this is not what they were primiraly made for. These mud snakes when they come in contact with the user's skin, it tries to enter the user's body through the pores of the skin. Tiny molecules of this mud enter the body and starts disintegrating the flesh by destroying the cells. But since it is a slow process, it takes 2 turns to actually destroy a limb.
    - Single turn of exposure will cause the limb to be filled with mud, making it heavy, causing minor damages.
    - This jutsu does not differentiate between allies and enemies.
    - Can only be used twice.
    - Cannot use any Earth jutsu above S-rank in the same and next turn.
    - Can only be taught by Azráel
    Taught by Azrael
    Trained

    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 12-07-2014 at 02:41 PM.

  10. #10
    2600₭ Lili-Chwan's Avatar
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    08. Water



    Water Release
    Original Customs
    15.
    (Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot

    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
    In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
    *Can only be used thrice per match*


    16.
    ( Suiton: Hazumo Ibo no Kerokero) Water Release: Bouncy Frog Warts
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: After 3 handseals, the user spits out up to 5 spheres of water (The water has sticky properties, similair to Water Style: Syrup Capture Field), in a quick succession and at great speeds. Utilizing her Water Chakra, the user drastically increased the cohesion of the water molecules and decreased the adhesion of the water molecules, thus creating thick beads of water that will bounce off any object. The user can redirect the beads of water by stomping on the ground, thus erupting (up to 10) small pillars of earth (Counts towards the jutsu count) , until either she decides to pop them (using one handseal) or the beads collide with a sharp object, thus breaching the spheres and blasting the sticky substance inside onto the target. the user can infuse Fire or Lightning into the balls (For Boiling Beads or Electrified Bead, isntead of Sticky Beads), without changing the Adhesion and Cohesion levels. Wind jutsus might burst the ball aswell.
    With one handseal, the user can make each bead burst into 10-20 smaller yet faster beads, with the same characteristics, despite the size.
    *Can only be used 3 times per battle. Can only be used once every 2 turns*


    N38.
    ( Suiton: Chame no Peropero) Water Style: The Tongue of the Licking Urchin
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: After performing 3 handseals, the user is able to create a great bead of water, up to 1 meter diameter, anywhere within range (Up to 50 meters from the user), by condensing water from the air around. This bead will have the cohesion and adhesion levels pumped to the max, creating a very tight bubble which pins though and attaches itself to any material it comes in contact with. The user is always able to sense the position of the sphere, spatially in relation with herself, and, when it attaches with something, the user is able to determine if the substance has chakra or not (Similar to Rain Tiger at Will), and is able to pull chakra from it, a take on the water's vital and cleansing techniques. It absorbs 100% of the chakra used to create the technique ( 40 chakra ) per turn it is attached. If the user touches the bead, he can re-absorb the chakra back to him/her. Likewise, the user is able to create multiple tiny beads (up to 10), across an area of 5 meters radius. Each will only absorb up to 10% chakra per turn ( 4 chakra ).
    *The user is able to move the bead(s) around through hand gestures . When the user does, except in the initial turn, it counts as a jutsu towards the jutsu limit
    *When the jutsu is dropped or broken, only 50% of the chakra stored within the bead(s) returns to the user, and the bead(s) vanish in a puddle of water.
    *Can only be used thrice per battle*
    *Lasts a maximum of 5 turns*
    *Can't use Water above S rank in the same and next 2 turns of usage*
    *Requires 2 turns cool down between usages, counting after the end of the previous usage*
    *Follows elemental strength and weaknesses*

    Approved

    S4.
    (Suiton: Hebi no Naitei) Water Style: Serpent's Harem
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user stomps on the ground, releasing a wave of oil, knee-high, that can either be spread in a radial manner to Mid range, or straight forward to Long range, leaving behind a shallow layer of oil. As soon as the wave is released, with 3 handseals, the user can turn the oil layer into tons of snakes-like structures that will bite and restrain the target.
    *can only be used once every two turns, and a maximum of thrice*


    Given Customs
    (Suiton-Mugen Mizu) Water Style: Infinite Water
    Type:Attack/ sup
    Rank:forbidden
    RangeShort-mid
    Chakra Cost:50
    Damage Points:100
    Description: After a few hands seals the user will summon a huge wave of water that will surround him and the area around him. the wave of water will form a dragon that will attack the opponent or defend from attacks like taijutsu and fire jutsu.
    after the wave of water is summoned, the user can use the wave to power up other attacks or use it for combination moves.
    the user is able to manupilate the wave only at close range. this juts will last for 3 turns.
    *only can be used once*
    *no s rank water jutsu for the next turn*
    *Created by Hellsbadass*


    (Sution: Mizu Safubo-do) Suiton: Water Surfboard
    Rank: A
    Type: attack/ sup/ defence
    Range: short-long
    Chakra: 30
    Damage: 60
    Descriptions: wit a few hand seals the user creates a water surfboard which is hard enough to be stand on and allows the surf above the water at high speeds. it also allows the user to glide in the air and ground. if the jutsu is used as an attack, the edge of teh board is sharp enough to cut rock (depends on the size of the rock) and trees. the user can also use water replacement jutsu at the same time allowin the user to go tru some attacks (depends on the attack, will not go tru solids). the board can regenarate if on/in water (like the water shark jutsu).. this jutsu takes 5 chakra points after every turn..
    note: it can also be mixed wit other elements.. like earth (mud) to make it strong and harder.. lightnin (chidori... it will also have the same ability as chidori).. wind (increased speed and cuttin abilities) fire (just makes it hot.. meltin any ice) and the board can be controled like a puppet..
    *Created by Hellsbadass*


    (Suiton: Zenhansha) Water Style: Total Reflection
    Rank: A
    Type: sup
    Range: long,long-mid,short
    Chakra: 30
    Damage:
    Descriptions: wit a few hand seals the user creates water mirrors maze that reflects the opponent (its like u r in a room covered in mirrors and its a maze [example if bruce lee enter the dragon.. where lee has to fit the boss in that mirror room).. this wiil confuse the opponent and disorinate (spellin) him.. the opponent will be lost in the maze of reflection. it can also reflect the suns rays or any light inside this maze, blindin the opponent.. it can also regenerate if it created on water or if it is rainin.. but if its rainin it will not be able to reflection the suns rays. it will give some time for the user to hide, recover etc. this jutsu will take 5 chakra points once created in every turn.
    *Created by Hellsbadass*


    Suiton: Mizu Rasen Ken)- Water Style: Water Spiral Blades
    Rank:A
    type: defence/ attack
    Range:Short
    Chakra Cost:30
    Damage Points:60
    Description: a couple of hand seals and the user creates water blades which is mixed wit wind and it is fromed under the user's feet and spins at high speeds around the user like the user is a water cacoon. it will protectin the user from taijutsu and short distance jutsu (like rasengan, shadow clone explosion, etc). if the oppoenent trys to punch, or kick, their limbs will be cut of.. this can also protect the user from attacks that r thrown (kunai and shurikens) and also fire jutsu
    *Created by Hellsbadass*


    (Suiton: Mizu Bakuha) Water Style: Water Explosion
    Rank: A-S
    Type: attack
    Range: short - long
    Chakra: (A rank: 30) (S Rank: 50)
    Damage: (A rank: 60) (S Rank: 100)
    Descriptions: wit just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed wit other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.

    once used = No S-rank jutsus next turn
    used twised= no S rank or A rank jutsu next turn
    *Created by Hellsbadass*


    (Suiton: Mure Akume Kekekomi) -Water Style: Herd of Wild Horse Stampede

    • Rank: S
    • Type:attack
    • Range:Short-Long
    • Chakra cost:60
    • Damage Points:100
    • Descripton: after few hand seals, the user will create a wave of water which can level the area around the user and it is shaped like a stampede of wild horses. this wave can crush bones and rocks.. it can also drag opponent underwater by the current of the wave makin them unable to get to the surface.
    note can be mixed wit mud (the area will be covered in huge layer of mud that can bury the opponents under this really huge layer of mud) and lightnin (shocks the opponent and paralysises them)
    note can: only be used once and no S rank jutsu next turn
    *Created by Hellsbadass*


    sution: Tako Shokushu)- Water Style: Octopus Tentacle
    Type: attack/Supplementary/ defence
    Rank: A
    Range:mid
    Chakra Cost: 30
    Damage: 30
    Description: the user creates 4 water tentacles in his back, that he can control each of them freely. the user is also able to use the water in the tentacls to create other water jutsus. it can also rengerate only if there is a water source. it cost+5 for every turn it is used on the battle field and it has limited amount of water so the user cannot create huge water jutsus and the user can create 5 water jutsus usin the octopus tentacle when there is no water in the battle field.
    *Created by Hellsbadass*


    (Suiton: Juuhou Hassuru ) - Water Style: Heavy Artillery Fire
    Rank:A
    Range:Short-Long
    Chakra cost:30
    Damage Points:60
    Description: After a few hands seals, the user can fire multiple Suiton: Taihoudan (Water Style: Water Gun) from a near by water source instead of the users mouth. the water bullets r fired at rapid succession at the opponent.
    side note: this jutsu can be mixed wit wind jutsu to increase the power of the attack.
    *Created by Hellsbadass*


    Suiton: Kibaku Bisai Mizu Bomu (Water Style: Explodin Mirco Water Bomb)
    Rank: S
    Type: Attack
    Range: Short-long
    Chakra Cost: 65
    Damage Points: 130
    Description: after performin the neccessary hand seals, the user will spit out chakra infused water. the user will create a huge pillar of water. once it reached its maxmium height, the pillar will explode into a fine cloud of microscopic water bombs.
    These tiny bombs will be controlled by user's chakra as they move towards their target. The target will then unknowingly breathe in the cloud. These tiny bombs will then travel throughout the body and detonate, causing microscopic explosions.
    This in turn causes the body to disintegrate on a cellular level.
    *have to wait 3 turns for the pillar to reach its max height.*
    *can only be used once and now S rank jutsu for the next turn*
    *Created by Hellsbadass*


    Suiton: Nagasu (Water Style: To Shed Blood)

    Rank: B
    Type: Attack- defence
    Range: Short
    Chakra Cost: 15
    Damage Points: 30
    Description: the user will perform the necessary hand seals can create a water spike in the hands. the spikes are like (Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining and the spike is held on the forearm like guren's crystal spike jutsu.
    the spikes are detachable and can be reformed. the tip of the spike is very sharp and the side is ridged, makin it anble to shred flesh off (like kisame's sword, only when pulled back). the user will stab the opponent, loggin and detachin the water spike in the opponents body.
    once stabed the opponent will slowly start to lose some blood bcoz the spike is shaped in such away that it will drain blood of slowly. if the opponent trys pull it out, the spike will rip the flesh and make the wound bigger, causin more blood loss.it is very painful. The opponent can only be stabed 6 times b4 he dies of blood loss.
    *-5 chakra points are taken when the spike is reformed*
    *Created by Hellsbadass*


    (Mizu Kamikiri Tsutsu)- Rising Water Current Gun

    Rank: B
    Range: Short-Mid
    Chakra cost: 20
    Damage: 40
    Description: Instead of focusing the water chakra into the leg, as the common mizu kamikiri, the user concentrates as much water chakra he can onto his middle and index finger. Then, the user mimics a gun with the hand, releasing the compressed water chakra in a cutting stream of water which easily slices through rocks.
    Notes: The user may use do as many streams of water as many hands the user has, but it increases the chakra cost, 20 per each stream.
    Note: Maximum of three times per battle
    Note: Cannot cut through A rank and above Earth
    Notes: May only be taught be The Seven-Scaled boy.
    *Created by Seven-Scaled Boy*


    (Suiton/Futon:Heizen Doragon Tama no Jutsu) - Water/Wind Style: Cool Dragon Bullet Jutsu
    Rank: A
    Type: Offense/Supplementary
    Range: Short/Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user fires several large dragon-shaped water bullets at their opponent. By infusing them with wind chakra while firing them, the user manages to cool the water to near freezing tempreatures. It is able to alter localized weather conditions to the point of dissipating clouds when shot into the air. If the foe touches the water, he/she'll suffer near freezing.
    Notes:May only clear the skies four times per battle.
    Notes:The opponent will not get freezed but they'll become very slow.
    Notes:It's mostly a suiton jutsu, it doesn't require wind training above C ranks.
    Notes:No wind A-rank or higher next turn.
    *Created by Seven-Scaled Boy*


    (Suiton: Kyojin Betabeta Arikui ) Water style: Great Sticky Anteater
    Type: Defensive/Offensive
    Rank: S
    Range: Short-Long (short-mid if sent crashing)
    Chakra Cost: 40
    Damage: 0 (40 if it stabs you with it's tounge/80 if it crashes on you)
    Describtion: The user will concentrate his suiton chakra into his mouth and mold it in a quick row of handseals. Upon doing the row of handseals, the user will spit great quantities of sticky liquid (much like the syrup capturing technique, only that in a much larger volume) and apply shape manipulation in order for it to take the shape of an anteater. By manipulating his own suiton chakra, the user will be able to freely manipulate the animal, extending it's long and sticky toung in seemingly any angle and direction (being it a manifestation of the user's chakra not an actual animal/monster it does not need to follow any rules related to anatomy). In a single, extra handseal, the user may send this huge anteater crashing onto the oppoenent(s).
    Note: May only be used twice per battle.
    Notes: Any bugs, including kikkiachu will that are caught in it's tounge are unable to escape.
    Note: No suiton techs the same turn.
    *Created by Seven-Scaled Boy*


    (Suiton: Sui Mizu) - Water Style: 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.
    *Created by Jamal*


    (Naibun Fuu Zonokiri) - Heavy Mist
    Type:Supplementary
    Rank:A-rank
    Range:Short/Mid
    Chakra Cost:30
    Damage Points:N/A
    Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
    Note: Can only be used 3 times per match
    Note:The mist stay denser and heavier for 2 turns after use of this jutsu
    *Created by Hasashi*


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


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


    (Suiton: Jinsoku Senbon Dangan) – Water Style: Rapid Senbon Bullets
    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80
    Description: The user spits out their mouth highly compressed jets of water in the shape of Senbon that can pierce through skin and rock on B rank and lower.
    Note: Can only be used 3 times
    Note: Co-Producer HellsBadass
    *Created by Zenryoku*


    (Suiton: Mizu Kasuihou) - Water Style: Water Spike Cannon
    Rank: S
    Type: Attack
    Range: Long
    Chakra cost: 40
    Damage points: 80 (+10 for debree)
    Description: the user creates a a large cannon of rotating water and shoots it at the enemy. the user then manipulates the chakra and creates spikes that protrude out of the sides and rips at the ground adding debree and rocks causing extra damage to the opponent.

    Note: Must use water source to perform jutsu
    Note: Can only be used 3 times per turn
    Note: Only Members of Rain village can use the jutsu
    *Rain Village Social Group*


    (Suiton: Mizu Shinkuu)- Water Release: Water Vacuum
    Rank: S
    Type: Supplementary / Attack
    Range: Long
    Chakra cost: 40
    Damage Points: 80
    Description: the user releases chakra into the air creating tornado's of wind that then can be used to draw up water attacks that the opponents cast and draw the water into the sky. The user then manipulates the water with their chakra and sends the water back towards the opponent in the form of 3 spinning cannons.
    Note: Can only be used two times
    Note: Only works on A rank and down
    Note: Can only be taught by Hazure and Uchiha Kaito
    Creator: Uchiha Kaito
    Co-Creator: Hazure
    *Rain Village Social Group*


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

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


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

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


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

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

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

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

    (Suiton: Sutikkī denpun same ) - Water Style: Sticky starch Shark
    Type: Attack
    Rank: A-rank
    Range: Short/Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.

    - Only taught by william24
    - Can only be used 3x per battle
    *Taught by Shady*
    Trained

    (Suiton: Gimon Gori Ate)- Water release: The Wondering Goliath
    Type: Offense-Defense
    Rank: S
    Range: Short-Long (Made short range, can move up to long range)
    Chakra: 40
    Damage: 80
    Description: A highly advance water jutsu. The user will either spew a stream of water from their mouth or use a water source, the user will attempt to create a spider made of entirely of water. The water substance and property is sticky adhesive water. The spider is quite large around the same size as the known fire jutsu Fire Release: Crimson Earth Spider. The spider is highly compressed and firm, this allows him to move around earth like structures and earth like material (mud, wood, etc) in any angle or direction due to the sticky nature of the water (Non-Chakra infused), needless to say the spider can also move along water sources. The spider's main goal is to attack the target the user has set for him, with that being said it moves straight towards the opponent like a projectile non-stop until it reaches his respected target and completely engulf him and restrict his body with the sticky water. This is done by using his legs to wrap around and capture the opponent, which will suffocate the opponent and deliver a blunt force impact, since when it gets in close range of the opponent (5 meters) it will hurl itself at the opponent (obviously traceable by normal eyes). The spider moves at a logical speed any large spider would. The spider has an advance mechanism within him, whenever some type of attack tries to cut or go through the spider, the spider will simply multiply into two's for each spider hit (Quite similar to one of the paths animals Summoning Technique: Giant Dog) and still continue towards their intended target head on and perform the same action as mentioned when it comes to attacking the opponent. However with each multiplication, each spider becomes weaker then before, so if two spiders remain they would each be A-Rank. The most spiders that can multiply in number is six spiders in total, (which would mean each spider would be D-Rank in power) until they can not longer sustain power. Also some elements might cause different reactions for the multiplication, fire might force the syrup water out of its form due to how fire acts to break down and engulf/melt but they would reform back and multiply as such. It mainly depends on how and what element used. For every time the spider multiplies back it would require chakra cost, an example would be to rise back two A-Rank spiders it would be equivalent to 40 chakra points, if an A-Rank spider was attacked and multiplied back into two, it would require 30 chakra points to bring them both, so on and so fourth. This coupled with the fact they are able to move along virtually any surface makes the technique tough to counter.

    Note: Must have water mastered
    Note: Can only be used twice in battle
    Note: Requires a two turn cool down before re-use
    Note: Can not use water jutsu above S-Rank next turn
    Note: Follows elemental strength and weakness thread
    Note: Every time a spider multiplies it would cost chakra as mentioned
    Note: Every time a spider multiples it would cost one move as well
    Trained


    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 10-05-2014 at 12:24 PM.

  11. #11
    2600₭ Lili-Chwan's Avatar
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    beaten Scorps
     



    09. Combinations - BINGO



    Basic 5 Combinations
    Original Customs
    6.
    (Katon/Fuuton: Ikusen no Houou) Fire/Wind Release: The Squad of the Scorching Falcons
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This technique consists in two different steps, which can be preformed simultaneously, using an ally, or in a quick succession. The first part consist in performing one handseal charging chakra in a point on the battle field which will turn into seriously hot ashes, which will then burst into an hellish flock of about 10-15 bird-like ash structures. The birds will fly out in different directions, some will fly high into the sky, while others (Only a few 2-3) will attack the opponent(s) directly. The second part of the jutsu consists in preforming an additional handseal. This will quickly gather air around each individual bird, concentrating the gathered wind into the ash-hawks, which will make them burst ablaze. At that point, the birds will be sharper and faster, as well as hotter. While keeping the handseal, the user is able to make them all flock down on the target. Much like real birds of prey, the free-falling bird-structures will acquire great speeds, and will violently explode upon impact (At the scale of a Paper Bomb induced Explosion). The few birds that directly attacked the opponent will simple burst outwards, burning anything close to them. Entailed with this technique is the ability to induce heat on a certain substance, instead of creating ash, and quickly provide wind/oxygen all the same. This will induce a powerful combustion reaction on the substance, vanishing it whole and turning it into it's combustion gaseous byproducts (example, hydrogen into water)
    *The user loses the ability to call forth Fire or Wind Chakra to preform techniques higher than S rank in the turn after usage*
    Approved

    17.
    (Katon/Raiton: Mure Sai no Shuuren) Fire/Lightning Style: The Drill of the Rhinoceros Crash

    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Point: 80
    Description: The user will preform 3 handseals, and quickly spit a continuous stream of fire, which will start to spin with a great speed forming a huge drill. This rotation can be either around the user or near the user, the tip of the drill being pointed towards anywhere the user wishes it to point. As the user starts spitting the fire, the user will preform a different handseal, which will then start enveloping the fire drill with lightning chakra. As both elements start to friction on each other, the drill starts spinning substantially faster and will increase the temperature largely, all adding to the piercing power of the technique. At the user's wish, the bright drill can be shot at great speed towards the desired location, going on a straight line until the user decides to make it explode, blasting outwards multiple similar drills, significantly smaller in side.
    *The large drill can shoot to Long Range, the small drills will be shot in a short range radius*
    *Both phases can be done at the same time by two shinobis*
    *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
    *Can't use Lightning or Fire Techniques above S rank in the next 2 turns*


    18.
    (Doton/Katon: Ichida no Danpen Harinezumi) Earth/Fire Release: The Blow of the Shredding Echidna
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user preforms 6 handseals, while charging earth chakra on the ground, erupting up to 3 huge shields, about 3 meters radius, made of silicate minerals found in the earth. Afterwards, the user can preform 5 handseals, while charging fire chakra on the shields, which will make the shields explode outwards, turning into a shredding blast of hot glass particles, made from the crystallization of the silicate minerals. Likewise, the user can choose to preform only one handseal, and slam her hand on the shields, coated in fire chakra, which will take less time.
    Wind can be added to make the blasts stronger.
    *Can only be used once every 3 turns*
    *The user is only able to use Earth or Fire jutsus up to S rank the next two turns.*


    19.
    (Suiton/Fuuton: Koketsu no Waniguchi ) Water/Wind Style: The Jaws of the Alligator
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After a row of 6 handseals, the user is able to summon a huge amount of water near herself, and shoot in towards her target with great pressure. As soon as it is released, the blast of water takes the shape of a huge alligator, jaws open wide, to swallow and crush the target, leaving behind a lake's worth of water, progressively draining, lasting 5 to 8 turns (Depending in the temperature/humidity of the environment). With 3 additional handseals, the user will infuse the charging alligator with wind chakra, which will drop to bellow freezing temperatures. Because the wind will keep the water within the alligator moving, it won't turn to ice, instead it will increase it's piercing and slashing power. Once in lake form, temperatures only slightly above freezing, the user will be able to keep up to 6 smaller normal sized alligators colder than the lake, which can attack any underwater opponent freely, for 2 turns.
    *the smaller alligators do not reform if destroyed, and have the speed and strength of average alligators, it is not enhanced*
    *Can only be used once per battle*
    *Given the chakra strain, the user won't be able to use Water and Wind above S rank for 3 turns*


    20.
    (Fuuton/Raiton: Houkou no Kora-Hanta) Wind/Lightning Style: The Growl of the White Tigress

    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user charges wind or lightning chakra on the hand. When the hand is pulled back, simulating a string of a bow being pulled, a concentrated wind arrow appears charged. Upon release, the arrow disappears to the eye of the opponent, but actually it turns into several sharper arrows, that travel just a little bit faster than a normal arrow, and hit the opponent's body several times in multiple places. Depending on the accuracy and weapon's mastery of the user, the arrows can hit random body points or specific nerves, arteries or organs, though easily traceable even to a first-tomoe sharingan, after creating the arrow, user can enlarge it with a second layer of chakra. Upon releasing, the Lightning/Wind will combine to maximize the piercing and speed abilities, being so that it is a combination of the two fastest and sharpest elements. The barrage of tiny arrows will increase it's range and speed drastically, while the arrows themselves will be drastically smaller and more piercing.
    *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
    *Can't use Lightning or Wind Techniques above S rank in the next 2 turns*


    21.
    (Doton/Raiton: Tobu no Kangaru Bokushingu) Earth/Lightning: The Jump of the Boxing Joeys
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will make 2 handseals, and charge earth chakra on the field. This will cause several earth features, (The ground and/or stagnant earth feature chakra or non chakra created) to implode on themselves, concentrating into head sized black balls, which will be extremely thick and heavy. But with a third handseal, the user will coat the with lightning, which will make them shoot out at great speeds. The lightning coat will not only protect the balls from lighting, making it spread harmlessly along the surface of the balls, but will also expel small electrical discharges whenever they touch anything, which will only make the balls propel further way. With the handseal meant to create the lightning chakra, the user can focus the attack on a target, by forcing the balls to be propelled off the ground into chosen directions. The heavy balls are capable of smashing the bones, and will kill if left unprotected.
    *Great speed does not mean Lightning speed*
    *This technique creates up to 4 balls*
    *The lightning is able to protect the balls from all lightning jutsus up to his rank, being overpowered by wind jutsu the same and higher ranks.*
    *Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
    *Can't use Earth or Lightning Techniques above S rank in the next 2 turns*
    *The user cannot perform other jutsu as long as they are controlling the bounce of the balls*


    25.
    ( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact.
    With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range.
    *The user is able to create a perfect sphere by leaping in the air*
    *This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above*
    *This jutsu can only be used once every 3 turns*
    *The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn*
    *The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent*
    *Can only be used thrice per battle*

    Approved

    27.
    ( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force every and all liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire.
    *The stag remains in play for 2 turns before the fire consumes itself*
    *This jutsu can only be used once every 3 turns*
    *The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
    *Can only be used thrice per battle*
    *The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +10 and making it impervious to water jutsus of the same rank. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*
    *A strong enough water can push through the vapor coat, streams or masses of water of the same rank as fire being coated by the vapor, or a pressurized stream of water of a rank bellow will block the protection*

    Approved

    35.
    ( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander
    Rank: S
    Type: Defensive/Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user performs 3 handseals and stomps the ground, charging chakra through it in a radius manner. This will quickly create a large wave of earth which will spread out jagged chunks of jagged rock and gravel from the ground, unbalancing and knocking down the opponent, as well as rising a sharp barrier of flint around the user. The barrier experiences the elemental weakness and strengths of any A rank wall of Earth, protecting the user from outside projectiles and other attacks, as it reaches an height greater than the user by a meter. Afterwards, the user will weave an additional 3 hand seals and expel outwards water-chakra, by means of a great blast of dark flammable oil, like the one used in Water Style: Black Clouds. While the barrier is strong against frontal impact, when hit from behind by the oil blast, the shield will break apart into several chunks of gravel and jagged rock debris, which will thicken and strengthen the fast oil blast. As it runs through the rough ground, the oil ignites violently, in a directional shockwave of flame, debris and scalding oil, hitting the opponent unaware after he/she's been knocked down by the initial earth wave.
    *Can only be used thrice per battle*
    *Requires the user to wait 2 turns in between usages*
    *Can't use Earth or Water techniques above S rank in the same and next turn*

    Approved


    14.
    ( Suiton/Raiton: Oupuchibuta Ginkou ) Water/Lightning Style: The Bank of the Pig King
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user expels a great amount of Water throughout her body, quickly growing a thick water sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her. With one handseal (One hand) the sphere condenses on itself, concentrating all on the user's opposite hand, still not touching it, which can then be released as an horizontal crescent. This is considered an A rank protection (30 chakra, no damage points) with an offensive application (60 damage points by releasing it as a horizontal crescent). Otherwise, with a single handseal (two handed) the user is able to charge the second element (Lightning), into the active sphere, pushing it into an electrified jet up to Long range, unidirectional, or a barrage of electrified water bullets, omni-directional, up to Mid-range, considered S rank. It is the momentum of the lightning blast that pushes the water, not a dual elemental usage simultaneously
    *The user can't use Water or Lightning jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again. Dual element usage can only be performed 4 times per battle.*
    Approved


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

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


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

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


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

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


    (Doton/Suiton: Yurasu Bakuhatsu) – Earth/Water Release: Seismic Explosion
    Rank: S
    Type: Offensive
    Range: Mid - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.

    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: Requires a cool down period of three turns before next use
    Note: No other S-Rank or above Suiton user's same turn
    Note: No S-Rank and above Doton in the user's next turn
    Note: Counts as two moves
    *Taught by the Doodle*
    Trained

    [Doton/Fuuton: Funjin Kachuu] – Earth/Wind Release: Scouring Vortexes
    Rank: S
    Type: Supplementary/Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)
    Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them.

    Note: Lasts two turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by -Venom-
    Note: Can create a maximum of eight wormholes
    Note: The numbers of creatable holes must either be: One, Two, Four, Eight.
    Note: Sections of earth can only be lowered a maximum of ten meters and logically be created up to ten meters in width
    Note: Ground directly beneath the opponent cannot be lowered.
    Taught by Venom
    Trained

    [Doton/Suiton: Harumagedon Ishuu] – Earth/Water Release: Armageddon Swarm
    Rank: A
    Type: Supplementary/Defensive/Offensive
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A (60 damage if used to attack the opponent)
    Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals.

    Note: Creatures last for a maximum of three turns
    Note: Can only be used 2x per battle
    Note: Can only be taught by -Venom-
    Note: Counts as 2 moves from the users 3 per turn limit.
    Note: No insect can separate from the swarm to do its own thing
    Note: Parent Jutsu
    Taught by Venom
    Trained

    ( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
    Rank: S-Rank
    Type: Attack
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

    • Usable twice with 2 turn cool down between uses
    • Counts as two moves since using two chakra natures back to back
    • The jutsu can be performed at long range, but the radius of the pillars is mid range only..
    • No Doton or Fuuton above A-rank next turn.
    Trained

    (Doton/Katon: Mitsubachi no su) Earth/Fire Style: Bees Nest
    Type: Offensive
    Rank: Forbidden
    Range: Short/Mid-Long
    Chakra: 50
    Damage: 90(-15 to user)
    Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden.
    NOTES
    ►User cannot use Fire or Earth jutsu above A rank next turn
    ►This jutsu takes two of the users three jutsu spots per turn
    ►User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it
    ►Can only be used once per battle
    ►Can only be taught by Zanda
    Trained


    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 07-07-2015 at 10:06 PM.

  12. #12
    2600₭ Lili-Chwan's Avatar
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    10. Mushroom



    Mushies Element


    Custom Element Japanese Name:

    Masshuru-muton

    Custom Element English Name:

    Mushroom Release

    The element is based on:

    Water + Earth

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

    Is weak to:

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

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

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


    Is strong against:

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


    Co-creators (if any): Izuna Uchiha

    Students I passed on this custom element: Scorps & Reborn
    Approved

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

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


    3.
    ( Masshuru-Muton:Senkyou no Nora ) Mushroom Style: Fields of Wonderland
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: This jutsus turns the area into a vast field of regular green fungus, with forests of different sized mushrooms, both small as hands or big as large trees. The net of fungus will severe all connection with the ground beneath, preventing the user and the opponent from utilizing it as a source for jutsu, for example Earth Jutsus, as well as melting through any previously active earth and earth-based jutsu, neutralizing it, following the element's strengths and weaknesses. The net of fungus follows the characteristics of the main release fungus. The mushrooms that grow follow the characteristics described by normal alternative release mushrooms, without the poisonous or spore release aspect of it. The high metabolic characteristics of the mushroom element allow for a secondary use, allowing the net to retrieve and metabolize certain chemical, biological, toxic, mineral, etc substances present in the ground at the time of creation, and present them in the outer layer of the net, strengthening the net and giving it additional protection, following the characteristics of the metabolized substance, or simply re-locate the substance to another area of the net, depositing the substances there. (If the substances came from a technique, the absorption is restricted to a rank higher (case they're a strength), a rank lower (case they're enlisted as a weakness (Toxic, for example) or same rank (in neutrality).
    *Given the Chakra strain, the user will not be able to preform any other Mushroom jutsus in the same turn, and can only use 2 jutsus in the same turn.
    *The fungal net follows the same weaknesses and restrictions of the element (For example, while the net can be created over ground or water, it can't be created over lava. While metal and earth techniques can't pierce through the net, strong fire or lightning can).
    *Can only be used thrice per battle*
    Approved

    4.
    (Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe
    Rank: B
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 20
    Damage Poins: 40
    Description: The user creates a large amount of mushrooms throughout the ground/body. The user is able to grow both types of Alternative Release mushrooms described in the CE submission (Releasing Poison or Spores, which will grow into Main Release Fungus) or enhanced versions of any existing mushroom species in nature. Enhanced will mostly translate into stronger and faster acting Medicine or Poison, or stronger light, in Bioluminescent species.They won't have any added characteristic appart from those shown in nature, as such, they're not directly applied in battle, apart from the first 2 mentioned species.
    One species per usage, there can't be mixed usages.
    *After using this technique, one must wait 3 turns before using it again*
    *Description is in the CE submission*

    Approved

    5.
    (Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs
    Rank: A
    Rank: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

    Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them. Throwing off scent-based abilities

    Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will release an hallucinogenic-based cloud, a near odorless, near colorless mist with hallucinogenic properties, making the opponent see a party of dwarfs stabbing them with daggers and needles. The mist is slightly reddish, and the odor has a slight peppery scent to it.

    Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud, potent itching toxin, which will irritably make those who are affected by it want to scratch themselves, making the skin brittle and creating ugly friction blisters

    Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.

    Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.

    Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.

    Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination

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

    6.
    (Mashuru-muton: Kora no Shukun Hae ) Mushroom Release: Children of Beelzebub
    Type: Supplementary
    Rank: B
    Range: N/A
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user releases a mist of black spores, which, upon contact or when desired, will grow into dark fungus, with the exact same characteristics as the Main Release fungus, but differing in color. As soon as it is released, the mist will aggregate into clones, the size of the mist being proportional to the amount of clones created. The clones, although tangible and similar to the user in shape, are simply an aggregation of spores, and as such may not use any techniques apart from Mushroom Jutsus. But they are light and fast, and can desegregate, assuming an hybrid mist/clone form. The mist will shift is such way that it will seem like a swarm of flies, despite not being able to spread much more that 1 meter from the originating clone.
    *Can use every Mushroom Technique but they loose 1 rank in strength, likewise, the weakened Fields of Wonderland only count as 1 jutsu.
    *Like any clone technique, this jutsu creates up to 4 clones*
    *Clone restrictions apply to this jutsu*
    Approved

    7.
    (Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user is able to erupt a beautiful orange mushroom that looks like a intricate coral, anywhere within range. This large being will then start gathering Natural Energy for one turn. After the turn has passed, the mushroom will act as a vacuum against opponent's that gathered Natural Energy, cleansing them from it, while at the same time it will act as a guardian from all the natural beings in the battle field, and will prevent the opponent from gathering new Natural Energy. If the mushroom is touched, it will let out a burst of Natural Energy that will petrify even the most experienced of Sage Mode users.
    *The user can, with one handseal, make the mushroom go underground and appear on a new location, without loosing any of the aforementioned abilities*
    *The mushroom stays active until it is destroyed*
    *Can only be used 3 times per battle*


    8.
    ( Masshuru-Muton: Onigiri no Wana ) Mushroom Release: Foc Follet's Trap
    Rank: S
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user charges chakra on both hands and starts to release tiny and very light mushrooms, which will spread around the area at mid range. This mushrooms emit an eery green light that carries a powerfull genjutsu, which will fade all light from the opponents' eyes, with the exception of the mushrooms. Trapped opponents will soon hear ghostly laughter, as they feel their bodies and limbs being grabbed by tiny vicious hands, rendering the opponent immobile. With one handseal, the user can make the Foc Follet Mushrooms explode, each with the explosive power of a paper tag.
    *The user can choose to release the mushrooms from the ground, by linking 3 handseals, anywhere in mid range, thus allowing the technique to spread to long range*
    *As long as the light is still seen by the opponent, any method of releasing a genjutsu is useless*
    *Can only be used 3 times per battle, and only once every 3 turns*
    *The paralysis is not immediate, allowing a target to preform a small row of handseals before it takes action, no bigger than 5*


    9.
    ( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith
    Rank: A
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description:User takes advantage of the specific release of mushroom release to create specific species or types of mushrooms to create a chakra-enhanced pre-developed yeast. This yeast can be produced as normal weapons (Arrows, kunai, shuriken, staffs, swords, etc) that can be thrown at the enemy or like walls, pillars, structures, etc that are created either from existing organic matter (wood, grass, leaves, flesh), water/moist or from the users body.The yeast is manifested as a soft, dense, foam/sponge-like structure, whose color varies from user to user. The yeast mature and react differently according to the substance that touches them, this is more noticeable when exposed bone is pierced or pierces through the yeast structures, as they will infect the bone, culminating in the dissolution of exposed bones (ex: Kaguya) into dust, rendering them mushy, then dry, then desintegrating them. While this would simply mean that a normal person would just be sick and weakly, preventing the usage of high level Taijutsu and bursts of speed, for a Kaguya it would mean the loss of their KG for the duration of the disease. It requires 2 turns after infection for the culmination of the symptoms.
    *Can be used only once every 2 turns, and only 4 times per battle*
    Approved

    10.
    ( Masshuru-muton: Kouhi no Ken ) Mushroom Release: Blades of Titania

    Rank: S
    Type: Offensive/Defensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: Through use of a higher dose of earth chakra to reinforce the mushrooms, honing the their hardest tissues with water, the user is able to produce blade like structures of liquens, with equivalent hardness of hardest Metals of equal rank and hardest crystal of 1 lower. Liquens are symbiotic structures of fungi and algae, recriated here with water, earth and mushroom chakra. With this jutsu, the user is able to grow linquens from her/his body and spread them into any surface, as long as they're directly in contact. This serves to create sharp blade structures or to lock an opponent into a tight petrified-like coat of liquens. A secondary ability of the liquens is the detection of air toxicity/radiation, allowing the user to utilize the algae part to absorb radiation up to the rank of the technique. Due to a chakra rectriated photosintetic ability, the liquen will prevent sage mode users from acessing natural energy when in contact with the liquens.
    *Can only be used 4 times per battle*
    *Can only be used once every two turns*
    Approved

    11.
    (Masshuru-muton: Mahou Momsuta-mokuren ) Mushroom Manner: Monstrous Murk-Dweller Mandrake
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: 6 marks materialize a monstrous and massive mountainous mindless moorish and malodorous militant mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It's muddy materials are malign, menacing, malevolent and not merciful, melancholy melting mischievous miscreants, the miserable menaces to it's maternal master. It's moaning moldy mouth of mire is master of Mushrooms, up to it's mark. The mesh of mold may materialize a myriad no more than 6 miniature monsters from it's might, mischievous militant mini murk-dwellers. The murderous musky mandrake mockingly manages a myriad of no more than 4 move-sets before it's muted. Moribund it is made milky and messy, melting mile-wide and measly.
    *Mushrooms managed by the Monstrous Murk-Dweller Mandrake are 1 mark more mighty than mundane Mushrooms*
    *1 monotonous use*
    Note in current english: Creates a madrake-like structure of fungus of the size of a boss summoning. It's body has the same yet enhanced effects of normal main-release Mushroom. It can use mushroom techniques up to its ranked, whose effects get enhanced 1 rank. Is able to spit out mini copies of itself, up to 6. Lasts 4 turns if unblocked, can only be used once and requires 6 handseals. When the jutsu ends, the fungus just falls on the ground like it lost the force that was keeping it together.
    Approved

    12.
    (Masshuru-Muton Hijutsu: Ametsuchi no Akuyou Ж Dorei Zonbi ) Hidden Mushroom Style: Grand Bois' Perversion Ж Geechee Nzumbe
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40 (-5 per turn)
    Damage Points: N/A
    Description:Upon researching the metabolic and decaying abilities of chakra enhanced fungus, Lili and Scorps found that the parasitic chakra affinity of fungus and its natural ability to digest and assimilate chakra and organic matter could be pushed further. They discovered they could produce a rare strand of fungus that would cling to an organic sentient being and replicate its chakra signature and natures, allowing to gain some of its properties. Discovering such a fungus opened countless possibilities in research and studies of chakra nature and DNA replication or copy. However, they both decided that a more "hands on" approach would serve them better and as such they combined the fungus with their own Children of Beelzebub technique to create something they could effectively use in battle. As such, the technique they produced works by releasing from any existing fungus technique or mushroom on the field, a large cloud of tiny blue spores that will immediately "home" in to any foreign chakra on the field. When at least one tiny spore touches the target it immediately "infects" it while one spore will attach itself to the user. The "infectious" spore siphons and metabolizes that targeted chakra, analyzing it and processing it, transmitting the information to any other spore in the field which will siphon that chakra and burst, creating a mushroom clone with the chakra natures of the copied target. In return, the spore attached to the user will act as a chakra transmitter, fueling the fungus copy. This fungus copy will act as a filter and, using the users chakra, will be able to mimic the chakra natures the copied individual is able to use. The fungus will copy anything from the basic 5 to special elements and the overall physical characteristics of the original organism. The result will be a clone that can use any technique the enemy knows from any element the enemy is able to wield. It will not be able to wield advanced ninjutsu such as Kinjutsu, Fuuin, Genjutsu, etc but he'll effectively be able to mimic the use of any other elemental technique the target knew. The clone can also be produced from offensive techniques, as long as they are C-Rank or above to enable the technique to absorb and metabolize enough chakra to produce the copy. The amount of chakra needed is minuscule and even a mere sample of organic fluids from the intended copy may serve as a template for the technique. Although many researches were done, they soon found that they could only produce one copy and, unfortunately, the copy couldn't actually have organic KG such as Sharingan, Shikotsumyaku, etc. The clone however, has the same physical properties of Children of Belzebub clones and can stay on the field as long as the user fuels it with chakra.
    *Can only be used once per battle*
    *Can only create 1 copy of the same chakra being, up to a maximum of 3*
    *Despite the added element, the clones are equally weak to Mushroom Chakra's elemental weaknesses as any other technique*
    *Technique needs to be constantly fueled by the user so if he actually runs out of chakra, the technique will end*
    Approved

    Dropped.
    (Masshuru-Muton: Reisuiyoku no Sasayaki ) Mushroom Style: Whisper of a Barbegazi
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: Allows the user to create a large amount of cold-adapted fungus, which are able to withstand up to S rank Ice Jutsus and other Cold based Custom Elements.They protect it's bearer from cold temperatures, turning the cold into warmth. The user can choose to make them grow with other fungus in play, to enhance them, or create them as walls from the ground or shields from her own body.
    *Can only be used again after three turns*
    *In order to protect someone from coldness the body needs to be covered in them*
    Approved

    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 03-30-2015 at 10:01 AM.

  13. #13
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    11. Perfume



    Perfume Element


    Custom Element Japanese Name:

    Meromeroton

    Custom Element English Name:

    Perfume Release

    The element is based on:

    Water + Earth + Fire

    Water give it a medium and fluidity, Earth provides the minerals and give it the scent, altering the structure of the water, the Fire links everything together.

    Facts that prove the element to be possible (in the manga context): Perfume release is basically a chakra-based scented alcohol. It's not that far fetched to come up with a perfume in the Ninja World, nor the abilities I'm linking it with. Basically it has 2 components, the liquid (medium) and the scent. The scent will carry out different effects, varying from sexual attraction, toxicity and genjutsu. The liquid would be flammable, like any alcohol, and carry different types of toxicity.

    How it works: Just like all elements shown in Naruto World, Perfume Release is divided in 3 categories:

    1. The Main Release: A scented alcohol slightly pink in color. The perfume carries the scent of the user, along with subtle pheromones. Much like Fire creating balls or jets of flames or water creating waves or streams of normal water.

    2. The Alternative Release: Perfume parts, like pure Vaporized, much like Water creates Oil and Syrup and Earth creates Mud, or Fire creating Gas and Ashes

    3. The Specific Release: Specific Perfumes, with specific attributes and powers, such as different Genjutsu Inducer perfumes, specific poisons and toxicities or Perfumes with acid properties, much like Lava is able to create Quicklime Congealing, or Earth/Sand using only specific minerals to enhance the thickness of it’s structures.


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

    The Main Release, as said above, will create a slightly pink colored liquid perfume, with the following constant abilities, which are mimicking the reality as we know it, but slightly enhanced as developed by fight orientated kunoichi and with the aid of chakra:

    • Liquid: The perfume will be released as scented liquid, which the user can manipulate to create fluid shields, weapons or waves, vortexes etc.

    • Scent Masking: The perfume carries the scent of the user, which will immediately throw off the Smell tracking abilities of humans and animals alike, no matter the rank or expertises.

    • Sexual Attraction: It follows the fundamental principle of perfume, which is to attract people. The main release perfume carries pheromones which act like a subtle version of Hellsbadass' Man of Love technique (Permission granted), making the opponents more attracted and lenient to the user, and preventing low ranked summoning animals from attacking the user entirely (C rank and bellow).

    • Flammability and Temperature: The alcohol has an high flammability and yet a low boiling point, lower than water, and will carry out fire and fuel it for extend periods of time, while better and more abundantly releasing it's scent, thus making it a great combination with Fire and Fire based jutsus,

    • Toxicity: The perfume is venomous to organic elements, such as Mushroom, Roots and Wood, killing them if absorbed, along with Summoning animals and humans, leading to multiple organ failures.

    • Freezing Resistent: Low freezing point, which, enhanced by chakra, will give the element protection against the freezing abilities of many Elements and Custom Elements, allowing it to remain in the liquid state against freezing jutsus from the same rank. (Solid Elements will still contain the liquid)


    The Vaporized version is basically the Main Release Perfume purely in gaseous state that is able to spread as a mist through the air, and infect the opponent’s organism through inhalation. It is created by using more Fire than Water. It’s air proliferation can be stopped by Solid structures like those created by the Earth Element or blown back by Wind.

    The Specific Releases may include perfumes with different scents and effects, perfume with specific toxicities or perfumes with some degree of acidity.

    Idea behind its creation: Perfume as a very feminine and versatile element. Meromeroton comes from the japanese onomatopoeia "Meromero" which is "to fall down drunk", including being overcome with emotion such as love or lust.

    Conditions to be able to use it: Mastery of Water, Earth and Fire. Be a Kunoichi or transcend the gender boundaries (Man of Love)

    Is weak to:

    • Earth: Perfume in any state can be contained by Earth or Earth based Elements. Yet it can work as a double edged sword. If the Earth isn't thick enough, it will be infused with the scent, so the liquid will be stopped, yet the secondary effects won't.

    • Lightning: Given the minerals infused in the perfume, it is highly conductive of electricity. If the user is touching the perfume, one will get electrocuted.

    • Wind: The Vaporized Perfume can be blown back by Wind. Wind can also keep the scent away from the other versions.


    Is strong against:

    • Water: Water will spread the liquid and scent and can be infused with the Vaporized version.

    • Wind: The Liquid will be stronger than wind, yet the scent
      will be blown through the duration of the wind jutsu. Still in the category of wind, Perfume is strong against Ice and other Cold CE, given it's low freezing point enhanced by chakra.

    • Fire: Given the low boiling point of the Perfume and flammability, this element is strong against Fire and other Hot CE. This is provided that Fire and other hot intangible elements, when confronted with this tangible element, will be blocked and continue infused in the perfume, while helping diffuse the scent. Exception for these would be Hot CE that carry a strong substantial form, like Magma, thus overthrowing the substantial part of Perfume, and elements that carry a similarly thick structure, like Greek Fire, Ignited Water Release Oil, Ignited Toad Oil, etc.


    Co-creator: Hellsbadass

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

    Perfume Release
    1.
    (Meromeroton: Bane ღ Bane ) Perfume Release: Antoinette's Naiveté ღ Grande-Plié
    Rank: B
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points:40
    Description: Allows the user to materialize a large quantity of Main Release perfume from his body and direct it to the opponent in a multitude of manners. After the user directs the perfume, the user is able to change the direction once, with one handseal. The liquid has the appearance of a swarm of jasmine blossoms and fine brioches, even though it's a concise mass of liquid. A particularity of this technique is that, while having the properties of Main Release perfume, it's actual scent is variable, allowing for the user to mimic any smell, be in chocolate, croissants, fruits, etc. Exposure to air has the perfume become scent-less and inert after 3 turns
    *Changing directions counts towards the 3 jutsus per turn limit*
    *With another handseal, the user is able to materialize the perfume inside vials, which will keep the perfume indefinitely, without exposing it to air*
    *Inert and scent-less perfume can replace as a medium of using other Perfume techniques*

    Approved

    2.
    (Meromeroton: An'ya Ran ღ Hebifuro ) Perfume Release: Curie's Disgrace ღ Bathing Serpents
    Rank: A
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Allows the user to create a dark tainted liquid perfume with increased levels of toxicity. With 4 handseals, the user releases a mass of this dark perfume, as if multiple orchids are blossoming over an over, despite being a concise mass of liquid, which will then spread over to Mid-range, filling a large field with it's scent. The toxic vapors it releases cause nausea and gradually multiple organ failure. If ingested directly, it will intensify and speed up the symptoms. The scent is heavily filled with blood. The illusionary manifestation of the scent is the creation of hideous black maidens bathing on the perfume. These maidens will appear in the opponent's consciousness, with slithering hair and serpent-like pupils. They will petrify the opponent with their glowing gaze and foul touch, as they viciously threat to impale their eyes with their hands. This will require the target to release the genjutsu within a turn, or they will lose consciousness. The toxic fumes kill within 2 turns, ingesting will halve that time.
    *Physical Effects: Toxicity, Nausea and Organ Failure.*
    *Illusionary Effects: Black Maidens, Petrification, Loss of Consciousness*
    *Perfume stays active for 2 turns unless countered*
    *Requires 3 turns cool down between usages, and can be used a maximum of 3 times per battle*
    *After the 3 turns, the perfume will be inert and scentless.
    *The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

    Approved

    3.
    (Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears
    Rank: S
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic/alkaline property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic/alkaline, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it. The women only appear in short range of the perfume, on contact, and appear in conjunction with the perfume's body, not replacing it or concealing it. It is more of an embellishment than an actual offensive genjutsu.
    *Physical Effects: Liquid Acid (Ph=1, similar to gastric acid) or Viscous Base/Alkali (Ph=13, similar to lye), Corrosive*
    *Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
    *Can only be used once every 3 turns, for a maximum of 2 times per battle*
    *Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
    *Follows the Elemental S&W*
    *The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

    Approved

    4.
    (Meromeroton: Tanpopo Oooku ღ Nemuri Teiketsu ) Perfume Release: Teresa's Kindness ღ Slumberous Gates
    Rank: A
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: After 3 handseals, the user is able to materialize a very clear and translucent liquid perfume, which quickly takes the shape of magnificent walls around a target, beautifully carved with countless of seed filled dandelions. From the gates, the seeds seemingly detach from the stem, softly spreading out through the area short range around the gate, allowing the perfume in the air. The perfume's scent carries a powerful sleeping genjutsu. As the opponent feels his eyes getting heavier and his movements getting sluggish, they will see young women with angelical appearance caressing and massaging them. The opponent quickly falls asleep for 2 turns. The gates can be created all around a target, including a translucent glass-house ceiling of perfume, but only to a maximum of short range from the target, and a minimum of 1 meter. The target, though, can be up to long range from the user.
    After materialized, the gates can't move. They last up to 3 turns, after which they fall on the ground as scent-less puddles of perfume.
    *Physical Effects: Powerful Soporific and Tranquilizer*
    *Illusionary Effects: Angelical Maidens*
    *Requires a cooldown of 3 turns after usage, starting after the technique ends*
    *The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

    Approved

    5.
    (Meromeroton: Pika ღ Pika ) Perfume Release: Monroe's Youth ღ Embellir
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra Cost: N/A ( +10 per water jutsu )
    Damage Points: N/A
    Description: Allows the user to preform any Water element jutsu using the main release perfume with an added +10 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it can come out out infused with the Main Release perfume, with a slight glow like tiny diamond petals, of varying color, depending on the user. This jutsu is always coupled with a water jutsu. The combination will retrieve the chakra cost from both techniques, but will only count as one move towards the turn's count.
    Embed in this skill is the ability to use Water/Perfume chakra to manipulate a standing source of liquid perfume, as the perfume's body is heavily composed of water, in addition to the ethanol, infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume, the range depending on the water technique. With water chakra, through the use of water techniques, the user can pick up active perfume techniques and give them new shapes and motions. The perfume will retain it's properties and time-restrictions, or use water jutsu to pick up inert perfume ( perfume techniques past their time-restriction ), and give them new shapes and motion. The inert perfume is composed mainly of alcohol/water, and will keep perfume's main release S/W, without it's pheromone based scent. If used with a Perfume technique, the user will reinvigorate the inert perfume and give it new properties, instead of using whatever source the perfume technique described.
    This technique will then be purely passive, the only jutsu adding to the chakra cost and move count being the perfume technique that stands as the source and the water/perfume technique that stands as the motion. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.
    *Either ability can only be used once every three turns*

    Approved

    6.
    ( Meromeroton: Hasu Uchiike ღ Tsukeru Kahen ) Perfume Release: Joan's Innocence ღ Steeping Petals
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user chains together 3 handseals, which will then make a mass of blueish perfume, with no toxicity at all, cover the ground, ankle deep, creating a lake with a plethora of perfume lily-pads and lotus flowers, filling the arena with a soothing scent. The scent carries a strong genjutsu that gives the opponent the feeling as if he has submerged underwater. It manifest itself in a feeling of being soaked in water, and seeing the periphery of the fields flowing. The opponent can see perfectly, as if his eyes are guarded by swimming glasses, but everything in the field will be slightly distorted as if underwater. The lake of perfume, though not toxic, has a very unbalanced nature. In direct contact with the lake, the opponent will have his chakra pathway constantly disturbed, preventing the usage of jutsu A rank and higher.
    *Physical Effects: No Toxicity, Disturbance of Chakra for A rank and higher jutsu*
    *Illusionary Effects: Feeling as if submerged underwater, drowning. Water goggles.
    *If used on top of water, given it's natural strength to the element, it will prevent any opponent from using that water as a source for water jutsu*
    *Can only be used once every 3 turns, twice per battle*
    *Lasts 2 turns. If the opponent doesn't completely counter the illusion of drowning with a turn, he/she will lose consciousness
    *Unlike other Perfume techniques, the illusion is only cast once, when the lake appears*
    *After the 2 turns, the lake becomes a scentless and inert puddle*
    *The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

    Approved

    7.
    ( Meromeroton: Roze no Chishio ღ Sasu Reihai) Perfume Release: Cleopatra's Venom ღ Piercing Adoration
    Rank: S
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user does 2 handseals and summons forth a large burst of liquid and vaporized red perfume, with a very thick and strong scent that emanates forwards from the users position or his targeted area. The perfume is so strong it causes irritation on the eyes, nose and throat, increasing the more the opponent stays inside the mist, which messes with the opponent's sense of smell, preventing him from detecting other odors. The scent carries a genjutsu where the opponents feels his whole body being pierced, as if shards of blades grow in his stomach and lungs and other internal organs, before the opponent finds himself wrapped in rose vines and petals, with growing spikes. While the vaporized perfume travels faster, the liquid perfume carries a greater punch, enveloping and compressing the opponent with multiple spiked vines, akin those of the illusion, to shred and drown the opponent. Can be used from the user, or, with an additional handseal, from the ground.
    *Physical Effects: Burning sensation on the nose, eyes and throat. Spiked vines of liquid perfume.
    *Illusionary Effects: Shards inside Internal Organs and Wrapping Rose Vines externally.
    *Lasts 3 turns, after which it falls to the ground as a scent-less and inert puddle of perfume.
    *Requires a cool down of 3 turns between usages. Can only be used thrice per battle*

    Approved

    8.
    (Meromeroton: Ayame Chihou ღ Fukai Shinpyou ) Perfume Release: Nzingha's Dementia ღ Twisted Persuasion
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user joins the fingers, before stretching them out like pulling a bow string, creating up to 3 long arrows made of a purple-ish perfume, with fletchings made of dotted iris petals, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.
    *Lasts up to 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
    *Can only be used 3 times*
    *Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
    *The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
    Approved

    9.
    (Meromeroton: Manjushage Daku ღ Seppun) Perfume Release: Bonny's Embrace ღ Seduction
    Rank: S
    Type: Offensive/Supplementary
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left, and a sudden, yet lingering scent of belladonna.
    *Can only be used once per battle*
    *Lasts only 2 turn, if the user can't kiss, the effects end*
    *Pain itself lasts 3 turns*
    *The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

    Approved

    10.
    ( Meromeroton: Mane ღ Mane) Perfume Release: Laveau's Sorcery ღ Mimétisme
    Rank: D
    Type: Supplementary
    Range: N/A
    Chakra Cost: N/A (+10)
    Damage Points: N/A
    Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done handsealessly, spiting out a nearly invisible mist of vaporous colorful perfume that will spread up to 15 meters in a direction or all around (Short-Mid) or with 1 handseal, allowing the user to grow a great flower, resembling a voodoo lily, made of liquid perfume, within range, though at least 3 meters from the opponent which will spread the scent 15 meters around it (Short-Mid for creation of flower; Genjutsu effect up to Mid-range around the flower).
    *The mist/flower remain active for 2 turns in the air unless countered or dispersed. The scent itself has the autonomy of 1 turn without the support of it's origin.*
    *Can only be used 4 times for an A rank Genjutsu, and 2 time for an S rank Genjutsu*
    *The genjutsu used through this technique must be posted along. The chakra cost will still stand for both ( 10 + Genjutsu ), but it will count as 1 jutsu*
    *The mist itself is a D-Rank Perfume technique in strength and can be countered following normal elemental strengths and weaknesses; rank of the illusion cast is that of the original illusion with no added strength*
    *The user is capable of compressing the perfume in a vial, through the same 1 handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
    *Can only be used once every 2 turns*
    Approved

    11.
    ( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra
    Rank: S
    Type: Defense/Supplementary
    Range: Short-Mid
    Chakra Cost: 40 (+5 per turn)
    Damage Points: N/A
    Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.
    *The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal*
    *The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared*
    *The user can't preform Forbidden jutsus, nor Perfume higher than A rank, for 2 turns after the perfume is activated*
    *The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
    Approved

    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 09-20-2014 at 10:08 PM.

  14. #14
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    12. Decay



    Decay Element


    Custom element Japanese name:

    Ibiton

    Custom element English name:

    Decay Release

    The element is based on:

    Fire + Lightning + Chakra Control

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

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

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

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

    How it works:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Co-creator:
    Students I passed this custom element on too: Lili-Chwan & Reborn
    Trained

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


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


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

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


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

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


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


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


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


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


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


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




    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 09-20-2014 at 10:08 PM.

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    13. Unnamed CE



    SAVING THE SPOT FOR A NEW CE.
    ( If someone gives one to me :( )

    Unnamed Element


    Unnamed Release


     
         
    Last edited by Lili-Chwan; 06-08-2014 at 11:20 PM.

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    14. Marten Contract (Dropped)



    Marten Summoning Contract
    Summoning Animal: Martens
    Scroll Owner: Igneel
    Other Users who have signed contract: Himura|Thunderbolt
    Summoning Boss if existing: Rot Krallen, König
    Other Summoning Animals tied to contract:

    Marten Cub
    Average Marten
    Schwarzwald Martens
    Giftig
    Klinge
    Greis

    Origin: A secret coniferous forest called Schwarzwald, from an unknown land.

    General Description: Martens are slender, agile animals, adapted to living in taigas, coniferous and northern deciduous forests. They have bushy tails, and large paws with partially retractible claws. The fur varies from yellowish to dark brown, depending on the species.

    Summon General Abilities: The Martens from Schwarzwald are very proficient in Weapon play, and are seen weilding one or several blades, from daggers to sickles. They've developed several weapon and taijutsu experties, and some of the most talented individuals have unlocked especial physical abilities, such as hardening their fur into needles and shoot hair strings, embue their body and claws in poison, without harm, or have acquired one or two elemental affinities. They're all able to speak our language, with a slight german accent though.

    Summoning: The person who signs this contract is able to summon martens from Schwardzwald, and can also be summoned by martens. In case of an unsucessfull summoning, or the usage of a very small ammount of chakra, the user calls forth a baby cub, without much use in a battle. The canon Summoning Jutsu calls forth common martens, with no special abilities other then a ramdom small weapon. Using specific ammounts of chakra, the user can summon special martens, with special abilities, all up to the Boss. (Which will be submited using the official
    template)


    Marten Summons
    (Ten Kuchiyose no Jutsu: Dokuyaku) Marten Summoning Technique: Giftig
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Giftig (Poisonous) is a large blackish marten, with a the ability to harden and shoot her fur twice per battle. She is a very stealthy, fast and agile marten. Her speed and fur colour gives her near invisibility near vegetation and trees. Giftig, or Gift weilds a large double edged scythe, which, just like her fur and claws, is embued in poison. The poison has paralization abilities, and if used correctly, can clog the target's breathing channels.
    Gift is a very quiet marten, and only talks if necessary, mainly choosing to grunt, other than using words...
    ♦Both the user and herself are immune to the poison
    ♦Can be summoned once and lasts three turns per battle


    (Ten Kuchiyose no Jutsu: Ken ) Marten Summoning Technique: Klinge
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Klinge (Blade) is a large double tailed grey marten with Lightning affinity (Can use Lightning jutsus up to A rank that count as one of the user's moves). He is a weapon play expert, and the best of Schwartzwald. He weilds a wide range of weapons, from sickles to katanas, which he switches and swirls around his paws, tails and mouth, and uses in combination with his Lightning chakra. He usually talks very loudly and does heroic stances to show others his light, which contrast with his groovy and insane looks, as if constantly electrified.
    ♦Can be summoned twice per battle, lasts three turns per time


    (Ten Kuchiyose no Jutsu: Niiro Tsume) Marten Summoning Technique: Rot Krallen
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: Rot Krallen (Red Claw) the huge Marten Boss. She's a giant red marten with Wind and Fire elemental affinity, and has the ability to use Wind and Fire jutsus up to A rank. Krallen weilds a huge sickle that can be separated into 5 smaller weapons, which she uses on each paw and on her mouth. Her tail drags a 3 bladed claw, but it doesn't restrains her movements, due to Krallen's strenght and weapons mastery.
    Rot Krallen has the personality and attitude of an old Hausmeister, both harsh and loud, or tender and sweet, normally in fast sucessions.
    ♦Can be summoned once per battle and lasts five turns


    ( Ten Kuchiyose no Jutsu: Oyaji) Marten Summoning Technique: Greis
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Greis (Old Man) is a dirty white old marten. His eyes are white from blindness and his ears are deaf from old battle wounds. Despite those weaknesses, Greis is a calm and wise marten. He usually speaks very slowly.
    His greatest (And only) ability is a powerful inhalation-induced Longe Ranged Genjutsu - Greis chakra his released from his body like odour and inserts itself on the target's brain through the mouth or the nose. The Genjutsu its constant and, every turn, Greis looses 30 chakra (He can only stay in the battlefield for 4 turns). The foreign chakra stimulates the area of the brain responsible for dealing with pain, thus it will make the hosts will experience increasing levels of pain/burning sensation inside the breathing pipes, lungs and digestive pipes down to the loins. Depending on the quantity inhaled, the severity of said pain varies, so the rank of the victim will determine the ammount of exposure to the genjutsu necessariy for it to translate in full loss of consciousness.

    • Special Jounin - Roughly 1 turn
    • S-Class - Roughly 2 turns
    • Sannin - Roughly 3 turns
    • Kage - Roughly 4 turns (Greis' already out of play)
    • Sages - Roughly 5 turns (Greis' already out of play)



    To release the Genjutsu, on must either vanish Greis, or have a constant supply of allied foreign chakra, constantly repressing the genjutsu for as long as Greis' in play (Even if both are affected by the Genjutsu, they can release eachother). Momentary repressions of the Genjutsu will lessen the pain, but are irrelevant to the effects described earlier. This only applies when Greis' in play, because there's a constant source of chakra to keep the Genjutsu. After the 4 turns, when Greis vanishes, any normal ways to release A ranked Genjutsus are fair game.
    ♦Can only be summoned once per battle
    ♦Can only stay for 4 turns
    ♦Doesn't use Taijutsu nor Elemental Ninjutsu, doesn't attack
    ♦User and allies are immune to the Genjutsu
    ♦Sharingan of tomoe 3 or above may see through the genjutsu, tomo 2 and lower takes 1 turn to break the genjutsu


    (Ten Kuchiyose no Jutsu: Kuromori no Ten ) Marten Summoning Technique: Schwarzwald Martens
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: Applying a bit more chakra to the average Kuchiyose Technique, the user is able to summon larger specimens from Schwarzwald. These martens will have the exact same abilities as the martens summoned by the C ranked Kuchiyose Technique, such as having no Elemental Affinities, and carrying only one or two weapons, but will be significantly larger, from the size of summons like Gamaken (Which can be summoned with the C Kuchiyose Technique and stay forever in the battlefield).


    (Ten Kuchiyose no Jutsu: Kokuou) Marten Summoning Technique: König
    Rank:S
    Range: N/A
    Chakra Cost: 40
    Damage Points: N/A
    Description: König, meaning King in german, is a very tall painfully dark Marten, from the size of his queen, Rot Krallen. He is extremely well versed on fightning arts, and its blood tainted gaze releases a Killing Intend one Rank stronger that the summoner, being that König will always be superior than his summoners. He fights mostly with his bare paws, being so that a strong punch from him will vibrate through the direct vincity, causing severe damage to the internal organs. He wears clawed steel gloves, and holds a large steel machete on his back. His right eye has 3 ripped scars, made by the only opponent who ever wounded him, his wife, of course, Rot Krallen.
    He speaks in a very thick german accent, in a very harsh and cold basso tone. It is really hard to have control over König. Female summoners have to be in the good graces of Krallen, while male summoners have to impress him deeply. Lili-Chwan has achieved both.

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    Dropped
     
         
    Last edited by Lili-Chwan; 09-20-2014 at 10:09 PM.

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    15. Parrot Contract



    Parrot Summoning Contract
    Summoning Animal: Parrots

    Scroll Owner:

    Lili-Chwan

    Other Users who have signed contract:

    Luiz
    Edward
    Riker Slade

    Summoning Boss if existing:

    Iris Gloriosa
    of the Royal Macaws

    Other Summoning Animals tied to contract:

    Parrot Chicks
    Average Parrots
    Altorio Parrots

    Zé Carioca
    Vitória Régia
    Saci Pererê
    Saci Trique
    Saci Saçurá
    Lloyd, The Chicken
    Nico

    Capoeira Lovebirds
    Favela Cockatoos
    Bico Parrots
    Redentor Kakapos


    Origin: Parrots are from a secret Rainforest, on top of a remote plateau, called the Altorio Forest.

    General Description: Parrots are colourful and majestic birds, with a diverse pallet of colours and a wide range of shapes. They possess strong beaks and claws, and a are beautiful and agile in the air.

    Summon General Abilities: The parrots of Altorio are very strong and fast. And average Parrot from Alto Rio is about the same size as a Lion, and is able to carry up to 2 people on their back without loosing any speed. They all can use chakra, though some have acquired unique abilities, such as Elemental Affinity or other Battle related skills. They are very energetic and warm, and speak in a very thick Portuguese accent.

    As described in the Monkey Chase Technique, all birds have an innate sense of direction, guiding themselves through the magnetic field of the earth. In the technique, they use that skill and develop it further to use as highly advanced and efficient tracking method. To expand on that, while requiring the actual technique in order to memorize and track electromagnetic signatures across the globe, parrots have a passive ability to sense the signatures around themselves, within a certain limit. This allows them to sense an opponent around the field, or any other source of electromagnetic emission. This however, isn't a perfect or detailed sensing ability such as that of normal Chakra sensing or other sensing abilities. Its much less refined. The higher ranked the parrot, the longer the radius (Varying, roughly, between 50 meters (D ranks) to 1 km (S ranks). Bosses have generally up to 1,5km radius). Exceptions to these will be described in the individual descriptions of each specialized parrot.

    Summoning: The person who signs this contract is able to summon parrots from Altorio, and can also be summoned by parrots. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a baby chick, without much use in a battle other than being very cute. The canon Summoning Jutsu calls forth common parrots, from average size or smaller, but with no special abilities other then a random small weapon. Using specific amounts of chakra, the user can summon special parrots, with special abilities, all up to the Boss. (Which will be submitted using the official template)
    Approved

    Parrot Summons
    1.
    (Oumu Kuchiyose no Jutsu: Zé Carioca ) Parrot Summoning Technique: Zé Carioca
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Zé Carioca is a large green macaw, with a dark umbrella, a brown suit and a coconut hat. He is very polite and joyful, and but very charming with the ladies. He is the son of Parrot boss and thus is holds great political power amongst the parrots of Altorio. He has the ability to enlarge his body and feathers, enabling him to transport up to 2 people on his back, for the cost of 15 chakra. While he is in play, he or his summoner can preform 1 handseal and enlarge any thrown feathers from normal feathers to about 1 meter in height. He has Fire Chakra.
    Zé Carioca is Luiz's personal summon. He travelled from Altorio and is able to remain in play without cost for the whole battle. He is of the same rank as Luiz and has the same chakra reservations.
    *Lasts 4 turns for any summoner apart from Luiz, and can only be used once per battle*
    *Created by Luiz*


    2.
    (Oumu Kuchiyose no Jutsu: Tsukai no Saci) Parrot Summoning Technique: Messegers of Saci
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20 (15 for Saci Pererê only)
    Damage Points: N/A
    Description: The messengers of Saci consist on 3 small parrots, Saci Pererê, Saci Trique e Saci Saçurá. The Saci are the fastest parrots one can summon and are the tricksters of Altorio. The first is a male black parakeet with one leg and a red hootie. The second is a male brown parakeet with a bright pipe. The third is a female grey parakeet with red eyes. They're usually summon in the midst of a dust devil, and speak loud and excitingly fast. Twice per battle, they can fly at such speed that they can prevent even a Sannin from performing handseals at Short Range (If the technique has more than one seal, or a Kage/Sage at if the technique has more than 3 seals, with a burst of speed, striking them with their beaks on specific parts of the body, inducing a small paralysis on the arms and legs, or simply steal whichever weapons or scrolls the opponent has. Saci Pererê has Lightning Chakra and can join his wings like comical hands when he needs handseals.
    *Can only be summoned all once per battle, and last 4 turns*
    *One can summon only Saci-Pererê, which is the strongest of all twice per battle, or again after summoning all of them (and vice-versa), he lasts 4 turns*
    *Created by Luiz*


    3.
    (Oumu Kuchiyose no Jutsu: Vitória Régia ) Parrot Summoning Technique: Vitória Régia
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Vitória Régia is a large blue macaw with incredible beauty. She is a very bright and fun macaw, who loves to Samba and party. She wears a beautiful Victoria Amazonica, a large white water lily, from where she gets the name, on her head. She has Water affinity, and is able to swim fastly, underwater. She holds the Naiá, the Moon Dagger on her belly, which is a bright silver katana with the power to suck absorb water on it's blade. A cut from it will drain large amounts of water, constant contact will result on the mummification of the enemy. The weapon can absorb up to 1 S rank water jutsus, 2 A ranks, 3 B ranks and all C and D ranked jutsus per battle.
    She is Lili-chwan's personal summon, and has travelled from Altorio, thus she is able to stay with Lili all the battle without cost.

    *Without Vitória, there's no Naiá*
    *Any summoner apart from Lili-Chwan can only summon her once per battle, for 4 turns*
    *After the sword absorbs the water, the user can shoot it out again, but only after the battle ends
    *Created by Luiz*


    4.
    (Oumu Kuchiyose no Jutsu: Lloyd no Chickin ) Parrot Summoning Technique: Lloyd, the Chicken
    Rank: D
    Range: Short-Long
    Chakra Cost: 10
    Damage Points: N/A
    Description: Lloyd is a very dum looking parrot that can't fly, because it believes it is in fact a chicken, and thus dresses like one. It dwells among the Altorio parrots, without any apparent purpose, suspiciously looking at everyone, as some say, yet the "chicken" retains the same moronic, intelligent voided looking eyes. No one knows how it got in. It is actually considered to be a failed Parrot Summoning, and once it is summoned, it can appear anywhere on the field. It normally does nothing but standing there looking idiotic. The chicken as some secret agenda, possibly to rule the world.*Created by Luiz*


    5.
    (Oumu Kuchiyose no Jutsu: Kuchibashi no Oumu ) Parrot Summoning Technique: Bico Parrots
    Rank: D-S
    Range: N/A
    Chakra Cost: 10-40
    Damage Points: N/A
    Description: The Parrot Contract allows the user to summon a variety of different parrots. The Bico Parrots are actually not a species within a Clan, but rather a clan-transversal mutation that some parrots developed. This means that the parrots summoned by this technique can have any size or appearance, but will all have the same skills. Parrots are known for their extraordinarily engineered beak, both in beauty and mechanical strength. The Bico Parrots thus focused their ninjutsu skills on their beaks, allowing them to manipulate them at will. They are able to quickly shoot, at arrow speed, and renew their entire beak, as well as remotely control their flight path and their opening width, through chakra. The beaks can be shot and renewed once per turn ( the new beak appearing right away, but can't be manipulated until the next turn ), and can be manipulated throughout that turn. The strength of a parrot beak, and thus, the strength of the attack, is entirely dependent on size, rather than shape ( as most parrot's beaks are identical ). As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller parrots. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ). With the D rank starting at roughly 1/9 the standard size, it increases by 3 every rank, up to roughly the size of 9 times the standard, which around half a boss summoning (with rivaling wing-span). Bico Parrots were considered for the Macaw Royal Guard, but were then crossed off because they were more of a pacifist group and prefered to sing, even if lousily. They can use their beaks, claws and swords for Kenjutsu.
    When a Bico Parrot is in place, the opponent is able to, through 1 handseal, create a beak on his/her body, and shoot it at arrow speeds, equivalent to a B ranked technique. This requires the user to spend 20 chakra and counts as a move.

    *Can only summon 1 Bico Parrot per technique*
    *D to A-Rank summons can stay in battle for 4 turns*
    *S Rank version can only be summoned once per battle*
    *S Rank version can only stay for 3 turns*
    *Technique can only be used 3 times per battle, once every 3 turns*
    Approved

    6.
    (Oumu Kuchiyose no Jutsu: Jibo no Oumu ) Parrot Summoning Technique: Redentor Kakapos
    Rank: D-S
    Range: N/A
    Chakra Cost: 10-40
    Damage Points: N/A
    Description: The Parrot Contract allows the user to summon a variety of different parrots. The Redentor Kakapos are part of the Kakapo Clan, heavy and flightless parrots with finely blotched plumaged, a facial disk and short legs, but have a very unique skill. Redentor Kakapo developed a very strong Earth Affinity, which they allied with their dense and heavy body, to create a powerful shield, making them defensive summons, rather than offensive, in an inherited skill similar to Earth Style: Added Weight series or Earth Style: Earth Spear. In essence, their body can be considered am actively regenerating Earth Spear, in terms of what level of ninjutsu it can withstand, including elemental nature. In essence, imagining the B rank Earth Spear, it can overpower neutral elements up to C rank and B water, but only D ranked lightning. Techniques that would equal the Earth Spear would be neutralized at the cost of the technique, meaning the parrot would withstand the attack but be forced to vanish. Techniques that would overpower the Earth Spear will kill the parrot and carry on. The strength of a parrot, and thus, the strength of the defense, is entirely dependent on size. As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller kakapos. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ), and is half the average size of a standard Kakapo Parrot, which are larger. With the D rank starting at roughly 1/9 the standard Kakapo size, it increases by 3 every rank, up to roughly the size of 9 times the kakapo standard, which around a boss summoning. Due to their strength, Egg Droping and Feather Techniques are given a +10 boost in damage, which is shared by the summoner while they're in battle.
    Redentor Kakapos are very warm and loving parrots, and are very cheerful and happy. They can't move very well, but love to dance either way.

    *Can only summon 1 Redentor Kakapo per technique*
    *They stay in battle for 4 turns*
    *S Rank version can only be summoned once per battle*
    *S Rank version can only stay for 2 turns*
    *Can only use Earth Techniques up to the previous rank*
    *Can only be used twice per battle, once every 3 turns*
    Approved

    7
    ( Oumou Kuchiyose no Jutsu: Nico) Parrot Summoning Jutsus: Nico
    Rank: C
    Range: Short
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user is able to summon Nico, one of the only two masters of the Samurai Arts among the Parrots of Altorio. Nico is an average sized parakeet with green feathers and white chest. He's relatively faster and more agile than his fellow master, and carries one samurai katana and bears a straw hat typical among samurais.
    Nico possesses the ability to manifest it's chakra into a solid state, using it to enhance it's chakra weapons. The technique is similar to Samurai Sabre Technique (which can be used in ranged form for up to mid-range) and allows Nico to mimic Samurai jutsus, using this power instead of the SS Technique. Nico's chakra has a colder feel to it, chilling the bones of his enemies, purely psychological.
    Both Nico and Rafael do not call themselves Samurai Masters, for they are the self proclaimed Karaoke masters. Though everyone in Altorio begs to differ, they just don't tell them in their faces.
    *each can only be summoned once, for a maximum of 5 turns, after vanishing, they can't be summoned again. Summoning both will count as two jutsus*

    Approved

    8.
    ( Oumu Kuchyiose no Jutsu: Chonmage no Oumu ) Parrot Summoning Technique: Favela Cockatoos
    Rank: A
    Type: Supplementary
    Range: N/A
    Chakra Cost: 30
    Damage Points: N/A
    Description: The Parrot Contract allows the user to summon a variety of different parrots. The Favela Cockatoos are part of the Cockatoo Clan, parrots with an ostentatious head crest, but have a very unique skill. They are uncoformist and against the current regime of the Macaws within the Altorio rainforest, so, rejecting their ninjutsu background, the Favela Cockatoos embraced the Samurai methods and culture. Similarily to Gamachu from the Toad Contract, the Favela Cockatoos are capable of using Samurai and Kenjutsu techniques isntead of Ninjutsu and the Parrot Arts. They can be summoned, for they are part of the contract, but they can't summon other parrots or humans.
    Their techniques suffer no damage increase, but they acquire a certain orange glow, like a tropical brazilian sun, with a certain warmth. The Favela Parrots are within the Altorio Parrot size norm, as stated withing the contract, their largest being only slightly larger than the average ( Tiger sized, up to 3 people ). Favela Cockatoos usually come into battle with one or two samurai armor pieces, and samurai swords has weapons.
    While constantly headbutting with the Macaw Royal Guard, the Capoeira Lovebirds, they are great drinkers, and enjoy partying as much as any other parrot.

    *Can only summon 1 Favela Cockatoo per technique*
    *They stay in battle for 5 turns*
    *Can only be summoned once per battle*

    Approved

    9.
    (Oumu Kuchiyose no Jutsu: Nijiiro ) Parrot Summoning Technique: Iris Gloriosa
    Rank: S
    Range: N/A
    Chakra Cost: 30
    Damage Points: N/A
    Description: Iris Gloriosa is a beautiful rainbow colored macaw with Fire, the queen of Altorio. She is half the size of a normal Summon Boss, although having a rivaling sized wingspan. Twice per battle, she is able to run her fire chakra through her feathers, creating a burning light of multicolors, flashing her opponents and stealing their sight, not through chakra but through the light alone (Not a genjutsu). Her fire jutsus display a strong rainbow glow, burning brighter than normal fire, although at a much weaker effect than her blinding flash, without any added strength. She speaks with a very soft and joyful brazilian accent, like a royal lady, yet very playful and youthful.
    *Can only be summoned once*
    *Lasts 4 turns*

    Approved

    10.
    ( Oumu Kuchyiose no Jutsu: Shin'ei no Oumu ) Parrot Summoning Technique: Capoeira Lovebirds
    Rank: A
    Type: Supplementary
    Range: N/A
    Chakra Cost: 30
    Damage Points: N/A
    Description: The Parrot Contract allows the user to summon a variety of different parrots. The Capoeira Lovebirds are part of the Lovebird Clan, parrots with sharp and long fingers, small bodies and a plumage with a multitude of bright colors, but have a very unique skill. The Lovebirds are known as some of the smallest birds in the contract, as Capoeira Lovebirds are no different, their sizes being 1/4th of average Altorio Parrot Size Standard, as described in the contract. But through their inherited skill, they are able to engorge their body and feathers and reach sizes of up to 2 and 3 times bigger than Standard. This change is nearly instant, and can be called upon without any handseal or chakra cost once per turn, to either engorge or revert to the normal size. Parrot Techniques used by the Capoeira Lovebirds pertain to their current size. With one handseal, they are able to retain their size and merely increase or decrease the size of their parrot techniques. When they're in battle, the human summoner is able to do the same with his/her own parrot techniques, but, in this case, it counts as a turn. The size differences are described in the techniques, this does not give an extra damage boost. The Capoeira Lovebirds compose the Macaw Royal Guard, and work directly with the Altorio Royalty to keep the order. They are usually summoned with medieval armor and weaponry.
    Capoeira Lovebirds enjoy dancing and playing percussion instruments.

    *Can only summon 1 Capoeira Lovebird per technique*
    *They stay in battle for 5 turns*
    Approved



    Parrot Arts
    (Oumu no Jutsu: Rio no Shanikusai) Parrot Style: Rio’s Carnival
    Rank: C
    Range: Short-Long
    Chakra Cost: 15
    Damage Points: 30
    Description: Multiple parrots from a multitude of colours, shapes and sizes burst out of the users’s body, hitting a opponents with a barrage of beak slams and claw scratches, and provide a great distraction for the user to flee or attack, amidst the flying birds. The technique works similarly to the Murder of Crows Confusion. The amount of birds that appear depend on the chakra the user puts into the technique, when no longer needed, the parrots disperse. In parties, the user can make the parrots dance Samba.
    *Created by Luiz*


    (Oumu Jutsu: Hare Bakudan) Parrot Style: Explosive Feathers
    Rank: C
    Range: Short-Long
    Chakra Cost: 15
    Damage Points: 30
    Description: After throwing the feathers, the user can make them explode with one handseal, which can be done with one hand only, the size of the explosion being proportional to the size of the feathers. A normal sized feathers, such as those thrown by normal sized parrots or human summoners are of the same power as a paper bomb.
    *Created by Luiz*


    (Oumu no Jutsu: Hane Shuriken) Parrot Style: Throwing Feathers
    Rank: C
    Range: Short-Long
    Chakra Cost: 15
    Damage Points: 30
    Description: This techniques stands as the parrots ability to shoot their wing's feathers towards their opponents, as sharp thrown projectiles. Depending on the size, chakra reservations and overall characteristic of the feathers, this technique can have lesser or greater damage. A Parrot summoner can create feathers on their hands and then throw them, as if they are kunais, for they acquire steel-like properties during the duration of the throw, or charge them with chakra for greater effects. The smaller parrots have feathers that pack the same damage as shaving razors. Normal parrots and human summoners have feathers from the size of small daggers, and pack the same damage. The larger feathers would have a size and damage ability equivalent to Zabuza's sword.
    *Created by Luiz*


    (Oumu Jutsu: Tamago Matsuri I) Parrot Style: Egg Festival I
    Rank: E-C
    Range: Short
    Chakra Cost: 5-15
    Damage Points: 10-30
    Description: This techniques stands as the parrots ability to lay normal eggs and let them hit their opponents. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 10-15 smaller eggs, about the size of quail eggs. Normal parrots and human summoners have 5-8 eggs of chicken egg size. The larger parrots, laying up to 3 of the biggest eggs, from parrots about the size of Gamabunta, which would be about the size of a human.
    *The biggest technique is a C ranked egg that has a damage of 30 points. The others are significantly smaller, a normal egg being D rank. The larger eggs cost the same as a D rank technique but cause a little bit more damage, something like 25. The smaller eggs are E ranked.
    *Created by Luiz*


    (Oumu Jutsu: Tamago Matsuri II) Parrot Style: Egg Festival II
    Rank: D-B
    Range: Short
    Chakra Cost: 10-20
    Damage Points: 20-40
    Description: This techniques stands as the parrots ability to lay especial eggs and let them hit their opponents, these especial eggs extremely thick and heavy like dumbbells. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 7-10 eggs of about 5kg. Normal parrots and human summoners have 3-6 eggs of about 15 kg. The larger parrots, laying up to 2 of the biggest eggs, from parrots about the size of Gamabunta, would weight about about 300 kg .
    *The biggest technique is a B ranked egg that has a damage of 40 points. The others are significantly smaller, a normal egg being C rank. The larger eggs cost the same as a C rank technique but cause a little bit more damage, something like 35. The smaller eggs are D ranked.
    *Created by Luiz*


    (Oumu Jutsu: Tamago Matsuri III) Parrot Style: Egg Festival III
    Rank: C-A
    Range: Short
    Chakra Cost: 15-30
    Damage Points: 30-60
    Description: This techniques stands as the parrots ability to lay special eggs and let them hit their opponents, these special eggs have explosive upon contact or when the user decides to detonate them. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 5-8 eggs which have the explosion abilities of a paper bomb. Normal parrots and human summoners have 2-5 eggs of about 5-7 paper bombs power. The larger parrots (laying only 1) would follow the same line, the biggest eggs, from parrots about the size of Gamabunta would explode with the equivalent power of Deidara's C3 bomb.
    *The biggest technique is an A ranked egg that has a damage of 60 points. The others are significantly smaller, a normal egg being B rank. The larger eggs cost the same as a B rank technique but cause a little bit more damage, something like 50. The smaller eggs are C ranked.
    *Created by Luiz*


    ( Oumu no Jutsu: Shorei ) Parrot Style: Message
    Type: Supplementary
    Rank: D
    Range: Short (on summoning the feather)/Long (on transmission)
    Chakra Cost: 10
    Damage Points: N/A
    Description: Similar to a summoning technique, this allows the user to summon and vanish a feather from any parrot in Altorio. The feather will be attached to it's owner by chakra, allowing the user to charge chakra through the feather that will be felt by the owner, and the other way around as long as the feather is in the user's possession. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.
    *With this I claim rights to the idea behind this technique, reserving to myself the permission for other Bird Summoning Contracts to create their version of Message. Rights for hair (Mammal Contracts) and Scales (Reptile and Piscis Contracts). If other users find a different part to use, I claim no rights as I can't think of them by myself*
    *It transfers just a signal, a small fluctuation. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
    *Created by Luiz


    ( Oumu no Jutsu: Saru Inasu) Parrot Arts: Monkey Chase
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: This jutsu relies on bird's innate magnetic compass that allows them to migrate over extensive distances across the globe. Allying chakra to it, a parrot using this technique would be able to pinpoint any chakra signature he had contact with, regardless of distance. This technique serves not as the detection itself for that is innate, but as the locking of a target's signature in the parrot's brain. It requires the summon to be short-range from the target or short range from a place where the target stood for a relatively long period of time (Unless the target is using or used a camouflage jutsu during that time). After the target is successfully locked, the bird can sense it anywhere in the world, with very little interference (Only Muu's camouflage technique would hide himself from this, higher than 15 meters, other means would have to interfere with the ability itself).
    *Can only be used by parrots*
    *Can only lock on two targets at a time*

    Approved

    (Oumu no Jutsu: Fezāchenjingu gijutsu ) - Parrot Arts: Feather Changing Technique
    Type: Supplementary
    Rank: B
    Range: Self
    Chakra: 20 (+5 chakra per turn, if the parrot is displaying continuously changing colors)
    Damage: N/A
    Description: A simple parrot arts technique created for parrots. A Parrot will spread its wing and channel chakra through one/all feathers, depending on usages. The chakra would allow them to change the color of the feathers and by doing so, the parrot would be able to create a "picture" through their feathers. It can act as a way to communicate through parrot and humans, and/or act as a makeshift TV by continuously changing the color of the feathers to create moving pictures. Furthermore, by spreading their wings out, the parrot can manipulate the colors of the feathers to mimic the background, acting as a camouflage. Should a parrot move while using this camouflaging effect, a ripple like pattern would be seen by the opponent.
    *Must have signed the Parrots Contract*
    *"Streaming" or "moving" pictures lasts a maximum of three turns.
    *Taught by Edward.

    Trained


    ⧫ ⧫ ⧫

     
         
    Last edited by Lili-Chwan; 04-01-2015 at 11:34 AM.

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    16. Box Jellyfish Contract



    Box Jellyfish Summoning Contract
    Summoning Animal: Box Jellyfishes (Cubozoa)

    Scroll Owner:

    Lili-Chwan

    Other Users who have signed contract:

    Solf J. Kimblee
    Shady Doctor
    Flash07
    -L-
    Shuusai

    Summoning Boss if existing:

    Maman Brigitte, The Baroness
    Samedi of the Crossroads, The Baron

    Other Summoning Animals tied to contract:

    Damballah Weddo, The Keeper of Contracts

    Cubozoa Larva
    Cubozoa Polyps
    Cubozoa Medusas

    Coco Macaque Family
    Mamaragan, the Thunderous Old-Creep
    Mauna Loa, the Infernal Brat
    Marinette, the Volatile Mademoiselle
    Coatrischie Family
    Shango Family
    Baron Cimitiére
    Agwe Family

    Origin:
    The Box Jellyfishes are from a secret coral reef on an archipelago simply called Shotou or Archipelago.

    General Description:
    Box jellyfish (class Cubozoa) are cnidarian invertebrates distinguished by their cube-shaped medusae. Box jellyfish are known for the extremely potent venom and are among the most venomous creatures in the world. Stings from these and a few other species in the class are extremely painful and sometimes fatal to humans.

    Archipelago Boxes Venom: The standard venom produced by the archipelago boxes is an enhanced version of the standard Cubozoa venom. It contains a mixture of hemolytic and neuro-toxins. Upon infection, the target will feel great pain, worse than being burned, as the poison spreads. The hemolytic toxins and other disgestive enzimes will burn and melt the flesh they come in contact with producing terrible scars in their path. Some Archipelago Boxes may utilize a different variation of the venom, focusing on different venoms used by different species of the Cubozoa class, which will be fully described in the jutsu description of each summon.

    Summon General Abilities:
    Archipelago's Box Jellyfishes have varying heights. Some can be as small as a phalanx from the floater to the tip of the tentacles, while others reach can have floaters as big as elephants, like some Myobokuzan frogs are significantly bigger than normal.
    Their venom, produced by the various nematocysts found in their tentacles, contains a powerful cocktail of hemolytic and neuro toxic enzymes. This venom can be manipulated with chakra, creating something that's similar to water jutsus. Proper jutsus will be submitted as Box Arts.

    In case of an unsuccessful summon, the user may call forth a larvae, which will grow into a polyp and then into a grown medusa in 2 turns, or a polyp, which will grow into a medusa in 1 turn. Neither is able to use Box Arts or chakra, except special cases (which will have their own jutsu), but polyps will have some nematocyst in their tentacles, though not as abundant as a grown medusa.

    Summoning:
    The person who signs this contract is able to summon Box Jellyfishes from Archipelago, and can also be summoned by them, and gains access to the Box Arts. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a larvae or a polyp, which require 2 and 1 turn to grow into adult boxes. The canon Summoning Jutsu calls forth average Archipelago Boxes from varying heights, all venomous and with a random weapon, but require a water source in order to be successful. Using specific amounts of chakra, the user can summon special boxes, with special abilities, all up to the Boss. (Which will be submitted using the official template)
    Approved

    Box Summons
    1.
    ( Koukurage Kuchyose no Jutsu: Raiden ) Box Jellyfish Summoning Technique: Mamaragan
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user summons large polyp, with a body the size of an adult man, and a mouth filled with long tentacles. It has Lightning affinity, which give's it's translucent body and tentacles a strong electrical charge reacting automatically to any existing lightning in the surrounding area, up to 15 meters around it, as if it was a lightning rod. This means that while it is in play, for 2 turns, neither the user or the opponent can efficiently preform a lightning jutsu, as it will get pulled and absorbed by Mamaragan. It can absorb 80 chakra, 160 Damage Points of Lightning/Electrical based jutsu. Once the quota is reached, Mamaragan will burst open and expel several (10-20) tiny and light medusas, which are light enough to move through the air, and use small electrical discharges to change direction. This medusas will stay alive for 1 turn, and will produce powerful lightning discharges whenever they come in contact with the opponent, sending out a paralyzing wave which will lock the target's muscles for 1 turn, preventing movement. They fly at a normal pace, as if freely floating in the air currents.
    *While in Polyp form, it is able to use its tentacles to move and/or thimble it's way around the field. In Medusa form, the small entities will just be attracted by the opponent's chakra, with no conscientious movement. They will not attack the user or fellow Box Jellyfishes*
    *In Polyp form the tentacles can be used to wrap and bind a nearby (short-range) enemy while shocking him on contact (B-Rank) numbing his nerves*
    *Absorbing the techniques do not count towards the jutsu count. Releasing the medusas counts as 1 jutsu. The electrical discharges from the medusas have a power equivalent to A rank, but do not count has a different jutsu from their release.
    *The Polyp lasts 4 turns. If it reaches the 4 turns or the Lightning Absorption quota, it will release the medusa, if it is forced to vanish, it will not*
    *The Medusas will stay on the field for 1 turn, before drying out. They do not contain poison*
    *No other Box Jellyfish can be summoned on the field while Mamaragan's Polyp is in play*
    *Can only be summoned once per battle*

    Approved

    2.
    ( Koukurage Kuchyose no Jutsu: Nagai Yama ) Box Jellyfish Summoning Technique: Mauna Loa
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Mauna Loa is a huge box jellyfish with Fire Affinity. It has a floater 0.5x0.5m and tentacles reaching up to 10 meters. Having affinity with fire allows him to heat up his body to extreme temperatures, while the chakra protects him from drying/burning and thus death. He uses his body temperature to either swim in the ground, leaving behind a trail of molten rock, or hovering in the air, by shifting the temperatures and creating air pockets, both techniques equivalent to an A rank technique, thus counting towards the jutsu count. He is able to use Fire techniques up to S-rank.
    *The user is able to summon him already on the ground or hovering, both Summoning and the Hoovering/Ground technique counting as 1 jutsu. Shifting between ground/air afterwards will count as additional jutsus*
    *While in water, if still hot, Mauna Loa will produce steam*
    *Lasts 4 turns max*
    *Can only be summoned once per battle*
    *Mauna Loa's techniques count towards the users move count*

    Approved

    3.
    ( Koukurage Kuchyose no Jutsu: ) Box Jellyfish Summoning Technique: Coatrischie
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Coatrishie is a clan of Archipelago Boxes that has wind chakra, and a higher resistance to drought. They come in various sizes, from very small ones to large enough to carry 2 people in their floater. They can swim freely through the air as they can through the water. Twice per battle, they can charge wind jutsu on their tentacles, acquiring a saw-like appearance, equivalent to A rank and will last for 2 turns max each time.
    *Can only stay on field for 5 turns max unless there is a water source nearby, in which case they can bathe in the water and renew the duration of their stay by 5 more turns*
    *Can only summon up to 3 Coatrishie per battle but only one at a time*
    Approved

    4.
    ( Koukurage Kuchyose no Jutsu: Kyoudan ) Box Jellyfish Summoning Technique: Marinette
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage Points: N/A
    Description: Marinette is large yet slender box jellyfish with Earth Affinity. Because of that, although strong and steady, she appears to be drier and more frail than other boxes, almost as if made of sand cloth,allowing her to remain out of water. She is able to freely alter her weight from milligrams to tons, with earth chakra, and move underground as if it was water. Combining both, she can propel herself out of the ground and soar in the air for quite long time, almost as if floating. She is a master of Ta Moko. Increasing the height and hardness of her thin tentacles, she can increase their size with such speed and strength that they act like bullets, at a speed that isn't easily discernible for untrained eyes (non Strong Fist Masters) or people with at least 1 Tomoe Sharingan or Byakugan.
    *Except when using Ta Moko, Marinette's ability to shift her weight costs 1 jutsu*
    *Can stay in battle for 4 turns max*
    *Can only be used twice if not injured*

    Approved

    5.
    ( Koukurage Kuchiyose no Jutsu: Dokueki) Box Jellyfish Summoning Jutsu: Agwe's Venom
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: Allows the user to summon a mist composed of thousands of nano-sized box jellyfishes. The mist moves concisely as a whole. Due to their small size, they don't require a large amount of water as per se, rather each individual is able to survive inside very small water sources, which would enable them to survive, for example, inside the droplets of the mist or inside the human body. Using their powerful venom, they infect the body and eat away the flesh, causing great pain throughout the process. Since they're minimal they are unable to preform jutsus of any kind. As they're summoned they bring forth a water mist, distinguishable from the regular mist by the naked eye only because of an soft and discrete unnatural glow on the droplets of the mist, as if it it alive, unless they're summoned directly into water, thus keeping the glow but summoning no additional water.
    *Visible to the naked eye*
    *It is possible to be infected and not feel severe effects, rather just pain from the venom, if the boxes are blocked early on*
    *Can only be used once*
    *Can't be summoned directly on the opponent. The combined amount of boxes is about 1 cubic meter*
    *If summoned on rain, they'll fall to puddles, and are unable to move out of the puddle unless they find adjacent water pathways*
    *Last 2 turns in the battlefield, take care of an average adult within a turn*

    Approved

    6.
    ( Koukurage Kuchiyose no Jutsu: Taitou Oubochi ) Box Jellyfish Summoning Jutsu: Baron Cimitiére's Accession
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user performs a couple of handseals, summoning a giant jellyfish underground. The jellyfish possesses several dozens of tentacles, instead of 4. After being summoned, Baron Cimitiére rises them above ground, bursting forth with great power and strength, similar to the final dance of the Kaguya, having the same power as it. Afterwards, it can wrap around his opponents to crush them and poison them with it's venom.
    *Can stay in the battlefield for 3 turns*
    *Can only be summoned twice, if he didn't sustain critical damage*
    *Requires two turns in between usage*
    *The user must be on the ground or less than 10 meters from it to summon Cemitiére*
    *The first outburst is a result of a chakra infused outburst, similar to an S rank, same as the rank of the technique. The initial outburst and the summoning technique count as 1 jutsu. The outburst can't happen any other time*
    *Cannot use the chakra outburst if summoned second time*


    Approved

    7.
    ( Koukurage Kuchiyose no Jutsu: Toppi Shitei ) Box Jellyfish Summoning Jutsu: Coco Macaque
    Type: Supplementary
    Rank: B
    Range: N/A
    Chakra Cost: 20
    Damage Points: N/A
    Description: Allows the user to summon and vanish members of the Coco Macaque Clan.These are Cubozoan Larvae that don't mature into polyp or medusa, retaining their larvae shape through their life cycle. These larvae are all linked together by chakra, so much so that, by charging chakra through one will be felt by the others. The user of this technique can thus summon a larvae on him/herself, allowing the user to charge chakra through the Coco Macaque that will be felt by anyone else with access to a different Coco Macaque. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.

    This made the Coco Macaque not very intelligent, since they aren't fully capable of thought, and rumor has it that the entire Coco Macaque Clan was created as a slave caste by previous Barons. They behave more like tools rather than actual summons, despite being summoned as one. They possess no nematocysts in their skin, which would leave them defenseless. To counter it, each Coco Macaque as the kanji for "Box", an inherited sealing storage which can be accessed manually by charging chakra through one of the Coco Macaque, unsealing the "Box" key in any Coco Macaque, or by having someone foreign to the Cubozoa Contract gain physical contact with a Coco Macaque, where the foreign chakra will activate the seal on that individual.

    The sealing is pretty similar to any of Ten Ten's techniques, summoning small spears made of dried nematocysts, with scalpel-tip, that can spill cubozoan venom. These act as tiny needles, and each unsealing summons 1 spear, no bigger than 2 cm, that pierces the target in close contact (does not shoot off by itself). Each is considered E rank, though it costs no chakra. It's, in essence, an artificial nematocyst, and, stand alone, produces little damage. The seal itself is good for one spear each, unable to open to unseal another spear.

    Main Usage: The way the user summons these Coco Macaque is by drawing blood, performing 2 handseals, and clapping the hands together, spitting a swarm of these small larvae that can spread around through water, the air or the underground. They will cover an area of around 15 meters radius. The Coco Macaque will then stay beneath the surface of any inanimate passive substance, like tree trunks or the ground itself. For 4 turns, each Coco Macaque will process chakra and detect chakra, thus, when in close contact with foreign chakra, they will rise the spear. After the 4 turns, they will simply dry up and die, even in humid surfaces, never, at any point, reverse summoning themselves, because they don't have the autonomy to do so, creating dry shells of larva with the "Box" inscription, beneath the surface of the terrain.

    Supplementary Usage: The user is able to use these Coco Macaque as actual Ninjutsu, by summoning just a few individuals. They require no blood, and only 1 handseal. This allows one to summon a small larvae on their body, or in the body of any Box or fellow summoner. Each Coco costs 5 chakra, the same as an E rank technique, and each usage can summon up to 4 Coco Macaque at once, counting as 1 jutsu as a whole. These Coco Macaque stay alive indefinitely, yet, while having the seal, do not have the ability to summon needles, they serve purely as messengers between Boxes and Humans.

    *The main ability transfers just a signal, a small fluctuation, up to any range. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
    *Main usage is a Summoning Technique that costs 20 chakra, happens short range and spreads out to mid range. Can only be used once per battle. Supplementary usage is a Ninjutsu Technique that cost 5 chakra per larvae up to 4, happens up to long range directly on members of the Cubozoa Contract, as long as a line of sight exist between the user and the target. Can be used 4 times per battle*

    *Each artificial needle infuses a tiny bit of venom, like a tiny needle burning. The more needles come in contact with a target, the more the pain increases. Lethal injection requires 60 needles to actually pierce the skin, though it has excruciating pain levels above just 1/4 of that. Needles can surgically pierce most clothing and armor materials, except they only have 2 cms, making them useless if triggered by a boot, or a chest armor, for example. Each Coco Macaque unseals only 1 spear, drying off and falling harmless to the floor afterwards. Once dead they do not transmit chakra.

    *Can be used by other Boxes*
    Approved

    8.
    ( Koukurage Kuchiyose no Jutsu: Utsu ) Box Jellyfish Summoning Jutsu: Shango
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Shango are a specialized type of Box Jellyfishes that are able to hibernate underground, until a foreign chakra steps within their close vicinity. Once it happens, they quickly lash out at their prey, shooting their thread-like tentacles and wrapping around the opponent, carving the skin and injecting their poison. This happens in a blink of an eye, almost as fast as Gaara's sand defense. They're trap-summons, and, upon preforming 6 handseals, they're summoned into the ground anywhere within range. Although able to stay indefinitely on the field, they are short lived after being triggered (1 turn). Each of them is roughly the size of a fist.
    *Can only summon up to 4 per usage*
    *Can only use 1 time per battle*
    *Can't be summoned already in the direct vicinity of any opponent (right beneath their feet).
    *Only one of the Shango can use Box Arts
    *Triggering a Shango does not count towards the user's jutsu count*
    *Foreign chakra is anything outside the Box Contract, as such, it will not react to fellow summons or summoners (even if used by different members), but will react to allies*
    *Triggering reacts by pressure and chakra, trying to detect living animal organisms, thus, unless the jutsu mimics animal life (Shadow Clones, Organic Elemental Clones, Summon Animals) it won't get triggered. Again, Shadow Clones, Summoning Animals, Organic Elemental Clones (Wood Clones, Mushroom Clones, etc) will trigger the trap.*
    *User can't preform any other summon in the same and next turn*

    Approved

    9.
    ( Ou Koukurage Kuchiyose no Jutsu: Ouhi & Ouja ) Boss Box Jellyfish Summoning Jutsu: The Baron and the Baronessa
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Point: N/A
    Description: The Boss Summonings of the Box Jellyfish Contract are Maman Brigitte, the Baroness, and Samedi of the Crossroards, the Baron. They rule as Queen and King of the Archipelago. They are great box jellyfishes the size of a human, but their greatest strenght is the thick mist that comes forth with them, covering a great portion of the battlefield and throwing off chakra sensing techniques. It is their realm, and carries a strong genjutsu, A rank in strength, as it is filled with their chakra. Mama's Realm, which is filled with Maman's chakra, makes the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within her mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Samedi's Realm, which is filled with Samedi's chakra, makes the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Light enough to swim through the mist, they take advantage of the confusion of their opponent to strike from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from it's creator.

    *The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
    *The mist Mid-range from Maman or Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
    *The genjutsu strikes mid-range from Maman Brigitte or Samedi of the Crossroads, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying their chakra*
    *Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman or Samedi. Otherwise, the user must counter the mist or it's creator in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
    *No paralysis type effects are achieved, its a technique that creates false surroundings*
    *Both are unable to preform any Elemental Jutsu*
    *Can only be used once per battle, summoning either one or the other. Both bosses can't be summoned at the same time or both in the same battle.*
    *Lasts 4 turns*
    Approved

    1.
    ( Koukurage Kuchiyose no Hijutsu: Kouhiketsu ✳ Outenpu ) Hidden Box Jellyfish Summoning Jutsu: Keeper of Contracts ✳ Damballah Weddo
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: Damballah Weddo is considered the very first sentient cubozoa, father of all the Archipelago box jellyfishes. Giving it's life to forge a contract between the humankind and his kin, he gave birth to the Cubozoa Summoning Contract, merging with the blood of the first human signer, and passed on from generation to generation. For this reason, only the current contract holder is able to summon Damballah Weddo, as he is the contract itself, and he is crucial in the rite of signing the contract, and even summoning the boxes, and vice versa. Rather than blood, as the boxes have none, it is said that a little of Damballah lives inside every Box and every human signer, and it is him who transports either one to the other. The summoning of Damballah Weddo comes in 3 rituals, the Rite of Contract, the Rite of Legacy and the Rite of Crippling. Of which, only one can be performed during a battle, it being the Rite of Crippling.

    ✳ Rite of Contract ✳

    This ritual has the purpose of linking the Human Signer to the Archipelago Boxes. It consists on bringing the human's to the ancestral venom of the Damballah Weddo, leaving behind a trace of it's chakra. Linked by chakra, the human is then able to retrieve blood and summon any Box of the Archipelago, descendants of Damballah, and can be reverse summoned by any of them, through chakra. In this ritual, Damballah takes form outside the Holder of the Contract's body, as an old parchment with the signatures, in blood, of every Human Signer. This ritual can not be performing during a battle.

    The rite of signing the contract begins at sundown, in the twilight. Performing two handseals, the Holder of the Contract will stretch his/her hands, materializing a very sea-bitten and old bamboo scroll, encrusted with coral and moss. Inside, it is filled with dark marks of dry blood, so much darker than they should be. These are the personal Vévé of each signer, a very intimate and unnatural mark that sets the signer as a member of the Box family. The parchment exudes particles of Damballah's venom, which is unique from every other box, as it carries actual hallucinogenic properties, different from any Genjutsu. This gives a physiological atmosphere of solemnity and graveness, and an indistinguishable murmur of unearthly voices, in a men forgotten language, normally timed with the sun's descent into an orangey twilight. After the prospect signer retrieves blood onto a vacant spot on the parchment, Damballah Weddo materializes, shooting several tentacles that grip the owner of the blood, and inject his excruciatingly painful hallucinogenic venom. The sun plunges into darkness and all the light in the world is muted, only the contract holder's eyes glow. Through it's host, Damballah speaks, a grave and hissing voice with fowl and rotten breath. He passes judgment:

    If rejected, the sun reverts back it's path, then gray and dying, it's light hurting and cruelly despairing. Everything around the signer dies, and the contract holder's eyes turn to mush and bone, as the signer stands alone in a gray desert, with it's cold cold sun, in eternal death and unbearable pain. The venom becomes lethal, death coming in the next turn.

    If accepted, the darkness is broken by a magnificent spectacle of ethereal green lights in the horizon. The parchment reveals the signer's Vévé, an indescribable writing in black blood. The signer is unable to read it, it is familiar, his/her very essence. The signer becomes bound by blood with the contract, as the tentacles recede and the Vévé of every Cubozoa appears, scarred in the flesh, fresh, red and hot. This tattoo can be used to summon other Box Jellyfishes, just like any other Summoning Tattoo.

    ✳ Rite of Legacy ✳

    This ritual has the purpose of passing on the Contract from Human to Human. The Holder of the Contract is the one that Hosts Damballah, and, thus, to pass the contract, one must pass Damballah itself. It is achieved by physical conection, blood with blood. Damballah Weddo takes form outside the Holder has an actual etherial Box, not long lived, before reverting back to it's new Host. The old Host will lose the contract and the ability to summon Damballah, but will still have traces of it's chakra, and, thus, retain the ability of the Rite of Contract. This ritual can not be performed during a battle.

    To pass on the Contract, the user must physically attach him/herself to the future host, and draw blood. The tentacles wrap around both humans with excruciating pain, yet the hallucinogenic properties give off a very crude and aphrodisiac ambiance, filled with sinful illusions and brazen sensations. The night stars twist and reform as multiple spirits and celestial boxes, floating around both users, their tentacles caressing both users. From the previous Host, Damballah will extract itself, and appear as magnificent white Box, the stars behind it forming as a verile and muscled white male spirit, or a lustruous and sensual white female spirit. Damballah will then insert itself in the new Host, sacrificing itself, once again, for the legacy of the Boxkind and Humankind. The star spirit dies, and the night turns black, the ambient bathed in sadness, yet with solemn triumph.

    This is done before the Dawn, where the night is darkest. The air is filled with tobacco, peppers and rum, lustful and sensual. Once the rite ends, the Dawn breaks the darkness in a pure white spectacle, before the warmness of the sun soothes the pain of the venom, and Damballah passes on to the next contract holder, leaving the previous one.

    ✳ Rite of Crippling ✳

    This ritual has the purpose of having Damballah Weddo aid the Contract Holder in battle. Damballah takes form outside the Holder as white tentacles that stretch outside the Holder's skin, and aim to ensnare and bind the target. This is done through chakra alone, forcing the tentacles to appear. It is the only ritual that can be used in battle.

    When in battle, the Contract Holder is able to focus chakra through his body, expelling it outwards through any part of it, forcing Damballah to take form and stretch out it's white tentacles from the user's skin. It requires no blood from the contract holder, and behaves similarly to the Hidden Shadow Snake Hands Technique, where the user summons multiple snakes, but, instead, the Contract Holder summons multiple tentacles. The user is able to materialize the white tentacles of Damballah from his/her own body, and stretch them into mid-range to snare an opponent or move around.

    The hallucinogenic venom carries an illusion of whiteness, blinding the target to the real world. Inside the white realm of Damballah, the target can be attacked by albino people and animals, which aim to mutilate and cripple him/her, through the constant and excruciating pain of the venom. Inside the Realm, the target is capable of seeing the tentacles wrapped around him/her, and attached to a great big white Box, Damballah Weddo himself, where the Holder of the contract should be. These are the only indications of the physical Realm that transit into the illusion, meaning the user can't simply disappear from target's awareness. Multiple targets can be caught in a single usage of the ritual.


    *The Rite of Contract and the Rite of Legacy can't be done in Battle. They are considered S rank and cost 40 chakra, dealing 80 damage*
    *The offensive usage of Damballah, called the Rite of Crippling, is considered S rank, costing 40 chakra and dealing 80 damage. Can only be used 1 times per battle, or 3 times per event. It can only last 2 turns. If the target is caught, he/she is required to block it within the same turn, else the venom is lethal.*
    *The venom only affects the target while there is physical contact with the tentacles. It's lethality, pain and hallucinogenic properties dissipate completely if the tentacles are repelled or destroyed. The only thing that remains is the remnants of the hemolytic properties of the venom, that leaves the tentacle's imprint carved on the flesh.*
    *Can only be used by the current human contract holder*

    Archipelago Vévé / Summoning Tattoo

    Approved


    Box Arts
    22.
    ( Kouton: Haki) Box Arts: Haka
    Rank: D-S
    Range: Short-Long
    Chakra Cost: 10-40
    Damage Points: N/A
    Description: Haka stands as an enhanced form of Killing Intent (Sakki). Works in all manners exactly like it, overpowering one's mind and paralyzing the targets with images of their death and torture, with the exception of one simply thing. Along with the chakra, the user secretes a fast wave of venom in it's gaseous state. This chakra-modified venom focuses solely the secondary effect of Irukandji syndrome, from the venom used by a certain specie of box jellyfishes, which is a sense of impending doom. While the Killing intent is chakra based only, thus easily overpowered by will alone, if the opponents are as strong as the user, Haka creates an added physical and physiological response to it, preventing even targets as strong or stronger than the user to break it by will as easily, having them suffer the same paralysis as if they were 2 ranks bellow.
    *The venom wave only reaches Mid-range, thus the Haka continues as normal Killing Intent for longer ranges*
    *Human users can't preform this technique, but the strength of Haka is based on the summoner's rank*
    *The higher the user, the stronger the technique*
    *Haka lowers the Target resistance to Killing Intent by 2 Ranks, even in bios that claim to be fearless*
    *Venom produces ONLY the sense of impending doom. It has no Hemolytic of Digestive proprieties, neither does it produces pain*
    *The user can control the Haka in order to not affect allies, even in radial uses*
    *This technique is basically only a stronger version of Killing Intent (Sakki)*

    Approved

    23.
    ( Kouton: Horimono ) Box Arts: Ta Moko
    Rank: B
    Range: Self
    Chakra Cost: 20
    Damage Points: N/A
    Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles 3 times the original size. Each usage allows the Box to stretch 2 tentacles, and then return them back to normal.
    Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch the tentacles up to Mid-Range. The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.
    *Each usage of the technique stretches 2 tentacles*
    *Summoning the tentacled box uses the same technique, but requires 3 handseals*
    *The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again*
    *Human summoners have higher resistance to the poison, but are not immune*
    Approved

    24.
    (Kouton: Pishari ) Box Arts: Fa'ataupati
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user, up to Mid-Range around the user. The jellyfish can move as fast as the user can move. The jelly can be separated into up to 5 smaller jellyfishes.
    *While controlling the venom, the user can't preform other jutsus except Taijutsu*
    *The venom can be controlled for 2 turns, after which it falls motionless*
    *The jutsu can only be used twice*
    *Human summoners have higher resistance to the poison, but are not immune*
    *Can only be used by Boxes*
    Approved

    32.
    ( Kouton: Yari ) Box Arts: Woomera
    Rank: A
    Rank: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: Allows the user to summon several (up to 10) isolated nematocysts, of various sizes (from the tiny pin-sized nemoticysts of normal boxes to the massive spear/staff sized nematocysts of gigantic boxes). These can be wielded like weapons or thrown like projectiles (in the same manner as one throws kunais or shurikens). The user claps his hands and summons the nematocysts in front of him or in his palms, grabbing them to use. The nematocysts have only one autonomy, if the tips are stimulated, the injection mechanism is triggered, sending an infusion of Box venom directly related with the size of the nematocyst, otherwise, they're innanimate.
    *charging chakra through the nematocysts while physically wielding them allows them to gain a certain steel-like quality, like a sword or a kunai. Throwing them or loosing physical contact will rever them back to soft organic material*
    *triggering mechanism allows only one infusion, aftewards the namotocyst is reverse summoned*
    *human summoners are more resistant but not immune to the venom*
    *Can only be used once every 2 turns*
    *Range pertains to the range of the summoning of the nematocysts and not their throwing, which is the same as the range at which the user can throw a kunai*

    Approved

    40.
    ( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele
    Rank: C
    Type: Supplementary/Defensive
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: Similarily to ( Kouton: Haki ) Box Arts: Haka, this technique consists in a controlled burst of Irukandji venom, modified to enhance the impending doom syndrome with lethality or other venomous effects. Instead of focusing on fear and completely overpowering the opponent, Wasp Mele acts more discretely. It induces a certain feeling of shock and damage, as if they've been hit by a powerful attack. More physiological than physical, the effects is only able to make the target hesitate when performing techniques, and can even interrupt a succession of hand-seals. But it is easily brushed off and ignored afterwards. It has bigger effects on summons and clone jutsus. If a shadow clone is hit with the Wasp Mele, or any other sentient clone/technique, it will be tricked to immediately disperse. Similarly, summoned animals are tricked into reverse summoning themselves.
    *It travels fast, up to 10 in less than a second, and hitting the full range (20 meters), in less than 2*
    *Works on a Clone or Summon created with a technique up to and including A rank, or similar if the technique creates more than 1 clone/animal*
    *Ineffective against resurrected bios, such as Impure World Resurrection or mushroom Nzumbes, or Boss summonings"
    *Can only be used by Boxes*
    *Can be manipulated to not affect the user or allies*
    *Requires a 2 turn cool down*

    Approved

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    Last edited by Lili-Chwan; 02-01-2015 at 11:18 AM.

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    17. Sound



    Sound Element
    Original Customs
    N/A
    Given Customs
    Ototon/Genjutsu: Furasshu-Gurō | Sound/Illusionary Arts: Flash-Taunt
    Type: Supplementary
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: N/A
    Description: Flash-taunt is a close combat, sound based genjutsu. It's special because of its characteristic to be triggered rather quickly, while in close, hand to hand combat. To trigger the genjutsu, the user will focus an amount of sound chakra into his bladed weapon or his limbs and engage into a fight. The moment his weapon or limbs collide with his opponent's, they would release the usual sound (clash of metal weapons or a dull thump of limbs) with infused sound chakra, causing the soundwave to spread and trick the opponent into a genjutsu where the user flashes from his previous position, appearing right behind the opponent, with a sharp kunai pointed at his neck, aiming at his spine. In the illusion the user stabs his kunai in the opponents neck, causing pain and slight momentary loss of limb function. Off course the illusion is momentary and it will happen at the speed a ninja would be otherwise able to perform the same movement in reality. However, because it masks the users real presence, its exceedingly useful to deliver severe blows unnoticed.
    Note: Usable only twice per battle
    Note: Only McRazor can teach this
    Note: Cannot use any other technique while using this nor can the opponent be attacked with Ninjutsu when he is caught in the illusion
    Trained

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

    (Genjutsu: Migoto Koukyoukyoku: Seimei) Illusion Technique: Beautiful Symphony: Life
    Rank: S
    Chakra: 80
    Damage: N/A
    Range: Short-Long.
    Description: The user activates this sound based Genjutsu by tapping any two objects together in a rhythm. (This can be hands, kunai, or an instrument, in which case, only one is needed.) As soon as the first beat is heard, the person is captured in the Genjutsu. The person, or persons, caught in the Genjutsu lose the ability to channel chakra and their movement is reduced to the coordination of a severely drunk person. The user of this jutsu is unable to attack, because this jutsu must stay activated by the caster, so if the user attempts to attack, the Genjutsu is broken, and the enemy(s) caught in the Genjutsu immediately regain all their abilities. (20 chakra per turn to sustain this jutsu.) Because this jutsu interferes with the enemy's ability to control chakra, this justu cannot be dispelled by a Kai used by the person caught in its effect. The user cannot move during this jutsu.Only usable one time per battle. The Genjutsu only last one turn before the additional 20 chakra must be paid.
    Trained

    Ototon: Kasshoku Bunsho - Sound Release: The Brown Note
    Type: supplementary
    Rank: C
    Range: Short - Long
    Chakra: 15
    Damage: /
    Description: First believed to be an urban legend, it took wesobi a long time next to an insane amount of effort and diapers to achieve completion on this technique. The user start by creating high power sound waves in his throat. The frequency is below 20 Hz, meaning that the human ear can’t hear it. Even though the human ear can’t hear it, the opponent his body will still feel the vibrations. The vibrations cause the opponent’s bowels to involuntarily work, and thus making the opponent lose control of their bowel movement. This results in content of the opponent’s bowels leaving his body. To counteract the effect on the user himself, he also focuses high frequency sound waves around his body, to counteract the effect.
    Note: Can only be taught by Wesobi
    Note: Can only be used once, unless used against members of the Akimichi clan, who eat an enormous amount of food compared to “normal” people. Against them, it can be used twice.
    Note: No other sound techniques in the same turn.
    *Taught by Wesobi
    Trained

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

    Ototon: Gyakusetsu Takanari | Sound Release: The Ringing Paradox
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra Cost: 30/seal
    Damage Points: 5 damage to the user for every seal released.
    Description: is an intelligent seal applied at the backside of the user’s ears. The seal detects abnormalities in the users senses and releases itself whenever needed, upon release the sound chakra stored inside creates a ringing noise which awakens the user from sleep or breaks any genjutsu(up to A rank, 2 seals have to be released to break through an S rank) casted over the user.
    Note: Up to 4 seals could be applied over the user’s body per battle, and user’s hearing suffers slight after every release.
    -Must know sound release and sealing techniques.
    *Taught by Wesobi
    Trained

    ( Ototon: Ekō no hogo ) - Sound Release: Protection of Echo
    Type: Defensive / Supplementary
    Rank: B-S
    Range: Short-Long
    Chakra: 20-40
    Damage: 40-80
    Description: Protection of Echo is one of the few defensive techniques of Sound Release. The user will charge the index finger, and thumb of both hands with Sound chakra and snap his fingers, which would release the sound chakra as a sound waves towards the intended structure and/or target. The structure must be a tangible item, like mud, earth, ice, crystal, etc.; Fire and lightning, or any intangible elements would not work. The sound chakra is sent out and envelopes the targeted structure, shaping around its structure through shape manipulation. By performing a hand seal after the chakra has covered the structure, the user will order the chakra covering the structure to crush it with immense vibrations and force, reducing it to fragments of its original form. This is done by causing the seemingly harmless sound vibrations to dramatically increase in vibrations and molecular movements, thus causing it to become much more dangerous. The sound vibrations would crush the tangible object into fragments, forcing it to disperse and lose its shape thus losing its offensive capability. For instance, a boulder headed towards the user would simply crumble into smaller sediments and rubble, causing it to lose momentum and durability and gradually descend to the ground. The strength of the technique varies depending on the strength of the technique that the user wishes to destroy (In order to destroy techniques according to elemental strengths and weaknesses).
    Notes & Restrictions:
    Note:Can only be used 4x with a 2 turn cooldown between each usage & Can only be taught by EdwardSama
    Note: No S-rank Sound Release in the same turn or next turn.
    Note: If it is used to destroy other attacks, it still abides the elemental strengths and weaknesses. Cannot be used on humans.
    Trained


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    Last edited by Lili-Chwan; 07-07-2015 at 10:11 PM.

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    18. Fuuinjutsu



    Sealing Arts
    Original Customs
    37.
    (Fuuinjutsu: Panikku Osutoricchi ) Sealing Technique: Panicked Ostrich
    (Fuuinjutsu: Panikku Osutoricchi ) Sealing Technique: Panicked Ostrich

    Rank: B
    Type: Supplementary
    Range: Self
    Chakra Cost: 20
    Damage Points: N/A
    Description: A variation of Generic Sealing Technique, it allows the user to seal him/herself within a chosen storage scroll, which can be done in pre-prepared scrolls with a single handseal or through the same seal used in Generic Sealing Technique. The variation comes from the ability to seal corpses, whereas the user mimics that by using one's own chakra to seal oneself, making it so that there is no sort of resistance or conflict with different chakra systems. The sealing is done very quickly, in a matter of a second, where the user is seemingly sucked into the scroll, head first. Only the user can be sealed within the storage scroll, 1 person, no allies can come in as well.
    The user is contained in a black void dimension, allowing only a few minutes before asphyxiation. With a second handseal, the user can unseal him/herself back to the world.
    *Can only be 1 turn inside the seal, else the user will asphyxiate*
    *The user is able to feel the scroll through chakra, as well as any chakra source in contact with it. I.e. opponent's standing within a meter of the scroll without Chakra Suppression, or with Chakra Supression in physical contact with the Scroll, exception being Muu and Karin
    *Only the user can seal or unseal the scroll*
    *The scroll, simple paper normally, suffers no defensive bonus, meaning the user is forcefully spat back, with full damage taken, case something destroys the seal, the only connection between the outside world and the black void.*
    *Mastering Fuuinjutsu allows the usage of this technique at half the chakra cost*
    Approved


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

    (Fūinjutsu: Erementaru ori) Sealing Art: Elemental Weave
    Rank: A
    Type: Offensive/Supplementary
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals and inserting chakra into the middle kanji releasing an elemental combination of the two chakras at the opponent.
    Different Seal Combinations
    Fire/Lightning Seal
    After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

    Water/Wind Seal
    After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out at 1m and widens up to 3m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source. It can also travel up to mid.range before dying out.

    Earth/Wind Seal
    After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 5m and starts 2m off of the floor reaching up 4m in the air. The wave has a mid.range reach before the technique ends.

    Water/Lightning Seal
    After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

    Earth/Fire
    After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them severely burning them in the process. The dragon can reach up to mid.range before falling apart and collapsing.
    NOTES:
    No Fūinjutsu for the next 2 turns
    User can only have all scrolls made, but can only use 3 per battle
    User cannot use any jutsu of the two combining elements in that same turn, and 1 turn after
    Can only be taught by Zanda
    Trained

    Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
    Type: Supplementary
    Rank: D
    Range: Short (When seal is applied on the object)
    Chakra Cost: 10
    Damage Points: N/A
    Description: The user applies a sealing formula to a case of sorts (the 'case' doesn't necessarily have to be a case. It can be a letter, door, scroll, jar, box, suitcase, etc. Anything that can be opened can have the seal applied to it. After applying the seal, it seems to disappear on the object but is still there, just no longer visible. Seemingly doing nothing, the seal allows the user to know if the object has been opened. Once the object is opened, the seal is broken and the user is mentally alerted. Using the principles of chakra taught by the second Hokage, when the seal is broken, the tiny fraction that dissipates and alerts the user, also creates a fleeing chakra signal. This can be used to attach a paper bomb to the "case" which is automatically detonated once the seal is broken ( Quantifiable as 10 damage from the explosion of a paper bomb ). This usage is supplementary, and works with 1 paper bomb placed at the same time as the seal, it serves no purpose deactivating genjutsu or enemy seals.
    *Taught by Mandy*
    Trained

    Wind/Sealing Technique: Ouranos' Gift| Fuuton/Fuuinjutsu: Ouranos' Houtei
    Type: Supplementary
    Rank: C
    Range: Short-Long
    Chakra 15
    Damage Points: N/A
    Description: The user applies a sealing formula onto a paperbomb, infusing a small amount of wind chakra in it. While harmless on it's own, once the tag detonates, the burst of wind will feed the explosion, making a single tag as destructive as three, the norm being 10 damage. The seal is applied in short range, and seems to disappear afterwards. The secondary use of this seal is that, while activated, the user can, with a single handseal, release the seal, which will detonate the wind-powered tag, just like a normal tag, but, with the presence of the seal, the user is able to access it at any range, making it a perfect remote controlled bomb.
    *Taught by Mandy*
    Trained

    Fuuinjutsu: Kyō no Yōso Fūin | Sealing Arts: Master Element Seal
    Type: Offensive/Defensive/Supplementary
    Rank: A-Rank
    Range: Short
    Chakra: N/A
    Damage: N/A
    Description:
    A simple basic sealing technique, this elemental seal is designed to work as an advanced substitute to the normal, basic ninja special weapons such as exploding tags, smoke bombs, flash bombs, etc. In a method similar to that of the Contract Seal or the Thunder God Seal, the user will mark anything through touch with a circular seal, which contains the kanji for the chosen element or elements in the middle, no bigger than his own palm. As he does this, he focuses his chakra inside the seal, varying the amount according to his own needs. The raw chakra is then manipulated by the sealing formula and bound to the medium. The seal will then be charged with the given element and its properties and can then be used for a variety of effects. Different seals can be created depending on the will of the user and can vary in how they trigger, how strong they are, how its released, their type (destructive, defensive) and even what specific effects they create.

    Trigger: The seal can be set to trigger and release the sealed chakra on command (confrontation handseal), proximity of specific chakra signature, proximity of any foreign chakra, after a set amount of time or a custom set of conditions that might suit the situation.
    Strength: The user can infuse anything from 10 chakra points up to 30, into the seal, giving him freedom in what power he can release when used. This creates a directly proportionate effect in terms of rank, meaning that, for example, 30 chakra points will produce an A-rank damage or effect.
    Release Method: The user can set the seal to release chakra outwards all around, outwards in a localized burst from the seal, directly infusing the medium in which the seal is placed, etc.
    Type: The seal can be destructive in the effect it produces or defensive. Destructive will basically create an explosion or otherwise damaging attack using the seal as the trigger point and using the same element and its given properties. This explosion will be confined in short range around the sealing mark for explosions up to A-Rank, were as A-Rank explosions will trigger an explosion up to mid range in size. Directional blasts can reach mid range if B-Rank or below or long range if A-rank. The user has control over the size, as long as these max sizes are obeyed. Defensive use can be applied in both physical means (like unsealing a large amount of earth chakra creating a large boulder wich will defend from an incoming water attack) or disruptive means (unsealing lightning chakra directly on to an earth technique can be used to cancel its chakra and cancel the technique).


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

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

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

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


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    Last edited by Lili-Chwan; 10-12-2014 at 10:31 PM.

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