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  1. #1

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    The Playbook

    The Playbook is the oldest book in existence, predating even the Holy Bible. It is the ultimate collection of plays, both, created by and taught to Barney. This book was written by Barneyson Stinsonian, the grand-grand-grand-(and a few more grand)-grandfather of Barney Stinson and it was carefully passed down through generations of the awesomest bloodline in existence. Each generation added a new play to it and now it's Barney's turn to use this ultimate tool and achieve perfection and nirvana. With this book the dream to become Legen-wait for it-dary can become reality.


    Barney's own Plays:

    CW) Kyōshin-ki | The Resonator

    CFS) Oto Suishin | Sound Propulsion
    1) Oto Suishin: Suishin | Sound Propulsion: Propulsion
    2) Oto Suishin: Suishin no Sakkaku | Sound Propulsion: Illusion of Propulsion

    CE) Kapusaichinton | Capsaicin Release
    N/A

    S1) Hyouton: Kōrudotatchi | Ice Release: Cold Touch
    S2) Hyouton: Sennen Hyōrō | Ice Release: Thousand Years' Ice Prison
    S3) Hyouton: Mabayui bakari no rifurekushon | Ice Release: Blinding Reflection
    S4) Hyouton: Tsurusu tsurara| Ice Release: Hanging Icicles
    S5) Hyouton: Paudāsunō | Ice Release: Powder snow

    1) Kure-n Geijutsu: Toranpetto ni yoru aizu | Crane Arts: Trumpet Call
    2) Hyouton: Khione no saikuron | Ice Release: Khione's Cyclone
    3) Hyouton: Akuma no yōna kōri no meikyū | Ice Release: Demonic Ice Labyrinth
    4) Hyouton: Kōri no meikyū o oritatamu | Ice Release: Collapsing Ice Labyrinth
    5) Hyouton/Futon: Kaze Okan Nohara | Ice Style/Wind Style: Wind Chill Field
    6) Hyouton: Shiroi zukin o kabutta sōryo | Ice Style: White hooded monks
    7) Suiton: Kyabitēshon | Water Release: Cavitation
    8) Suiton: Chika mizu | Water Release: Subterranean Waters
    9) Fuuton: Haipā sanso-ka | Wind Style: Hyperoxygenation
    10) Genjutsu: Sairento kōri | Illusionary Arts: Silent Ice
    11) Genjutsu: Kage bunshin no sakkaku | Illusionary Arts: Shadow Clone Illusion
    12) Genjutsu: Gedoku | Illusionary Arts: Detox
    13) Genjutsu: Shojishōgai | Illusionary Arts: Dysgraphia
    14) Fuuinjutsu: Mizu No Kami No Shirushi | Sealing Arts: Seal of the Water God
    15) Ototon/Genjutsu: Doppurā kōka | Sound/Illusionary Arts: Doppler Effect
    16) Ototon: Kussetsu | Sound Release: Refraction
    17) Ototon: Hirō | Sound Release: Exhaustion
    18) Ototon/Genjutsu: Furasshu-Gurō | Sound/Illusionary Arts: Flash-Taunt
    19) Shīhōsu Geijutsu: Kamofurāju | Seahorse Arts: Camouflage
    20) Shīhōsu Geijutsu: Chakura no kyōka āmā | Seahorse Arts: Chakra Enhanced Armor
    21) Shīhōsu Genjutsu: Shussan | Seahorse Illusionary Arts: Giving Birth
    22) Shīhōsu Mōdo | Seahorse Mode



    This is my personal custom jutsu thread so please refrain from posting. I will report every post and consider it as spam. Only staff members can post in here if there is anything faulty with the thread.

    I am always willing to trade my custom creations, however I expect you to have something worthy in return. If there's anything you'd like to have in your arsenal, please send me a VM. Thank you.

    The banners found in this thread are my work and as such nobody can use them without my permission. If I see you using them without my knowledge, I will take them down.
     
         
    Last edited by McRazor; 10-15-2014 at 08:05 AM.

  2. #2

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    Re: McRazor's Customs.


    CW) Kyōshin-ki | The Resonator
    Type: Weapon
    Rank: S
    Range: N/A
    Chakra Cost: N/A
    Damage Points: N/A
    Description: The Resonator is a legendary shinobi weapon, developed during the establishing era of Otogakure. Since the villagers of Otogakure were known for their ability to control sound and soundwaves they wanted to develop a weapon to complement their talent. As the outcome, The Resonator was made. Regarding its looks, it's not much different than a regular katana. However, since a book shouldn't be judged by its covers, neither should this weapon. Its real power lies within it. The Resonator is actually shallow, having an elongated cavity within it, with a long and thin needle inside it. The cavity is barely a few millimeters in diameter, enough for the needle to be positioned in the middle and still have space to move around. The purpose of the needle is to react to soundwaves. As a soundwave comes across the blade, the needle starts vibrating and tapping on the inside walls of the hole, enhancing the soundwaves and transferring them through the hilt, into the users hand, informing him of the incoming soundwaves. The user, having full mastery of the Sound release, is supposed to know a variety of different frequencies and by the way the needle vibrates, he can distinguish incoming soundwaves, without even hearing them. The weapon is slightly bigger than a regular katana in both thickness and length, in order to make sure that it doesn't lose on sturdiness because of the hole within it. The weapon is made from a special steel called Tamahagane and it consists of several layers of this material, making it very strong and firm. Because of the technique used to make it, it's considered indestructible and it's edge is very hard to dull.

    The resonating needle and its ability are considered passive because they are built into its structure, while the weapon also has an unique ability that the user can activate upon his wish, using the resonating frequency. However, this active ability can only be used twice per battle and it can't be used in consecutive turns. Each of the basic five elements has it's own frequency and when the user uses one of them, they produce a sound, unless it's stated otherwise in the description of the jutsu. As the sound of the jutsu hits the sword and the needle resonates at the certain frequency its vibration creates a, so called reverberation, which simply requires the user to swing the sword in order to release the soundwave and cast a weak genjutsu onto the opponent. The swing should be performed immediately after or in conjunction with the previous jutsu in order to maximize its effectiveness. The genjutsu would be B ranked and simple and straightforward. In the genjutsu, the user would change the way the opponent perceives the incoming jutsu. He could make the jutsu change its trajectory and make it appear as if the jutsu if following an arc or such. Since it's an audiovisual genjutsu, the sound would correspond the visual trajectory of the jutsu. Of course, all effects are bound to the rules of Narutoverse and are required to be as realistic as possible, again concentrating on its effectiveness.
    Note: The genjutsu counts as one of the users moves per turn and can only be used 3 times
    Note: Requires sound mastery to be used effectively
    Note: Owned by McRazor


     
         
    Last edited by McRazor; 09-26-2013 at 05:12 PM.

  3. #3

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    Re: McRazor's Customs.


    Crane Summoning Contract

    Summoning Animal: Crane
    Scroll Owner: Scorps
    Other Users who have signed contract: McRazor
    Summoning Boss if existing: Sono Aoi Keimei
    Other Summoning Animals tied to contract: Grus, Sarus

    Cranes are a family of large, long-legged and long-necked birds in the order Gruiformes. There are fifteen species of crane in four genera.

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

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

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


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

    Taught to
    1) Scorps x




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

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

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

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

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

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

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

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

    Restrictions:
    -While usable by every crane summon, each crane summon can only use it once per battle
     
         
    Last edited by McRazor; 10-22-2014 at 04:58 PM.

  4. #4

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    Re: McRazor's Customs.


    Seahorse Summoning Contract

    Summoning Animal: Seahorse
    Scroll Owner: McRazor
    Other Users who have signed contract: Dragy, Cobalt, Yashiro
    Summoning Boss if existing: N/A
    Other Summoning Animals tied to contract: Glaucus, Chaos, Aeolus, Hephaestus
    Description and Background:

    Seahorses live in almost every sea and ocean around the world and there are currently 54 recognized species. They are one of the most majestic creatures found on earth, with seahorse mythology being found worldwide. Seahorses are renowned for their unique morphological features. The seahorse is a blend of a host of diverse creatures. The seahorse is said to have a head of a horse, a snout of an aardvark, eyes of a chameleon, pouch of a kangaroo and the tail of a monkey.

    Seahorses are truly unique, and not just because of their unusual equine shape. Because of their body shape, seahorses are rather inept swimmers. In fact, Seahorses prefer to rest in one area, sometimes holding with their tails on to the same coral or seaweed for days. They beat their fins very quickly, up to 50 times a second, but they do not swim quickly. They are, however, very maneuverable and able to move up, down, forward or backward at great speed but only short distances. Although they are bony fish, they do not have scales but rather thin skin stretched over a series of bony plates, which are arranged in rings throughout their body. Each species has a distinct number of rings which gives them an unique protective armor. Its body can be compressed to half its normal size without lasting damage. The body’s resilience comes from its structure: approximately 36 square segments, each made of four bony plates. The plates connect to the spinal column’s vertebrae with collagen and can glide past one another, keeping the spine safe. This allows them to survive physical and pressure damage up to a single B rank, two C rank or four D rank techniques, before dispersing to their homelands.

    Since the Seahorses are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range form the user. Seahorses are experts at camouflage which enables them to change color to match their habitat, helping them fend of predators. While feeding they produce a distinctive click each time a food item is ingested. The same clicks are heard with social interactions. This gives them the ability to communicate with their summoner, once he learns their clicking language which is achieved after finishing the training and adopting to the animal. Unusual among fish, seahorses have a flexible, well-defined neck and eyes that can move independently of each other which provides great awareness.

    They mostly range from a few centimeters to a meter in size, while the boss summon is up to five meters and capable of protecting its summoner within its belly. Unlike any other animal species on the planet, Seahorses are the only males that become pregnant thus their belly pouch in which they carry the eggs during breeding season. The belly pouch has an oviduct which the user can use to enter or exit the pouch when in danger. Seahorses have a very unique chakra circulatory system which allows them to produce and manipulate water and wind techniques using their elongated snouts. They are also considered genjutsu masters and capable of producing powerful and unique illusions. Since they don't have hands they use the clicking noise as a medium for genjutsu.


    Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus
    Type: Defensive/Supplementary
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments due to the innate chakra enhanced shield. It is the only seahorse with an innate chakra enhanced shield, capable of surviving two techniques up to A rank (or one S rank technique), however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.
    Note: Must have signed the Seahorse contract and have its tattoo
    Note: Water shield (both on itself and the summoner) can only be used twice per battle but can be maintained for 2 turns. It also counts as a move usage.
    Note: Glaucus can stay on the field for 4 turns
    Note: Can only be summoned once


    Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos
    Type: Offensive/Supplementary
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it could awake fear within the opponent although nothing alike killing intent. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water within medium range on the battlefield into its own water source and expanding it for the same amount of water as its own advantage. Unfortunately, the suction effect has its limitations. It can only suck up water sources/techniques up to A-rank and it can only be used twice per battle, with a 1 turn cooldown. Once sucked in, the water can later on be used for further techniques by the seahorse or user as a regular water source, however, the seahorse itself doesn't have the ability to immediately expel the water and would have to use a designated technique for that. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.
    Note: Must have signed the Seahorse contract and have its tattoo
    Note: Water suction can only be used twice per battle with a 1 turn cooldown
    Note: Chaos can stay on the field for 4 turns
    Note: Can only be summoned once


    Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus
    Type: Supplementary
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create bubbles and air pockets within its own water source. After creating the bubble/s, Aeolus has two choices. It can either rapidly expel a massive amount of smaller bubbles that hinder the opponents vision and help the user prepare a covert attack or expel a big bubble that can be used to trap the opponent within it and contain his techniques. When used in rapid succession the bubbles don't pose a physical threat to the opponent purely by themselves but mainly serve as a distraction. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength is divided (ranked for defensive scaling purposes). The other way of using the bubble is trapping the opponent, but it is a slower technique because it needs to travel to the opponent first. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents. Once the bubble reaches its target it wraps around the opponent and instead of popping, due to the chakra coating, it maintains its form making it seem as if the opponent passed through one side of the bubble. Once in there, the opponent has to comply with the strengths and weaknesses of the water element in order to destroy the bubble and free himself. The bubble doesn't physically constrain the opponent but it prevents him from escaping from within the bubble before destroying it and one of the main purposes for the bubble is helping the user to further manipulate the bubble as a regular water source.
    Note: Must have signed the Seahorse contract and have its tattoo
    Note: Bubbles can only be used twice per battle with a 2 turn cooldown
    Note: Aeolus can stay on the field for 4 turns
    Note: Can only be summoned once


    Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus
    Type: Offensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.
    Note: Must have signed the Seahorse contract and have its tattoo
    Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown
    Note: Evaporation can only be used once per battle
    Note: Using any of its abilities counts as a move turn
    Note: Hephaestus can stay on the field for 4 turns
    Note: Can only be summoned once


    19) Shīhōsu Geijutsu: Kamofurāju | Seahorse Arts: Camouflage
    Type: Supplementary
    Rank: C-Rank
    Range: Self
    Chakra: 15 (-5 per turn)
    Damage: N/A
    Description: Camouflage is a general trait of the seahorses. Being a stationary and passive creature, without any predatory skills, it developed camouflage as its own defense in order to survive on the sea bottoms. Camouflage works by changing the color of the seahorse to fit the natural nabitat. To a regular observer it would seem as if the seahorse vanished from sight and back into its homeland, leaving a bare water source behind it. It lasts for 2 turns or until deactivated. Dojutsu can see and locate the seahorse because it possesses a chakra circulatory system like humans.
    Note: Must sign the Seahorse Summoning Contract
    Note: Can only be used once

    Taught to
    1) Dragy x
    2) Cobalt x
    3) Yashiro x


    20) Shīhōsu Geijutsu: Chakura no kyōka āmā | Seahorse Arts: Chakra Enhanced Armor
    Type: Supplementary
    Rank: A-Rank
    Range: Self
    Chakra: 30
    Damage: N/A
    Description: The chakra enhanced armor consists of chakra being channeled into the scales that are encasing the body of the seahorse. Since the armor is one of the most unique defense mechanisms created by mother nature the seahorse has the ability to enhance it with chakra. What the chakra does is creating a new layer around the scales and adding extra durability to both the scales and the adhesive that is connecting them. This allows the scales to glide smother past each other and with greater care and precision, making sure that the seahorse can survive stronger techniques. The chakra enhanced armor allows the seahorse to survive an A rank technique before dispersing back to the depths of the ocean. It lasts for 3 turns or until deactivated or broken by an outside source.
    Note: Must sign the Seahorse Summoning Contract
    Note: Can only be used once

    Taught to
    1) Dragy x
    2) Cobalt x
    3) Yashiro x


    21) Shīhōsu Genjutsu: Shussan | Seahorse Illusionary Arts: Giving Birth
    Type: Supplementary
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20
    Description: Using its chakra and the clicking noise as a trigger, a seahorse can place the opponent within an illusion where it starts giving birth. Seahorse giving birth is very specific and unique from most other animals. Seahorses are the only males that give birth and when they do, they undergo a rapid color change before releasing the newborn from the pouch in a burst-like manner. In the illusion, the opponent would see the seahorse's pouch momentarily grow and the seahorse rapidly change its color (to a brighter shade). Finally, with the first contraction the seahorse would release a burst of very small seahorses at the opponent with the intention to block his vision and to distract him. The usual amount of seahorses being born is around 1000 but can even go as high as 2500, depending on the species. The size of the newborn seahorses within the illusion also depends on the seahorse giving birth. For example, the boss summon would obviously give birth to larger seahorses than usual, because his size is unusual as well. Since the amount of seahorses being born is extremely high and inappropriate it can be well explained. Like almost all other fish species, seahorses do not nurture their young after birth. Infants are susceptible to predators or ocean currents which wash them away from feeding grounds or into temperatures too extreme for their delicate bodies. Less than 0.5% of infants survive to adulthood, explaining why litters are so large. In reality, the illusion is a simple distraction used in order to give the user an advantage against the opponent.
    Note: Must sign the Seahorse Summoning Contract
    Note: Can only be used twice

    Taught to
    1) Dragy x
    2) Cobalt x
    3) Yashiro x


    22) Shīhōsu Mōdo | Seahorse Mode
    Type: Supplementary
    Rank: S-Rank
    Range: Short
    Chakra: 40 (-20 per turn)
    Damage: N/A
    Description: The Seahorse Mode is a representation of the Seahorse Arts ultimate ability. To execute the technique the user is required to gather chakra and release it in the form of mist by exhaling it. The mist is infused with the users chakra and using shape manipulation the user shapes it into the form of Kingdra, the boss seahorse summon. While shrouded by the mist the users vision is not impaired because the mist isn't dense enough. Same way, the opponent is able to see the user properly. The misty shroud has many advantages but it is also a disadvantage for the user. When using the Seahorse Mode, the user gets vulnerable to lightning techniques due to the conductivity of the mist. Regarding the advantages, it allows a degree of protection from enemy techniques (A-Rank Fire techniques, B-Rank physical attacks), but the main ability of the Seahorse Mode is that it allows the user to perform water techniques without a water source by using the misty shroud as a medium (water source). Each usage of this ability, however, decreases the duration of the Seahorse Mode by 2 turns. This ability can only be used twice and there needs to be a one turn cooldown before using it again. This ability doesn't count towards the users techniques per turn but the water technique used via this ability does. Although the user can form water techniques from the shroud he still has to perform all the necessary handseals in order to properly mold and shape the chakra for the designated water technique. The secondary ability of the shroud appears to be a bit more freeform by allowing the user to shape the misty shroud into a long tail that can grab opponents within short range and pull or push them away. In order for the mist to be able to grab something it needs more solidity which is achieved by simultaneously making the misty shroud much denser by shape manipulating it. This ability has an A-Rank power and a mid range reach. While using Seahorse Mode the user becomes an embodiment of the seahorse due to the misty shroud and he can perform the Seahorse Arts techniques which, regularly, count as one of the users techniques per turn.
    Note: Must sign the Seahorse Summoning Contract
    Note: Can only be activated once
    Note: Mode lasts for 6 turns

    Taught to
    1) Dragy x
    2) Cobalt x
    3) Yashiro x




    Shīhōsu Geijutsu: Tlanusi no kyūin) - Seahorse Arts: The suction of Tlanusi
    Rank: A
    Range: Short - Long
    Type: Offensive
    Chakra: 30
    Damage: 60
    Description: Once the target is in contact with the same source of water as a seahorse, the seahorse would place its snout into the water and start powerfully sucking through its snout whilst releasing
    its chakra, causing a whirling vortex to form beneath the target, said vortex draws the target into the center of it forcefully drawing the target deeper and
    deeper into the water as well as throwing them entirely off balance and making them dizzy whilst the jutsu is in effect, once the target is drawn deeper into the water, the seahorse blasts heavier causing large amounts of pressure to be placed upon the target in attempt to drown him/her.
    Notes - Requires the user and target to be in contact with a sufficient water source
    - Can only be used 3 times per battle
    - Can only be taught by Yashiro.
     
         
    Last edited by McRazor; 10-22-2014 at 04:58 PM.

  5. #5

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    Re: McRazor's Customs.


    7) Suiton: Kyabitēshon | Water Release: Cavitation
    Type: Offense/Supplementary
    Rank: A
    Range: Short/Long
    Chakra: 30
    Damage: 60
    Description: Cavitation is a very advanced technique where the user, after performing a single handseal, uses his own chakra to create air pockets in a body of water. The size and number of the pockets, so called cavities, differs from each body of water. After being created the cavities collapse on itself, i.e. implode, under the pressure of the water. When the cavitation bubbles collapse, they force energetic liquid into very small volumes, thereby creating spots of high temperature and emitting shock waves, the latter of which are a source of noise. The implosion effect is so strong that it can easily create holes in metal objects over a prolonged period of time. It also causes instability in the body of water and harm to anything caught within it. The cavities usually differ in size, from the moment they are created to the moment they implode. Even so, they never exceed the size of a somewhat regular marble (1/2 to 1 inch). The number of the cavities depends on the size of the water source because they can be created in every inch of the water source giving a better implosion effect overall. Bigger water source equals more cavities.
    Note: Needs a water source
    Note: Usable only twice (2) per battle
    Note: Only McRazor can teach this


    Taught to
    1) -Cobalt- x
    2) ReXii x
    3) Zero Kelvin x
    4) Sharingdork x
    5) Erzo x
    6) Negative Knight x


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

    Taught to
    1) -Cobalt- x
    2) Teno x
    3) Scorps x
    4) Drackos x
    5) Dragy x




    (Suiton: Ichi Keiteki Howaido Kujira): One Horned White Whale
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user needs to be close to a water source.Set of handseals to perform this jutsu go in order: Bird-Dog-Boar-Monkey-Snake-Tiger.The user concentrates on his chakra inside his body then releases it into a water and performs handseals adding his chakra into water then imaginating a one horned white whale making its body as hard as possible.Then when whale is fully shaped it will rise from water thundering down on an opponent, crushing them and the surrounding area under its large mass of water.When whale attacks the opponent all that is left is a giant pool of water.

    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

    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: atomikku shin'en) Water Style: Atomic Abyss
    Type: Offensive
    Rank: A
    Range: Close –Mid (most effective up close)
    Chakra: 30
    Damage: 60
    Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
    *entitled to any elemental variations of this jutsu*

    (Suiton: Bāsuto) – Water Release: Burst
    Rank: C
    Type: Supplementary
    Range: Depends on Earth/Wood jutsu used before hand.
    Chakra cost: 15
    Damage points: N/A
    Description: The user would activate this jutsu which allows him to add his water chakra to all Earth/Wood jutsus used no more than a second after the usage of the Earth/Wood jutsu. Although it does no physical harm, this jutsu allows the user to shoot out an extremely quick burst of water straight after an Earth/Wood jutsu is used from wherever that Earth/Wood jutsu appears from. For example, if Spikes are used, this jutsu would allow a quick burst of water to shoot out to anywhere short range from the spikes themselves. This jutsu does not work on the mud related Earth jutsu. The water itself does no damage, however it has some pushing force which is able to knock an opponent back a meter or two, other than that it mainly distracts the opponent. The user can deactivate this jutsu at any time, and can stop the addition of water chakra so that he/she can control when the water bursts out.

    (Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
    Rank: A
    Type: Defensive
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.

    Note: Can be used twice
    Note: Must have mastered Taijutsu
    Note: Must wait two turns to use again.
    Note: Must be taught by Mathias

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

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

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

    (Suiton: Mizu Bakuha) Water Style: Water Explosion
    Rank: A-S
    Type: attack
    Range: short - long
    Chakra: (A rank: 30) (S Rank: 50)
    Damage: (A rank: 60) (S Rank: 100)
    Descriptions: 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*

    Water Style; Blessed Drop (Suiton; keitaku tekika)
    Rank; S
    Type; Attack/Defense (can be both at the same time)
    Chakra cost; 40
    Damage points; 80
    Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques.
    Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb.

    (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

    (Suiton: Rikkidou Kusari no Jutsu)- Water Style: Liquid Chains
    type: Supplementary
    Rank: B
    Range: Long
    Chakra Cost:25
    Damage:N/A
    Description: The user binds their opponent using highly concentrated water that comes up, directly under the opponent, from underground which take the form of chains. The water will chase the opponent for a short distance until the opponent gets far away from it. This attack is extremely difficult to evade and can only be escaped with a replacement jutsu, or earth jutsu.

    (Suiton: Mizu-Yaki-Ire) - Water Release: Water Hardening
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 25 (+10 per turn)
    Damage Points: N/A
    Description: The user does 2 hand seals and is able to cause any small amount of water (C-rank and below) to harden temporarily. This only works on the user's water created water or manipulated water. This jutsu follows the same principle as the Water Sword of Draining in which it will harden the water so much so that it can match steel's hardness. However, it will only last a few moments, as chakra needs to be fueled into it to keep it harden.
    Note: User can keep it harden for a maximum of 2 turns, as long as he keeps focusing chakra into it and doesn't perform other techniques.

    水雷 ( 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

    (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*

    (Suiton: Bochabocha Seme) Water Release: Splash Attack
    Type: Supplementary
    Rank: E
    Range: Short
    Chakra Cost: 5
    Damage points: N/A
    Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
    Note:
    -Requires a Water Source
    -This Jutsu can only be taught by Serpent

    (Suiton: Jinzouningen) Water Release: Prone
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage points: 60
    Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
    Notes:
    -Can only be used twice per battle
    -Requires a 2 turn cool down
    -Requires a water source
    -If maintained, the user spends another move.
    -Can only be taught by Serpent

    (Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool
    Type: Supplementary
    Rank: S
    Range: Mid-Long
    Chakra Cost: 40
    Damage points: 80
    Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
    Notes:
    -Can only be used once per battle.
    -Requires a Water Source.
    -No S-ranks or above next turn.
    -This Jutsu can only be taught by Serpent

    (Suiton: Koi Kihou) Water Release: Dense Pressure
    Type: Attack
    Rank: Forbidden
    Range: Short
    Chakra Cost: 50
    Damage points: 100
    Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is within the water, their hand will be crushed as well.
    Note:
    -Can only be used after "Water Style: Water Prison"
    -Can only be used once per battle
    -This Jutsu can only be taught by Serpent

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

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

    (Suiton: 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.

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

    (Kinjutsu Suiton: Itami Gisei) Forbidden Water Release: Sacrificial Pain.
    Type: Supplementary/Attack/Defence
    Rank: Forbidden
    Range: Short
    Chakra Cost: 50
    Damage points: 90
    Description: Before or After making contact with an opponent the user will drawl water from there own body and form small thin yet dense spikes as thin as needles stick out throughout there body or designated area of the user. This will form a defensive lair of countless needles that can easily pierce into an opponent. When these needles stab into an opponent they take old keeping the opponent stuck in the connected area almost like glue, although this is causes by small barbs located at the ends of each spike. Upon the users will they can release the water outwards in a large blast that will blast back the opponent causing extreme crushing power and force sending them flying backwards. Because of the use of the users own water within his body this Jutsu causes extreme dehydration. This makes the user feel drained and dizzy as well as blurs his vision stunting his ability to see well. This will also cause the user to look slightly "aged" after use of this Jutsu.
    Note:
    -Can only be used one time per battle
    -Dehydration last for two turns
    -This Jutsu can only be taught by Serpent
     
         
    Last edited by McRazor; 11-16-2014 at 09:38 AM.

  6. #6

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    Join Date
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    Posts
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    Re: McRazor's Customs.




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


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

    (Doton: Gurando Bakuhatsu Chikyū Hadō) - Earth Release: Grand Exploding Earth Wave
    Type: Supplementary, Defensive, Offensive
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will forcibly clap his palms together and spits out a great volume of soft earth/dirt from their mouth, which would be enough to match a lake's worth. This will create waves of soft earth which will crush any person who stands underneath the wave with it's weight, the user will be capable of riding any of these waves if he wishes. This technique is similiar to Kisame's Water Release: Exploding Water Colliding Wave.
    -Can only be used 3 times per match

    (Doton: Koudo Ame)-Earth Style: Earth Rain
    Type: Attack
    Rank: S
    Range: Medium/Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After the necessary hand seals, the user will infuse a large amount of earth with chakra then uplift it, raising it into the sky. Then form the material into a large amount of earth spikes. These will be sent crashing down upon the target covering a large area, cutting and piercing the target with large sharpened rocks. These projectiles are infused with chakra adding to their strength and lethality, making them hard as steel.
    *Note: Can only be used two times in battle.
    *Note: The user can't perform Earth Style next turn after using this jutsu.
    *Note: Takes ten seconds to prepare the attack.
    *Note: Faust can only teach this.

    [Doton: Seis Fleur Kuracchi] Earth Release: Six Flower Clutch
    Type: Attack
    Rank: A
    Range: Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
    Note:
    ♦ Can be used 4 times per battle.
    ♦ Can only be taught by Blizzard.

    Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)
    Type: Supplementary
    Rank: A
    Range: Short/Mid/Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
    *the dome last for the whole battle until destroyed with S-rank lightning*
    *can only be used once*

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

    (Doton: Tēburu Furippu) - Earth Style: Table Flip
    Type: Defensive, Supplementary
    Rank: D-Rank
    Range: Short
    Chakra: 10
    Damage: N/A
    Description: The user sends their earth chakra into the ground directly in front of them causing a four legged table to rise from the ground. The earth will naturally detach itself from the surface which will enable the user to kick or flip the table over. The table can be used to block kunai, swords, and other basic ninja tools. Elemental weaknesses and strengths do apply.
    Note: Can only be taught by Drackos
     
         
    Last edited by McRazor; 10-15-2014 at 08:10 AM.

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    Re: McRazor's Customs.




    土雷 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

    (Raiton: Denkou Tora): Lightning Tiger
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost:30
    Damage Points:60
    Description: The user gether a large amount of raiton chakra inside his body and then channels it all into his arm making huge electric field around his arm and electric sparks flying around it the user then shapes the electric field and the sparks into a normal sized lightning tiger wich will as soon as created attack opponent with electric current that destroys everything in its way leaving everything electrified.The tiger only strikes once and wanishes.

    Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
    Rank: A
    Type: Deffense/ Supplementary
    Range: Short
    Chakra Cost: 30
    Damage Points: N/a
    Description: The user channels his Raiton chakra into his feet and generates little steams of lightning under them. By doing so the user will be able to walk on mud. Normaly a strong lightning technique will go trough the mud and make a big hole. However by decreasing the electricity the user is able to create small steams of lightning which does not go deep trough the mud, only enough to keep the user on top of it. However while using this the user is very vulnerableto water techniques.

    *Can only be taught by PowerOfDarkness
    *Jinbei is the co-creator of this jutsu
    *Can only be used 2 times per battle
    *No S or A rank Raiton techniques the following turn this jutsu is used.
    *Lasts for 2 turns

    Raiton: Sutatikku Menshoku| Lightning Release: Static Shock
    Type: Offensive
    Rank: B
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: A technique where the user builds and gathers their raiton chakra before releasing it out towards their opponent. Instead of targeting the opponents body, the user targets their clothes. Imbuing their Raiton chakra into all of the opponents garments. The purpose of this is to enhance and increase the chances of static electricity build up created by the opponents clothes when they move via friction and what not. Embedding so much chakra into the clothes of the opponents, that even with the slightest of movements the user experiences small static shocks. This makes tasks such as performing handseals or making bodily movements particularly hard as the opponent will be repeatedly shocked while doing so. Not to mention that tasks such as running and sprinting become extremely cumbersome as large electrical discharges are sent through the opponents body repeatedly. Due to the fact that the larger and more boisterous the movements, the more frequent and powerful the static discharges. This effectively makes the opponents own clothes both their prison and possibly even their demise and undoing. Weather also has a play in the technique, should it be breezy then the opponents clothes will be moved by an exterior force, thus static electricity will be produced. When the opponent uses a water jutsu it plays little role in the static discharges, and if by any chance the discharges and the water meet, the electricity will simply conduct into the water technique as a exceptionally weak current that follows the waters flow and thus slightly empowers the jutsu. Even if the flow of the water was to result in the current conducting towards the opponent, since the static discharges are relatively weak unless exceptionally large movements are made, such as running, the damage dealt wouldn't be that great. Simply minor shock and possibly momentary paralysis at worst.

    Notes:
    - Can only be used 2x
    - Lasts for two turns
    - No Raiton jutsu above A rank for the rest of the turn.
    - Can only be taught by Scaze
     
         
    Last edited by McRazor; 10-15-2014 at 08:12 AM.

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    Re: McRazor's Customs.


    9) Fuuton: Haipā sanso-ka | Wind Style: Hyperoxygenation
    Type: Supplementary
    Rank: A
    Range: Self
    Chakra: 30
    Damage: N/A
    Description: User gathers chakra in his mouth and mixes it with the air that he's breathing in. With a deep breath he increases the amount of oxygen that the air carries and that get's bound to hemoglobin. With the increase of oxygen the hemoglobin carries through the users body, it reacts by much faster burning it up, resulting in increase of speed and strength of the user. His stamina raises and his reaction time cuts down. His awareness, sort of, reaches a higher level. When it comes to numbers, these boosts result in a +10 to taijutsu punches and kicks and a slight boost in speed, equal to one ninja rank. A Sannin ranked member would have the speed of a Kage and so would his tracking speed increase, proportionally, i.e. his awareness. The whole hyperoxygenation process happens inside the users lungs and doesn't have any contact with the air around the user, except the portion of air that he's breathing in. The effect would last 3 turns, before it wears off.
    Note: No Wind techniques above S rank, same or next turn
    Note: Only McRazor can teach this
    Note: Can only be used twice per battle

    Taught to
    1) Erzo x
    2) -Cobalt- x
    3) Mathias x
    4) Anduril x
    5) Flash07 x
    6) Zero Kelvin x




    [Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
    Rank: S
    Type: Attack
    Range: Short/Long
    Chakra: 40
    Damage: 80
    Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
    ~Usable only one times per battle.
    ~Their as fast as Rock Lee without weights
    ~Five projectiles are made from the users fingers.
    ~No wind techniques the next turn.
    ~Faust can only teach this.

    (Fuuton:Tei Ken): Air Blades
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost:30
    Damage Points:60(+10 dmg if used with fire)
    Description: User gatheres a bigger amount of wind type chakra into his body and then channels it into his weapon.Then by slashing the air with his weapon the user releases all of its gathered wind chakra and creates a trasparent image of his weapon made of air wich quickly attacks and cuts down enemy from several angles, used from distance for better hit and precision.Can also be used with fire for extra-burning damage.
    Note: Weapon needed such as kunai,shuriken,katana etc.
    Note: Can be used twice in battle but can be combined with fire only once.

    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: Daichi Senpuu) Wind Release: Ground Whirlwind
    Rank:B
    Type:Supplementary/Defence
    Range:Short-Long
    Chakra:25
    Damage:40
    Description:The user does 3 hand seals and focuses a satisfying amount of Wind chakra in the form of a whirlwind beneath his feet and into the surrounding area up to long range.He then releases the wind chakra blowing away any obstacles like snow,leaves or anything else that may prevent the user from touching the earth with his feet.Anything that touches the chakra from beneath will be cut so it defends from any attempts to attack the user from below.
    Note: Must be taught by -Cobalt-

    風火 (Futon/Katon: Ketsugō gijutsu || Eanetto)-Binding art || Air net
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description:
    For this jutsu the user makes a Ram handseal and then in the air above the opponent there starts forming a fisherman's net like structure made up of pure air once its forms it quickly falls on the opponent standing below it. This net then restricts the opponents movement and also stops him from doing any raiton jutsu since the net absorbs any lightning that leaks out. By doing another Tiger handseal the user can set the net ablaze with fire reducing the opponent to ash.
    -Can be used twice per battle.
    -Requires mastery of wind and fire.
    -the net can be easily destroyed by B rank fire while its in the air. The trick is to notice its formation.

    (Fūton ♦ Kaminaritataku) – Wind Release ♦ Thunderstrike
    Rank: A-Rank
    Type: Defense
    Range: Short-Mid
    Chakra cost: 30
    Damage points: N/A
    Description: This technique allows the user to defend against Sound by bending the Wind itself. By infusing chakra into the air, the user can create transparent shapes of wind that will reject Soundwaves by acting as shock-absorbers and redirecting the pressure. The user, applying the same concept on a larger scale, can also use this technique to compress attacks composed of some form of pressure, such as Sound and Wind.
    -Can only be used three (3) times per battle.
    -Can only be used once every second (2) turn.
    -Can only be taught by Zero Kelvin.

    Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
    Rank: S
    Type: Supplementary
    Range: Short/Long
    Chakra cost: 60 (10 every turn it’s active)
    Damage points: N/A
    Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
    Notes:
    Can only be used twice.
    Lasts for 5 turns.
    Can only be taught by Leeroy G. Zero

    ( riborubingu itami ) Revolving Pain
    Rank-S
    Type-Attack/Defense
    Range-Short/Mid
    Chakra-40
    Damage-80
    Description-
    The user manipulates the wind around him to create a rapidly spinning cocoon of wind, throwing anything around. The user may expand it to create a bigger dome. If A Fire type attack(of equal or lower rank) is launched against it it will surround the dome, getting caught in the spinning vortex.
    *Can only Be taught By icemyster*
    *Can only Be used 3 TImes per Battle*
     
         
    Last edited by McRazor; 10-15-2014 at 08:12 AM.

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    Re: McRazor's Customs.




    (Katon:Nenshou Tama): Burning Sphere
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user starts gathering a larger amount of fire chakra inside his lungs then after a needed amount of fire chakra has gathered the user performs a "Tiger" handseal and exhales all of the fire chakra he gathered and starts molding the fire to create an immense wall of flame that surrounds the target and then forms a huge contained sphere of flame in wich the enemies are imprisioned.Its shown to be extremly powerful and can be even capable of imprisoning a summoning.
    Note: Can only be used once per battle.
    Note: The user takes 25 Damage because of exhaling the fire.
    Note: Opponent trapped in the sphere of flame take damage because of the lack of oxygen in the sphere and from the burns received.Opponent and Summon are trapped for one turn.
    Note: No fire jutsu can be used the following two turns.

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

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

    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
     
         
    Last edited by McRazor; 10-15-2014 at 08:11 AM.

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    Re: McRazor's Customs.


    S1) Hyouton: Kōrudotatchi | Ice Release: Cold Touch
    Type: Supplementary
    Rank: B-Rank
    Range: Short/Long
    Chakra cost: 20
    Damage points: N/A
    Description: While standing on a water surface, user simply gathers Hyouton chakra in both hands and places them on the surface. As his hands gets in contact with the surface his chakra spreads through the water and freezes it, creating an around one meter thick layer of ice. If the opponent is caught standing on the water surface while the water underneath him is freezing he will be trapped. Once the freezing process completely ends the surface is safe to walk on.
    Note: Usable only four times per battle
    Note: Only McRazor can use this

    Taught to
    1) Ĺight x
    2) mangekyo byakugan x
    3) Yashiro x


    S2) Hyouton: Sennen Hyōrō | Ice Release: Thousand Years' Ice Prison
    ype: Attack
    Rank: S-Rank
    Range: Short/Long
    Chakra cost: 40
    Damage points: 80
    Description: User does a signle handseal and slams his hands on the ground. Then he disperses his Hyouton chakra and uses it to make several ice spikes protrude form the ground, in a circle, around his opponent. As they appear from the ground he makes them move inwards, towards his opponent, crushing him.
    Note: Usable only twice per battle
    Note: No S-rank or higher Hyouton, Suiton or Fuuton jutsu the following turn.
    Note: Only McRazor can use this

    Taught to
    N/A


    S3) Hyouton: Mabayui bakari no rifurekushon | Ice Release: Blinding Reflection
    Type: Supplementary
    Rank: B-Rank
    Range: Short/Long
    Chakra cost: 20
    Damage points: N/A
    Description: While the field is on ice, user quickly channels chakra through his legs and sends it into the ground. While quickly spreading his chakra through the ground he calculates his opponents position and the position of the sun, which he then uses to manipulate the frozen ground in order create a small ice bump which deflects the sun into his opponents’ eyes. Due to the reflection being very strong and concentrated into one point, i.e. opponents’ eyes, he gets blinded enough for the user to move from long to mid or mid to short, and vice versa.
    Note: Usable only two times per battle
    Note: Only McRazor can use this

    Taught to
    N/A


    S4) Hyouton: Tsurusu tsurara| Ice Release: Hanging Icicles
    Type: Offensive
    Rank: B-Rank
    Range: Short/Mid
    Chakra Cost: 20
    Damage Points: 40 (+ extra damage depending on the force)
    Description: By channeling chakra throughout the battlefield the user can create a plateau above the enemy from which a huge number of icicles are hanging. They're very sharp and can easily pierce through the opponent, potentially causing immediate death, if the opponent collides with them with force. As they're formed they don't fall down, instead, they stay at the very place they're created. They will have the best effect if created quickly, just a few meters above the enemy. The plateau has a radius of approx. 3 meters and the spikes are just a few centimeres thick, much alike as the picture provided.
    Note: Only McRazor can teach this

    Taught to
    1) Icemyster x
    2) Yashiro x


    S5) Hyouton: Paudāsunō | Ice Release: Powder snow
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: With a string of two handseals the user will create a powerful gust of wind in front of him, which he will infuse with ice shards and snowflakes. Due to the constant rotation as the gust is going towards the opponent, its temperature is very low, which is also caused by the ice shards and snowflakes. When he gust hits the opponent it will create numerous cuts on the opponent, due to the ice shards, and the snowflakes will start accumulating around his feet, burying him and preventing from moving.
    Note: Usable three times per battle
    Note: Only McRazor can teach this

    Taught to
    1) Inch x
    2) Yashiro x


    2) Hyouton: Khione no saikuron | Ice Release: Khione's Cyclone
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: N/A
    Description: After the user performs a string of 15 handseals and releases a massive amount of hyouton chakra around the battlefield, he creates a massive tornado all around it, with a radius up to 50m. The tornado consists of nothing more than a massive wind current and snow. The wind carries the snow in a cyclic motion at very high speeds, which makes the snow act as a wall/barrier around the battlefield, cold enough to freeze anything that passes through it. Due to the rotation speed and the basic principle of hot-cold air, everything within it freezes in the 4th turn after using the jutsu. As the tornado spins around the battlefield, hot air moves upwards while the cold air stays low, near the ground, freezing anything caught within it, including the user. The same way the snow acts as a heat insulator when forming around the battlefield, the user can use it to protect himself against this technique. After the 4th turn, and freezing of the battlefield occurs, the cyclone vanishes. While performing this technique, the user must stay steady.
    Note: While this jutsu is in use, the user can perform only 2 techniques per turn for the next 4 turns, due to the massive amount of chakra being released
    Note: Only up to and including S ranked techniques on next 4 turns
    Note: No ice jutsus same turn
    Note: Usable only once per battle
    Note: Only McRazor can teach this
    Note: User can perform only water, wind and ice techniques while using this technique

    Taught to
    N/A


    3) Hyouton: Akuma no yōna kōri no meikyū | Ice Release: Demonic Ice Labyrinth
    Type: Supplementary
    Rank: Forbidden
    Range: Short/Long
    Chakra: 50
    Damage: N/A
    Description: The user takes out a pre-made scroll and channels chakra into it. After that he slams it on the ground and a labyrinth rises all around the battlefield. It's shaped as a circle and its walls are 3m tall and 0.5m thick with a ceiling of the same thickness and properties. It appears to be transparent but the walls can be distinguished after carefully looking at them. The labyrinth forms around the opponent, with him being in the epicenter (look at image for reference). This technique is similar to the Demonic Ice Mirrors. Barney, being a passionate ice user decided to take it to a new level and to give it a bit of his touch. When the labyrinth forms, its radius is equal to the distance between the user and the opponent. As the labyrinth forms in front of him he leaps into the walls and once in there, he can only move through them. On the other hand, the opponent can move only where there is no walls. The labyrinth, having the same properties as the ice mirrors allow him to move very quickly through the labyrinth, around the opponent from where he can freely attack. A huge drawback from this technique is that the user can only use ice jutsus while inside the walls of the labyrinth and while in there, only one per turn. The walls also serve as a resource for other ice techniques. Once formed on the battlefield, it stays, until completely demolished or until the user decides to collapse it with the Ice Release: Collapsing Ice Labyrinth technique.
    Note: Only one jutsu can be used per turn while the user is merged with the labyrinth, due to the huge amount of chakra being used for creating the labyrinth
    Note: The user can't use ice jutsus 2 complete turns after emerging/destroying the labyrinth
    Note: This jutsu can be performed only once per battle
    Note: Only McRazor can teach this

    Taught to
    1) Akisha x


    4) Hyouton: Kōri no meikyū o oritatamu | Ice Release: Collapsing Ice Labyrinth
    Type: Attack
    Rank: S rank
    Range: Short/Long
    Chakra: 40
    Damage: 80
    Description: The user, after re-emerging from the labyrinth created using the Ice Release: Demonic Ice Labyrinth technique, can make the ice particles in the Demonic Ice Labyrinth to shatter and create a huge explosion similar to how Haku destroys his Demonic Ice Mirrors. The explosion is caused by the shattering of the ice which causes friction in between the ice particles. This is where the users chakra comes into place. He simply uses it as a trigger.
    Note: Usable only after the user leaves the labyrinth walls
    Note: This jutsu can be performed only once per battle
    Note: Only McRazor can teach this

    Taught to
    1) Akisha x


    5) Hyouton/Futon: Kaze Okan Nohara | Ice Style/Wind Style: Wind Chill Field
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description: With a single handseal, immediately after using an ice jutsu, the user can coat the ice jutsu with a layer of wind, that will protect the ice from lighting attacks and prevent it from shattering. In order to successfully perform it, the user must train the handseal and be able to string it with the handseals of the ice jutsu, so that it seems like it's only one sequence of handseals. With the wind layer, ice can finally fight with lighting at the same rank. Since the wind is covering the ice, it still has the double advantage against water, meaning that is still can freeze it due to the low temperature, but it becomes weaker to fire attacks because the fire would use the wind coating as fuel to burn the ice quicker and before the melted water manages to evaporate the fire.
    Note: The rank of Wind itself would be A at maximum potential
    Note: Can only be used thrice per battle
    Note: Only McRazor can teach this

    Taught to
    1) -Haku Yuki- x
    2) Icemyster x
    3) Inch x
    4) -Yashiro- x


    6) Hyouton: Shiroi zukin o kabutta sōryo | Ice Style: White hooded monks
    Type: Attack / Supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: N/A (60 if vital spot is hit)
    Description: With a simple handseal and simultaneous stomp with the foot on the ground, the user releases a massive amount of ice chakra into the ground. As the user stomps his foot, numerous ice spikes protrude from the ground, covering a huge area, up to long range, in both length and width of the battlefield. The spikes are about 1m high and they're very densely packed together, serving as an obstacle and slowing any movement to living beings. The name white hooded monks comes from the resemblance of the ice spikes, to a procession of monks. Those spikes are mostly found on mountain glaciers as a natural phenomena. Once formed the spikes can stay on the field for 2 full turns until they melt away because of the reflection of light that happens due to their dense packaging. The spikes aren't really designed to kill or maim the opponent but can do moderate damage if they hit the opponent's vital spots. The reflection of light isn't strong enough to blind the opponent, but rather to make his eyes adopt to the new, brighter environment by constriction of his pupils. The user, being from the Yuki clan and having his eyes accustomed to bright environment through the years of using ice techniques, doesn't have problems with his sight. After the ice melts, everything turns back to normal.
    Note: The slowing down equals 1/2 of the initial speed and applies for both the user and the opponent including their summons, except those that have the ability to fly
    Note: Must be from the Yuki clan
    Note: Only twice per battle
    Note: Only McRazor can teach this

    Taught to
    1) Icemyster x
    2) Yashiro x




    (Hyōton: Kyojin Nadare) | Ice Release: Giant Avalanche
    Rank: A
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does a row of hand seals and then slams both of his hands on the ground, while releasing his a considerable amount of Hyōton chakra. A giant wave of snow will appear in front of the user and will leave the field covered by a thick layer of snow.
    Note: Usable only 3 times per battle

    (Hyōton: Shattering Aisu) | Ice Release: Shattering Ice
    Rank: B
    Type: Attack
    Range: Short-Long
    Chakra Cost: 25
    Damage Points: 40
    Description: With a single hand seal, the user shatters all ice within short range of him. The ice shatters and send a circular hyouton chakra wave around it. Everything the shockwave touches freezes. The user can also do the same but instead of making a freezing shockwave, the portions of ice affected will simply make a large explosion.

    (Hyōton: Chakra Sensing Yuki) | Ice Release: Chakra Sensing Snow
    Rank: C
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: -
    Description: The user will make snow to fall from the sky and will use it to sense the opponent's location. After 3 turns the terrain will be covered by a layer of snow.
    Note: Works as long as there is snow on the ground

    (Hyōton: Bunshi Gyoushuu) | Ice Release: Molecule Condensation
    Rank: A
    Type: Attack/Defense
    Range: Short-Medium
    Chakra Cost: 30
    Damage Points: 60
    Description: With a handseal, the user will expand his Hyōton chakra on the area around him and will turn any turn any water or wind jutsu up to A-rank turn into ice. The user can make the opponent's jutsu to turn into ice and fall useless on the ground or can opt to change one of his water jutsus into ice, to make them stronger.
    Note: Can't turn water and wind jutsus higher than A rank

    (Hyouton:Ryū no tsubasa) - Dragon wings
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description:
    In this jutsu the user concentrates his hyouton chakra and then releases all of it along the back of the user and as this happens all this chakra forms ice which stretches into two giant wings made up of pure white ice. These wings resemble to those of a dragon and allows the user of this jutsu to fly in the air. These wings can form and vanish in an instance as the user wants them to.
    -These wings allow the user to fly with the agility of an hawk.
    -The wings can only be activated thrice in a battle.
    -The wings whence activated remain for 2 turns in a row.
    -These wings can only be used by members of the Yuki clan.

    [Hyotoun: Washi] - Ice Release: Eagle
    Type: Attack
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description:The user gathers a decent amount of his Ice chakra.Afterwards he releases his ice chakra from his body the he use shape manipulation to turn the Ice chakra to multiple ice eagles that fly through the air to strike the user's opponents from all directions.
    ❖ Can only be used 3 times

    [Hyotoun: Koori Kanadzuchi] - Ice Release: Ice Hammer
    Type: Attack
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user creates a large hammer made of ice that appears 10 meters above his opponent's head and drops it with great force smashing the user's body.
    ♦ Can only be used 3 times

    Hyouton: Genwaku Kyokukou | Ice Release : Blinding Aurora
    Type: Offensive/Defensive
    Rank: B
    Range: Short - Long.
    Chakra: 20/Ice technique while the mode lasts
    Damage: N/A
    Description: The user infuses all of his Hyouton techniques with extra chakra, so as to add extreme light reflecting capabilities to the Ice. For the next Three turns all Hyouton techniques used will refract and reflect light in a similar manner to that of a glass prism, causing immensely bright rainbow colours to be emitted from the technique, so as to blind and hinder the opponent. If the hyouton technique is moving at fair speeds then the colours will blend into one, resulting in a bright flash of white light constantly emanating from the Ice until it's completely destroyed. The user, being accustomed to terrains with large amounts of weathered Ice along with bright sunlight is relatively unaffected by the enhanced flashes of light produced by the Ice. However, after the technique ends/when there is no longer any blinding Ice Jutsu in play, due to the light suddenly fading, the users retinas will suffer, causing the user to be blind for the turn that the lightning returns to normal.

    Note:
    - Can only be used 2x
    - Lasts for Three Turns
    - Once the duration period ends, the user must wait four turns before re-activating
    - Can only be taught by Scaze

    hyouton: buriza-do ( ice style: blizzard)
    Type:supplemary
    Rank:A
    Range:Short-long
    Chakra Cost:30
    Damage Points: n/a
    Description: the user will form 5 hand seals and focas his water and wind chakra into the already snowing area the snow will begin to fly sideways at very fast speeds untill it becomes a blizzard the sound of the blizzard will block all sound and the vision will be brought to zero basicly leaveing the user and the enemy with nothing but smell as vision is blocked sound is nothing but rageing wind and feel they will become numb after 2 turns in the strom ( still able to move though )
    note: niether the user nor the enemy can see hear or fell where they are in the strom
    note: dojutsu can see threw the jutsu easy
    note: can only be used once.
    note: lasts 4 turns
    note: after 2 turns both the user and the enemey will become numb ( but will not affect anything other then feeling )
    note: can only be used bgy haku yuki

    Ice release: Ice phasing (Hyouton: Hyouton sou)
    Type: Supplementary
    Rank: A rank
    Range: Self
    Chakra: 30
    Damage: N/A
    Description: This technique allows the user after performing three hand seals to phase through ice techniques of his creation of B rank and below for example in 1000 needles the user will no longer have to jump to avoid the needles, the techniques also enables the user to phase through C rank ice techniques created by the opponent.
    -Must be member of Yuki clan.
    -Usable four times per battle.
    -Can only be used by mangekyo byakugan and those taught by him.

    (Hyouton: chinou furi-zu) Ice Release: Brain Freeze
    Rank-A
    Range-Short/Long
    Type-Offensive
    Chakra-30
    Damage-N/A
    Description-
    The Ice User focuses his chakra into the area surrounding the opponent, causing the air surrounding them to drop in temperature severely and instantly, causing the air they breathe to freeze the saliva(can also be breathed in through the nose with a faster effect because the nasal passages are closer to the brain) inside of the opponents mouth to the roof of their mouth, causing a painful brain freeze that prevents the opponent from thinking for a few seconds(about five) as they are in pain(prevents build up of chakra also due to the focus being disrupted)
    *Can only be used twice*
    *No ice can be used the next turn*
    *Can only be taught Be Icemyster*

    (Hyouton:kenjitsu kitei) Ice Release: Solid Ground
    Rank:A
    Type:Supplementary/Defensive
    Range:Short/Long
    Chakra:30
    Damage:0 (+15 to ground based ice jutsu used by user)
    Description:
    The user channels his ice chakra into the ground, freezing the moisture in the ground. (If in an arid area like a desert, this jutsu will not work). Once the moisture is frozen, the ice that is holding the earth together makes it harder for the opponent to use earth based jutsu, or jutsu that require channeling different chakra natures aside from Ice jutsu, severely slowing the jutsu speed of such jutsu. The user's own ice jutsu are empowered by the mixing of the elements, however the user is restricted by the same means, causing the user's own Fire, Lightning, Water, and Wind jutsu have problems traveling through the ground.
    -Can only be used twice per battle
    -Jutsu lasts three turns before the ice in the ground melts back to it's original form of normal moisture.

    (Hyoton: Kōri no Risheipu)-Ice Release: Ice Reshape
    Type: Supplementary
    Rank: A-Rank
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user manipulates the chakra in ice that they created and begins manipulating it so that the ice will change shape according to the users will. The user selects a single point in the ice to be the 'center point' of the reformation. The only ice that can be manipulated is ice within 10 meters from this point. If more ice is attached, it is possible for this jutsu to have the ice being effected to break away from the non-effected ice. Because this isn't adding ice to the object, the mass must stay the same, although the shape is changeable.
    Note: Can only be used on ice created by the user.
    Note: This jutsu cannot be used to create momentum within the ice. Once the ice is reshaped, it's momentum is the same as it was before this jutsu occurred.
    Note: Can only be used 4 times per match.

    (Hyoton: Gokkan No Kaze)-Ice Release: Frigid Wind
    Type: Offensive
    Rank: A-Rank
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user makes two hand seals and manipulates the air above an opponent to move down upon them at a high speed. As the air moves down, several small, thin blades of razor sharp ice are created, which will cut into the opponent as the wind hits them, slicing into their body and causing external and internal damage.
    Note: This does not necessarily have to be created over an opponent's head.
    Note: Can only be used thrice per battle.

    (Hyouton: Tsurara Yoroi)-Ice Release: Icicle Armor
    Type: Offensive/Defensive
    Rank: A-Rank
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses and manipulates their ice chakra within their body to make icicles grow out of various areas on their body. (These areas are chosen by the user on an individual basis.) The icicles are very sharp and dense.
    Note: This technique can only be used three times.
    Note: Only five icicles may be created per use.
    Note: Only five icicles can be on one's body at a time. (Using this multiple times won't allow you to add icicles.)

    (Hyouton: kensei no Kōri ryū) - Ice Release: Power of the Ice Dragon
    Rank: B
    Type: Offense
    Range: Short
    Chakra Cost: 20 (-5 per turn)
    Damage Points: 40
    Description: This technique is specialised for those who have great control over their ice release chakra along with fair practice in the arts of the dragon slayer. This is usually used in close combat where the user will release their ice chakra around a part of their body covering them in a pale freezing aura. Which can be quite painful if an opponent is hit by it. When someone/something is contacted by this icy aura created by the user, it will cause there body to be damaged by the Ice chakra Numbing them on impact, Slowing any further movement for two turns.
    Note: can stay active for 2 turns at a time
    Note: Can't use fire jutsu at the same time

    [Hyouton: Kōri ryū no Hōkō] Ice Style: Ice Dragon's Roar.
    Rank: S
    Type: Offense
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user channels massive amounts of wind and water chakra throughout the air around them. Once this is done the user will bring the chakra up through the throat, and breathe in deeply before exhaling a gargantuan blast of ice and mist from there mouth barraging the opponent causing extreme damage.

    ►Can only be used Once per battle.
    ►No A rank or above ice techniques the following turn

    Ice Release: Ten Thousand Blades Dance = (Hyouton: Juuman Ha Odori)
    Rank: Forbidden
    Type: Offensive
    Range: Mid-Long
    Chakra cost: 50
    Damage points: 90
    Description: The user will begin by performing a single hand seal and then creates an opening within the sky that seems like 2 large circles. The first one is 15meters wide and is representing the wind chakra, while the second one is 10m wide and represents the water chakra. Combining the 2 chakra natures the user makes the air around the opening extremely cold, making ice form into the atmosphere. Then by using shape manipulation the user forms thousands upon thousands of countless small thin but incredibly sharp blades of ice that almost look like light blue sakura petals. In a matter of seconds the blades will rain down through the 2nd oppening (the smaller one, which is 10m wide) piercing through everyone that is in the 10m radius and ripping them to shreds.
    Note: If the user is in the 10m radius he will also be killed.
    Note: Can only be used once per battle
    Note: The user will take 20 damage after use due to the large amount of chakra used for the technique.
    Note: The user needs to concentrate his chakra for 1 turn in order for the spikes to be fully formed.
    Note: No Ice for 2 turns after this technique is used.
    Note: No S rank or above water or wind for the following turn.
    Note: Can only be taught by Akisha.
    Note: After the jutsu is over, the user's speed is dramaticly increased for 2 turns. The user can not run, though he can walk, it would be very slow and painful.
    Note: The user's reactions are also decreased for the following turn because of the large amount of chakra used.

    (Hyouton: Ken Tarrloc) Ice Release: Blades of Tarrloc
    Type: Offensive/Defensive
    Rank:A
    Range:Short
    Chakra:30
    Damage:60
    Description:The user will first perform one handseal. As the handseal is completed a dome of water will form around the user. The water dome is transparent and thus doesn't block the vision of the user. After the dome forms the user will then gather wind chakra and repeatedly punch the water in front of them. As they punch the user will release the wind chakra into the water. The wind chakra cools the water and turns it into ice. The user will shape the ice into six inch long blades. The blades will shoot forward towards the target.
    -Usable thrice per battle.
    -No Ice above A rank in the next turn.
    -Can only be taught by -Yashiro-
     
         
    Last edited by McRazor; 11-06-2014 at 08:25 AM.

  11. #11

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    Re: McRazor's Customs.


    Facepalm (Men-Hirate)
    Type: Supplementary
    Rank: E
    Range: Short
    Chakra: 5
    Damage: 10 (to self)
    Description: "Dear Lord, I can't stand it anymore!" There are so many absurdities and absolutely preposterous happenings in the Ninja World every day and all the frustration and sighing must go somewhere. Thus, as a result, the user of this jutsu slaps his forehead with one hand (probably with dominant for more effect), resulting in something like a "wake-up" call. The quick, yet effective pain will allow much of the grievances to go away as blood would rush quickly to the affected area and the user would be forced to focus upon it, forgetting all of his worries for just a slight moment. Of course, this can happen in a fraction of a second, or a long facepalm can do as well. And on a more battle-related note, most fights cause much anxiety and stress because we often struggle for our lives on a daily basis, so this would help relieve such psychological impacts and clear the user's mind in combat in order to make improved rational decisions.

    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

    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

    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.

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

    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

    (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.

    (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

    Ninjutsu: Nomimono Kohi! (Ninjutsu: Drink Coffee!)
    Type: Supplementary
    Rank: E
    Range: Short
    Chakra: 05
    Damage: 10 (to user's health)
    Description: The user of this jutsu takes out a scroll within his pouch that was prepared before battle and holds it in one of his hands. By channeling his chakra into it, it will then poof and summon a coffee mug in its place that had been in Adachi's house prior. After downing the coffee, the caffeine will take quick effect upon the user due to the scientific fact that it blocks the receptors that slow down nerve cell activity. As a result, the user will have a slightly faster heartbeat and bloodflow, and thus, will be unaffected by any jutsu that has a potential factor that could put him to sleep. This coffee was pre-prepared by Adachi himself and sits amongst dozens of other mugs that contain anything from lattes to doubleshot espressos, either steaming hot or icy cold. The reserves within the refrigerator or hot vending system are restocked daily so there will never be a shortage of coffee. Ever.
    Note: Effect lasts three turns.
     
         
    Last edited by McRazor; 10-15-2014 at 08:13 AM.

  12. #12

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    Re: McRazor's Customs.


    10) Genjutsu: Sairento kōri | Illusionary Arts: Silent Ice
    Type: Attack
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: Before using an ice technique, the user will do one additional hand seal, using his chakra to put his enemies into a genjutsu. The genjutsu makes use of the "hissing" sound produced by Ice techniques in contact with the air, to manipulate the enemies senses and slowly numbing them as they hear that sound. Barely noticeable at first, as the user keeps using ice techniques, the enemy will further be affected by the illusion. The genjutsu lasts 3 turns, during which the user needs to produce at least 3 Ice techniques (more will not alter the effect), one in each turn (the first one, being the one after the genjutsu). Upon hearing the hissing sound of the 1st Ice technique, the enemy will feel the slight pinch and low intensity needle-like pain associated with cold, mainly on his extremities. Upon hearing the 2nd one, the enemy will lose feeling on his fingers and toes, nose and ears, his mind becomes sluggish, the pain intense and generalized, shivering is present reducing the agility and precision of movement, the cold sensation equivalent to that of a -15ºC atmosphere. Upon hearing the last technique, the effects will be severe. The enemy becomes unable to move his extremities and the pain is the same as if they were entering necrosis. The shivering is unbearable and the mental capacities barely there. Handseals and molding chakra are things hard to accomplish taking into consideration the numbness and sluggish mind. If he fails to release the illusion, his body will shut down and he will lose conscious as his body is fooled into thinking that he just fell into a hipotermic state.
    Note: Can only be performed 1 time
    Note: Its effects span for up to 3 turns if unreleased
    Note: Requires the user to have an Ice biography and use an ice technique right after the genjutsu
    Note: Using another genjutsu on the enemy while its active will dispel the genjutsu
    Note: Can only be taught by McRazor

    Taught to
    1) Akisha x
    2) Blizzard x
    3) Scaze x
    4) Icemyster x


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

    Taught to
    1) Anduril x
    2) -Cobalt- x
    3) Reborn x
    4) Nathan x
    5) Scorps x
    6) Shuusai x


    12) 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 to
    1) Lili-Chwan x
    2) -Cobalt- x
    3) Shuusai x
    4) McKnockout x
    5) Ryujin x
    6) DRAGYZ x


    13) 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 to
    1) ReXii x
    2) Gin-San x
    3) Lili-Chwan x
    4) -Cobalt- x
    5) Scaze x
    6) Scorps x




    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

    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: 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: 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: Mushi ome) Illusionnary Technique: Bug vision
    Type: Supplementary
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description: With a single handseal the user can put his opponent into a genjutsu where his vision will be split into 6 hexagons, much like the vision of bugs. Since he's not accustomed to that kind of vision he would be confused and disoriented because he sees the user, 6 times, same as every action the user performs. The user also has the ability to place himself into the genjutsu in order to increase his vision and awareness much like the Sharingan. Because he sees the image 6 times he can concentrate on different specific spots of the opponents body in each hexagon and this way, perceive his motions better than with regular vision. If cast on himself, the effect lasts for 3 turns.

    Note: Useable two times a battle
    Note: If the user casts this genjutsu on himself he can't cast any other genjutsu because they will end the effect
    Note:Can only be taught by AoiAkuma

    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

    (Genjutsu: Osoroshii Seppuku) Illusionary Arts: Dreadful Evisceration
    Type: Offensive
    Rank: A-rank
    Range: Short
    Chakra: 30
    Damage: N/A
    Description:
    "Illusionary Arts: Dreadful Evisceration is a terrifying technique that strikes fear into the hearts of all who witness it. It was originally developed for the purposes of judicial execution, but was soon adapted by ninja for use in battle." After the hand seals Ram → Dog, the opponent will be placed in a genjutsu. The opponent will believe that their stomach is getting cut open. The victim is then compelled to disembowel himself with their hands because of the of the effects of this Genjutsu. Since vital organs are being pulled out from said stomach in the process the opponent will believe that he is dying but in reality is in shock and unable to move.
    Notes:
    - Can only be used twice per-match.
    - Have to wait two turns before it can be used again.
    - No Genjutsu next turn.
    - Can only be taught by Nathan.

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

    (Genjutsu: Fukai Shin'en) Illusion Technique: Drowning Abyss
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will make a single handseal and focus their chakra to disrupt the opponent's chakra flow, this in turn causes the opponent to be caught in this Genjutsu that will make the opponent think that they are deep underwater with high pressure allowing this Genjutsu to bind the opponent making them unable to move.
    Notes:
    -Paralyzing lasts 2 turns
    -Can only be used twice per battle
    -Requires a 4 turn cool down
    -Cannot use Genjutsu Next turn
    -Can only be taught by Serpent

    (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

    (Genjutsu: Spasticity) - Illusion Technique: Spasticity
    Rank: A
    Range: Short - Mid
    Type: Supplementary
    Chakra: 30
    Damage: N/A
    Description: The user performs a set of 4 hand seals and casts the target within an illusion, In said illusion the target would see it starting to rain across the entire battlefield, as the droplets of rain touches the targets body it undergoes a drastic change. The target would experience an altered skeletal muscle performance in his/her muscle tone, like an unusual "tightness", stiffness and/or "pull" of the muscles, making it hard for the target to grasp things like kunai's, swords etc, along with failure to perform hand seals and/or move around correctly. This change in body structure within the illusion would trick the opponents brain into believing that grasping things and performing handseals in reality is just as difficult, resulting in failure to perform hand seals and/or proper movement.
    Note - Can only be used twice per battle.
    - Effects of the illusion lasts for an entire turn.
    - No genjutsu may be used in the following turn.


    Genjutsu: Futsukayoi no Taegatai Furēbā | Illusionary Arts: The Excruciating Flavor of the Hangover
    Rank: S
    Type: Offensive
    Range: Short/Medium
    Chakra Cost: 40
    Damage Points: 80
    Description: The user performs five handseals and inserts his chakra into his opponent’s brain, disturbing his chakra flow and placing a genjutsu upon him. It is a very powerful technique which is classified as a special genjutsu of the highest caliber in the arts of torturing. The technique consists of tricking the opponent’s brain into believing that he is experiencing a series of very painful cluster headaches which completely overwhelm the individual’s ability to cope or integrate because of the pain involved within that experience. In the genjutsu the actual pain is focused in the opponent's head region, however the most excruciating pain is located behind both eyes. The genjutsu spans over three turns, with its effects worsen by each turn accumulated. In the first turn, the opponent will start feeling uncomfortable due to having blurry vision and itchy eyes. In addition, he is going to experience light pain as well as slight, excessive pressure in both eyes, feeling a slight migraine, that will subtly hinder concentration and reflexes. In the second turn, the suffering starts to grow as it advances into the next stage, triggering severe pain from which the eyes will begin to pulsate with great intensity, making the opponent experience unbelievable pain. Of course, to compliment the situation, the scalp may be tender and the pulsing in the arteries often can be felt. The opponent will also witness blind spots in his field of vision as well as slight blindness in the eyes (it is not exactly blindness, but rather very blurry vision). However after but a few blissful moments it erratically begins to increase and getting worst as time goes on, evolving into incredibly agonising pain. This is where everything becomes gruesome and comes to a culmination. In the third turn, as the genjutsu goes into its final rather repellent stage, the opponent is going to experience gargantuan mental suffering and pain, resulting searing headache, especially in the temples and behind the eyes. The relentless frequency granting no time for relief, torturing the opponent to the highest extent. Furthermore, the sudden torturous experience along with the burnt from awful pain eyes will cause enough acute strain to knock the person unconscious. The opponent won't have any other choice but to wave the white flag - in other words, he will be left without any will to continue battling. At that point, the opponent will eventually, in reality, faint away. Of course, all of what he experiences is but an illusion and his lost of conscience is due to the excruciating impact caused by such headache occasions. The agonising pain felt within the illusion will likely have an impact on the opponent's mind, leaving him completely drained of strength as well as ailing him with mental exhaustion. The whole genjutsu being accompanied by an escalating increase of pain restricts the person, as long as he remains in the illusion, to such an extend, that making movement will be either incredibly difficult, or in a few occasions impossible due to the pain and the feeling of the opponent's eye being burned and torn within the genjutsu. The cluster headaches occur when a nerve pathway in the base of the brain (the trigeminal-autonomic reflex pathway) is activated. The trigeminal nerve is the main nerve of the face responsible for sensations (such as heat or pain). When activated, the trigeminal nerve causes the eye pain associated with cluster headaches.
    *If the opponent doesn't releases himself from the genjutsu before the end of the third turn, he will lose conscience due the pain and mental strain*
    *No other genjutsu techniques above A rank in the next turn*
    *Requires a break of two turns in between usage*
    *Can only be used twice per battle*
    *Only Drāgy can teach this*


    Genjutsu Masters Hideout

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    (Doton Genjutsu: Dou Ion) Earth Release Illusion: Ionic Mayhem
    Type: Offensive
    Rank: Forbidden Rank
    Range: Short-Mid
    Chakra: 50
    Damage: 90 (-15 to the user)
    Description:
    To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. The user will do 3 hand seals (Boar+Rat+Horse) and unleash his earth chakra into the enemies body. Doing so he manipulates the minerals in the enemies body to alter his metabolism and mess with his ionic balance. Although many effects could be achieved with this same principle, the only one that one is capable of achieving without direct physical contact and medical knowledge is a type of madness or confusion linked to the accumulation of urea and creatinine in the central nervous system (as the ionic balance of minerals is messed up so is the renal functions, leading to the accumulation of said toxins). This induces several illusions and visions that mess up the enemies perception of reality. A type of madness that manifests in demonic torturing visions that eventually lead to the enemies loss of conscience. The technique, however, has some severe weaknesses. Clones are completely unaffected by it and the technique can only target one enemy. Not only that, but due to the immense power and control it commands, one can only use it twice per battle and the sheer physical and energetic requirements to use it will damage the user, making him unable to mold other forbidden rank techniques the next turn after its use. If released, the enemy's metabolism will quickly (if he is healthy and in a normal state) return the ionic balance to normal and the enemy will only feel fatigue for 3 turns (due to the energy needed to restore the balance) that might hinder his reactions and weaken his Taijutsu (-15 damage) and Speed (loss of one rank, inability to open EIG). However, if unreleased, the mental stress will lead to complete loss of conscience and mental breakdown. To release this Genjutsu the enemy must only apply a large amount of pain that will expel the users chakra from his body and thus his influence.
     
         
    Last edited by McRazor; 09-25-2014 at 11:14 AM.

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    Re: McRazor's 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

    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
     
         
    Last edited by McRazor; 10-15-2014 at 08:13 AM.

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    Re: McRazor's Customs.


    Sword Arts: Moon Slash | Kenjutsu: Getsuei Sai
    Rank: A
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 30
    Damage: 60
    Description: The user will channel chakra through his sword. The chakra itself will emanate from the sword in the characteristics of white glow. The user then, will release the crescent wave, and before releasing it in its totality, he will modify the shape of the wave itself, making it curved. The end result will be a white boomerang, though the wave will not return to the user. The chakra wave will not be released directly at the opponent, but it will be released in such way, that the wave will need to curve to hit the opponent. The user is able to modify how curved the wave should be in order to reach the opponent in different angles.
    -Can only be used three times per battle
    -The user is able to shoot up to two chakra waves, though the power of each wave will be cut in half (If fired one the damage will be 60; if fired two the damage of each one will be 30).
    -Can only be taught by Gin-San
     
         
    Last edited by McRazor; 10-15-2014 at 08:13 AM.

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    Re: McRazor's Customs.


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

    Taught to
    1) Axle x
    2) Ryujin x
    3) Zánda x




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

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

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

    調 (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
     
         
    Last edited by McRazor; 10-15-2014 at 08:14 AM.

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    Re: McRazor's Customs.


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

    Taught to
    1) Serpent x
    2) Cobalt x
    3) Scorps x
    4) Dragy x


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

    Taught to
    1) Serpent x
    2) Cobalt x
    3) Scorps x
    4) Dragy x


    17) 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

    Taught to
    1) Lili-Chwan x
    2) Serpent x
    3) Cobalt x
    4) Scorps x
    5) Dragy x


    18) 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

    Taught to
    1) Lili-Chwan x
    2) Serpent x
    3) Omnom x
    4) Cobalt x
    5) Dragy x




    (Ototon: Saishō's Kaiketsu Suru ) - Sound Release: Saishō's Resolve
    Rank: S
    Type: Defence/suplementary
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: A specific sound jutsu which involves the user recognizing the resonant frequency of any solids brought before him by releasing his chakra into his surroundings and using his/her sound mastery to hear the frequency at which the objects in that area are vibrating at. After gathering that data, the user would then clap his hands producing a sound which vibrates at the same frequency as the object allowing the user to cause it to smash into thousands of pieces almost instantly. This jutsu would be able to destroy any and every solids, but would be useless against anything energy based and/or intangible (Wind, Fire, Lightning etc).
    Note: Can only be used twice
    Note: No other sound jutsu for the same and in the next 2 turns.
    Note: Can't be used on humans or any other living beings.
    Note: User cannot do any harm to an opponent

    (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.

    Faded | fe-doauto
    Type: Supplementary/Offensive
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user creates a sound based genjutsu by saying the trigger word Faded, causing sound waves to vibrate amongst the enemy's body from the ground upwards, vibrating heavily and causing a genjutsu to activate that causes the target to feel as if their body is vibrating viciously enough to cause their body to begin to fade away from their legs upwards, as if they are being erased. The genjutsu is further supplemented by causing the enemy to experience pain, while not actually being subjected to physical torture and instead having it be the result of sound waves vibrating amongst the eardrums in the middle ear, which resonate through the liquid filled body and through the three small oscilles that aid in the transmission and amplification of the vibrations in the ear drum. As they become naturally amplified, the sound waves resonate amongst the primary auditory cortex within the brain, causing the sound waves to spread throughout the brain and allow the wave to fool the brain by replicating the feeling of intense pain within the body while not actually aflicting the target, making pain based releases ineffective against it (that's not to say that other releases won't work). The brain sends the signals to the various pain receptors of the body throughout the nervous system, first taking effect at the legs of the target and swiftly making it's way to the head of the target, causing the target to faint from simulated pain of the user's main organs and respiratory system fading away.
    *Can only be used 2 times a fight*
    *Requires a break of at least 2 turns in between usage*
    *After using, the user cannot use Sound for two turns afterwards*
    *Usage of jutsu causes constant pain throughout the target during the duration of the genjutsu, preventing pain based releases*
    *The user can only use either one wind or one lightning jutsu the same turn this is used and can only use a jutsu of the alternating element the following turn.*
     
         
    Last edited by McRazor; 10-18-2014 at 10:06 AM.

  17. #17

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    Re: McRazor's Customs.


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

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

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

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

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

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

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

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

    Restrictions:
    -Once the user awakens, he can only use 2 elemental ninjutsu fields: the ones in which his bio specializes in. The influx of the force and the dramatic surge of power makes it impossible for him to imbue more elemental natures to his chakra a part from those in which he specializes. This includes special elements.
    -Once the user awakens, he cannot use any type of self empowering modes, cannon or custom, until it ends.
    -Once activated, it will last only up to 5 turns.
    -To activate, the user will need to have used Force Absorb/Drain | Kyōsei Kyūshū/Gesuidō beforehand.
    -Can only be used once per battle.
    -Once it times out, the user cannot use any force techniques for 3 turns as his force connection is temporarily severed (negating his force sense, vitality, etc) and will suffer physical damage due to the rampaging influx of the Force within his body. This will leave him slightly hazed and exhausted for 2 turns, unable to mold chakra above A-Rank and unable to use Taijutsu above D-Rank. As this isn't the result of damage to his body, healing techniques cannot help the user recover his abilities faster.
    -Only Grand Masters can use this ability.
     
         
    Last edited by McRazor; 10-15-2014 at 08:15 AM.

  18. #18

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    Re: McRazor's Customs.


    > Custom element Japanese name: Kapusaichinton

    > Custom element English name: Capsaicin Release

    > The element is based on: Earth + Water + Fire + Chakra Control

    Capsaicin is a chemical found, mainly, in chili peppers, and chili peppers are the fruit of certain plants. It is an irritant for mammals, including humans, and produces a sensation of burning in any tissue with which it comes into contact. Capsaicin is a deterrent against certain herbivores and fungi. Pure Capsaicin is a hydrophobic, colorless, odorless, crystalline to waxy compound. In order for plants to grow from the earth, they need water, air, and of course, sunlight and heat. This allows the plant to grow and bear the fruit, which in turn, contains this very component, Capsaicin.

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

    Think of the Land of Rice fields. Taking into account that they are human just like us and that they know how to maintain plantations and grow different species of vegetables, we can safely assume that they also know how to grow chili peppers. Since every human likes their food with different levels of spiciness, I believe that there are also ninja who like their meals spicy and hot. Now, Capsaicin is what gives the spicy and hot feeling to each different sort of chili peppers, which in the end is the idea behind the creation of this element. Also, many jutsu types also derive off the factor of living things from the earth. Simply think of Yamato's Wood Release and the other types of jutsu that require mother nature's work and happenings. Wildlife and plants work the same way they do in the Naruto World as in the real world as well.

    Another fact that proves that Capsaicin is possible in the Naruto World is the Akimichi Red Chili Pill.

    We have also seen the villagers of the Genjutsu Tree Village use their specialized Chilli Pepper Bombs in order to repel the naturally caused genjutsu by the surrounding trees.

    > How it works:

    The process used to create Capsaicin by ninja is mimicking standard photosynthesis used by plants. When training to achieve the Capsaicin elemental nature, the user would enter a meditative state and drop all focus on the surroundings. He would picture himself as a chili pepper, ready to perform photosynthesis in order to produce Capsaicin. He would start by gathering amounts of earth chakra that represents a place for the pepper to grow as well a place from where the pepper can drain water and certain minerals necessary. Then he would start adding water chakra into the mix in order to help the pepper hydrate, grow and give Capsaicin the sticky, waxy nature. To finish off the circle the user would add fire chakra which represents the sun, giving the pepper enough heat and light in order to properly synthesize all ingredients. However, one also important fact is the chakra control which in the pepper represents the chlorophyll, responsible for a successful photosynthesis and creation of Capsaicin.

    Capsaicin, in general, is an alkaline oil, and has an extremely unique molecular shape. All mammals, and especially humans, have nerve cells that detect heat or pain, and when Capsaicin comes in contact with the skin, they tend to attach to these very receptors and then release a lot of calcium ions to flow in. As a result, humans feel a burning or stinging pain, and severe over-exposure of Capsaicin can also lead to death. Capsaicin also prevents nerve cells from communicating with each other by blocking the production of certain neurotransmitters, and at high concentrations, it even destroys the cells itself. Furthermore, such heat is measured by units named Scoville Heat Units (SHU). Tabasco itself can go up to 8,000 SHU only. However, pure Capsaicin itself goes up to 16,000,000 SHU, and that alone is quite, quite hot.

    The elemental properties of Capsaicin are what make it so unique and dangerous, but on the other side, non-harmful and pleasant. Capsaicin is, as already said, an irritant for mammals, a pest deterrent and an anti-funghi agent. It creates a burning and painful sensation when in contact with mucous membranes of our cells. It basically fools your brain into sensing heat when there isn’t any. Through precise chakra control the level of its heat (SHU) can be controlled and reduced, same as increased, depending on the use. High SHU Capsaicin would mostly be used to attack the opponent and cause neurological pain and to cripple the opponent. It would also be used on mammal summons, in order to disperse them and on funghi and plant based elements in order to deteriorate them and render them useless. Low SHU Capsaicin however, would be used as a stimulant to the user and as a temporary pain reliever. There is only one state in which Capscaisin can be used, however, there are multiple ways to use it, all depending on the SHU level.

    Main Release:
    Mainly focusing on its straightforward waxy properties, different objects such as waves, weapons, cubes, spheres, etc. would be used in order to attack the opponent, transfer and stick the compound onto his body. Once there, its effects would kick in, reacting with his neurotransmitters and overwhelming his body. This release would mostly focus on the high SHU leveled Capscaisin, but it's not exclusive to it. Depending on the use and the nature of the technique, the user can also use the controlled low SHU Capsaicin to create more precise effects. Regarding the composition, looks and properties, Capsaicin doesn't change along the SHU scale except for the SHU value. The user can create and manipulate Capsaicin from his own body as well as from the surroundings.

    Advanced Release:
    The advanced release is where the precise chakra control comes in as the main requirement. Through this release the user can control the levels of SHU the Capsaicin has and therefore concentrates on the low leveled SHU Capsaicin and its use. Since Capsaicin has a very wide medical use, it's also applicable in the NarutoVerse. With the use of this release, the user could use it as a temporary stimulant and pain reliever for himself, focusing Capsaicin chakra into his own cells. The highly controlled, low SHU Capsaicin would have the same effect as the high SHU variant, except with a much lesser magnitude. It would completely wipe out the possibility of death due to over exposure. Also, the way it acts as a stimulant is simple. When it gets into contact with the user's neurons and causes the burning sensation, it also builds up blood pressure, which results in the explosion of power and joyful feelings inside the user's brain. On the other hand, its pain relieving ability is caused on the same principle, overwhelming the nerves by the calcium influx, and thereby rendering the nerves unable to report pain for an extended period of time. This release can only be utilized from the users body.

    > Usage Examples:

    Kapusaichinton: Karai Nami | Capsaicin Release: Spicy Wave
    Type: Offensive
    Rank: C
    Range: Short to Long
    Chakra: 15
    Damage: 30
    Description: The user sends his Capsaicin chakra into the earth of the battlefield and manipulates it so that it turns into a field of pure Capsaicin that seeps into the ground.

    Kapusaichinton: Danzai! | Capsaicin Release: Conviction!
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra: 15
    Damage: -
    Description: The user releases Capsaicin chakra throughout his own body and as it gets in contact with the neurons, it triggers the stimulants to release feelings of excitement and joy, motivating the user momentarily.

    Kapusaichinton: Sukima Kara | Capsaicin Release: Through The Cracks
    Type: Offensive
    Rank: A
    Range: Short to Long
    Chakra: 30
    Damage: 60
    Description: Through the cracks is a justu based on the main release of Capsaicin. It is based on the high SHU variant that is used to harm enemies. To execute the jutsu the user clasps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot and the Capsaicin builds up and the surface of the earth cracks due to the pressure of Capsaicin, causing the Capsaicin to blast through the cracks and shoot onto the battlefield. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and seep through his clothing until it reaches the skin where it starts its magic. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would require their removal. An affected opponent would quickly fall into agony which would very soon be his demise.
    Note: Can only be used 3 times per battle

    > Conditions to be able to use it:

    Completed Earth training
    Completed Water training
    Completed Fire training
    Great and precise chakra control

    > Is weak to:

    Wind and variations - Because Capsaicin has such a delicate structure, Wind jutsu can easily cut through it in a head to head clash of jutsus of the same rank and size in the opposite directions. Very complex and sharp wind jutsus that cut on molecular levels are able to completely render it useless by destroying its structure and making the particles ineffective on their own.

    Lightning and variations - Much like the concept of earth being weak to lightning, a huge part of Capsaicin itself is also formed of earth, and lightning, being such a wild element, can cut through it as well as tear it apart in a head to head clash of jutsus of the same rank and size in the opposite directions. However, because of its sticky, waxy and gluey structure Capcaicin attacks would be rendered useless because their structure would be torn apart however the substance would scatter around the battlefield. The main reason for this is because although lightning is sharp and cuts, it doesn't destroy on molecular levels like wind does.

    Earth and solid variations- Because of earth's solid structure it's stronger and firmer than Capsaicin and thus able to overpower it in a head to head clash of jutsus of the same rank and size in the opposite directions, however it would not remove it's presence from the battlefield and only distort its original shape because of its waxy and sticky structure and cancel its usage although still making it re-usable.
    Since Capsaicin is a waxy compound, not having immense solidity, it's weak against more solid elementsin a head to head clash of jutsus of the same rank and size in the opposite directions, such as metals (Aluminum), ice and similar elements. This is because in case of collision, the objects made of Capsaicin would simply distort their original shape. Ice also has the ability to cool down the affected skin and ease the pain and burning sensation created by Capsaicin.

    Oils - Oils are able to ease the discomfort created by Capsaicin because they have the ability to wash the residue away from affected body parts since oil and capsaicin are both hydrophobic hydrocarbons. The capsaicin that has not already been absorbed into tissues will be picked up into solution and easily removed. Capsaicin can also be washed off the skin using soap, shampoo, or other detergents. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, oils would soften the structure of Capsaicin even further, thus easily overpowering it.

    Alcohol - Capsaicin is soluble in alcohol, which can be used to clean contaminated items. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, Alcohol would work the same way as the oil, softening its structure until it's completely dissolved in the alcohol.

    Extremely hot fire variations - If the fire is hot enough to heat up the Capsaicin over 100°C in a very short period of time (on contact in a head to head clash of jutsus of the same rank and size in the opposite directions) it's able to melt it down in its structure and render it useless.

    > Is strong against:

    Water and variations- Capsaicin is extremely insoluble in water, at a rate of .0013 grams per 100 mL of water. Water generally does not affect capsaicin at all because of its oily basis. Using water on a Capsaicin exposed body part wouldn't help ease the comfort and wouldn't be able to wash it away. Plain water is ineffective at removing capsaicin, as are bleach, sodium metabisulfite and topical antacid suspensions. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, Capsaicin would overpower the water due to its denser structure.

    Fire - In order to burn, Capsaicin needs to be heated well over 100°C which is a lengthy process and requires very hot fire sources which regular fire isn't. Regular fire would take a formidable amount of time to actually heat up Capsaicin and start melting it thus why a large wave of Capsaicin would always overpower a fire technique because it has more solidity than fire in a head to head clash of jutsus of the same rank and size in the opposite directions.

    Fungus/Mushroom - Capsaicin is a funghi deterrent because it attacks its seeds and prevents it from dispersing and growing any further. Because of its deteriorating properties against funghi and mushrooms, Capsaicin would degrade those elements on their structural level in a head to head clash of jutsus of the same rank and size in the opposite directions

    > Co-creator: Drāgy

    > Students I passed this custom element on too: N/A

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

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

    McRazor, our loyal member, gave on the date June 14th 2014 a request for a Patent on his custom element (Capsaicin); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;



    Kapusaichinton
    Powered by Caliburn
    Copyright 2014, McRazor, NarutoBase.net
     
         
    Last edited by McRazor; 10-15-2014 at 08:38 AM.

  19. #19

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    Re: McRazor's Customs.


    Custom element Japanese name: Francumiton

    Custom element English name: Francium Release

    The element is based on: Earth+Chakra Control

    Facts that prove the element to be possible (in the manga context): Francium is a chemical element which is the second rarest element occurring in nature (after astatine).In nature it is a highly radioactive metal which decays into radium,astatine and radon (the radioactivity does not have any effect in battle).It is an alkali metal which means it is highly reactive when water touches it,thus it leads to an explosion (depending on the amount of Francium used).It was discovered in 1939 in France from where it got it's name.It has the lowest electronegativity of all known elements (0.7 on the Pauling scale).It can be used in solid,liquid or powdery form.Cesium (another alkali metal,weaker than Francium) can create a big enough explosion to blow up a bath tub so Francium it twice as powerful and if used in large amount it can create damage in a large radius.

    I intend to use it as an offensive and supplementary element since it wouldn't be very effective as a defense (someone uses a water technique and boom goes the dynamite).It can be used to create pillars,weapons,shields,walls (everything you can do with Earth basically.

    As seen in both the manga and anime,there are several metals used for all kinds of purposes.Weapons,buildings,devices,every day things that are used.We have seen the use of kunai with explosive tags,so I thought how about I create a metal that doesn't require any kind of tags but simply explodes when it comes in contact with water.Also we've witnessed a lot of Earth variations such as Lava,Mud,Crystal etc.Francium would be no exception to those types of elements that are based on Earth.It could be used by a ninja to concentrate Earth chakra into the ground and find and gather the particles of Francium.Chakra control would be used to form them into a solid mass.It may also be used like Gaaras sand to manipulate the Francium.

    In summary it can take the following form in the RP:

    Solid form-In solid form,Francium can be used to create walls,tools,pillars,spikes,etc.It can also be used to coat certain objects or the field.Even though it has a low melting temperature it's form can be maintained by sending chakra into it.


    How it works: The Francium can be controlled in solid form.By utilizing Francium chakra the user can create various types of weapons,tools and other objects.The user can use the solid Francium to coat normal objects with a thin layer of Francium allowing make the objects explosive.The user can basically do anything with Francium he does with the Earth Element.Pillars,shields,weapons,tools,walls etc.When the Francium comes in touch with water the Francium will explode releasing a large,destructive explosion (range and ranks of the explosions can be found below).


    Usage Examples:

    Name: (Francumiton:Saishuu)Francium Release:Gathering
    Rank: D
    Range:Short-Long
    Type:Supplementary
    Chakra:10
    Damage:N/A
    Description:The user spreads chakra into a wide area around himself.He uses the chakra to find and gather particles and molecules of Francium.This allows the user to preform Francium techniques but the gathering itself lasts several turns.
    1st turn:The user is able to preform D and C rank techniques.
    2nd turn:The user is able to preform B and A rank techniques.
    3rd turn:The user is able to preform S and Forbidden rank techniques.

    Name: (Francumiton no Jutsu)Francium Release Technique
    Rank:C
    Range:Short-Long
    Type:Supplementary
    Chakra:20
    Damage:N/A
    Description:After preforming 2 hand seals the user uses the Francium to create several pillars,weapons,shields,walls,domes,spikes and tools of Francium.The constructions do not make a lot damage but can make an explosion if used with Water.

    Conditions to be able to use it:

    Mastery over Earth Release (it is required so the user can collect the particles of Francium) + Chakra control (to change the form of the Francium and to keep it in the desired form)

    Is weak to:
    Water and Water based elements-Water is both it's greatest weakness and strength when used correctly.The water reacts with the Francium thus leading to an explosion.The slightest drop of water or too much moisture in the air can make the Francium explode.

    Lightning-Metal conducts electricity so if the user is in touch with it it can electrocute him.

    Fire and Fire based elements-It melts the Francium,making it liquid,and since Francium has a low melting temperature (300 K,27 °C,80 °F) but it can be made solid again if the user uses chakra.

    Is strong against:
    Earth-Doesn't affect Francium either but it can be destroyed if the user uses Francium together with Water.

    Water and Water based elements-As I mentioned before water is both Francium's greatest strength and weakness.If used correctly the user can make a devastating explosion to kill the enemy.

    Lightning-Similar to Water,Lightning is both a strength and a weakness of the Francium element.If the Francium is used correctly the user can channel the electricity into the opponent.

    Wind and Wind based elements-If timed correctly,the user can use the explosive effects of the Francium to make the wind dispell.

    Co-creator: Coyote

    Students I passed this custom element on too: McRazor & Negative Knight

    Francium Release: Gathering | Francumiton: Saishuu
    Rank: D
    Range:Short-Long
    Type:Supplementary
    Chakra: N/A
    Damage: N/A
    Description:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns.
    1st turn: The user is able to preform D and C rank techniques.
    2nd turn: The user is able to preform B and A rank techniques.
    3rd turn: The user is able to preform S and Forbidden rank techniques.
    Note: Must be taught by -Cobalt-.
    Note: This ability is a passive one meaning that once activated, lasts the entire battle and its activation is not time consuming but the activation of it counts towards one of the three users moves.

    Francium Release Technique | Francumiton no Jutsu
    Rank: C
    Range: Short-Long
    Type: Supplementary
    Chakra:15
    Damage: 30
    Description: This technique allows the user to use the Francium to create pillars, weapons, shields, walls, domes, spikes and tools of Francium which are just as versatile as Mokuton. The constructions do not make a lot damage but can lead to an explosion if used with water. The user cannot use this to create constructions larger than himself.
    Note:Must be taught by -Cobalt-
    Note:Can only be used once per turn.

    Francium Release: Kill Switch | Francumiton: Uchitoru Irege
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra: 15
    Damage: N/A
    Description: This is a very complex technique which can only be performed by those with great chakra control. By using this technique, the user gains the ability to remove or activate the Francium's reactivity with water. When removing the reactivity from the Francium, the user removes it's ability to explode when in touch with water thus making it completely harmless. The user can reactivate the explosion ability by using this technique again.
    Note: Can only be used once per turn.
    Note: Must be taught by -Cobalt-.

    Francium Release: Francium Coating | Francumiton: Francium Tosou
    Type: Supplementary/Offensive
    Rank: C
    Range: Short
    Chakra:15
    Damage:30
    Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin. When the Francium attaches to the skin of the opponent it will cause 2nd degree burns and horrible pain. The user can cancel this technique with a simple hand seal.
    Note: Once activated it lasts 3 turns unless canceled by the user.
    Note: Must be taught by -Cobalt-.

    Francium Release: Field of Francium | Francumiton: Francium Hara
    Type: Supplementary/Offensive
    Rank: B
    Range: Long
    Chakra: 20
    Damage: 40
    Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion which will destroy only the objects covered by Francium. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In case someone uses Earth Release when this technique is activated (for example someone raises a plateau or pillar) only the top layer will be covered in Francium unless the user creates a thicker layer (more than half a meter beneath the ground). In that case B-rank and below Earth Release techniques cannot be used (within reason).
    Note: Can only be used 2 times per battle.
    Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.
    Note: Can only be used once every 2 turns.
    Note: Must be taught by -Cobalt-.

    Francium Release: Loss of Control | Francumiton: Sonmou Shihai
    Type: Supplementary/Offensive/Defensive
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: This technique is a technique applicable only to previously created bodies of Francium. The user removes the control of chakra from the Francium and lets it turn into a liquid, sticky substance which has a silvery glow (similar to the one created with the technique "Syrup Capture Field"). The user can use this technique to either capture the opponent (when they are in the liquid Francium the user uses this technique again to make it solid) or reform the Francium into another shape from a distance. This technique also allows to reverse the process by turning the liquid Francium into solid again. If any of the liquid Francium touches the opponents skin it will cause a burning sensation on that spot creating 3rd degree burns.
    Note: Must be taught by -Cobalt-.
    Note: Four times per battle only.
    Note: One conversion per usage

    Greater Francium Release Technique | Kyousei Francumiton No Jutsu
    Type: Supplementary/Offensive/Defensive
    Rank: A
    Range:Short-Long
    Chakra:30
    Damage:60
    Description: After performing 2 hand seals the user is able to create stronger and more durable objects of Francium such as pillars, weapons, shields, walls, domes, spikes and tools of Francium. The number of larger constructions is limited to one per move (walls, domes, etc.)
    Note:Must be taught by -Cobalt-.
    Note:Can only be used once every two turns.
    Note: Can be used three times per battle.

    Francium Release: Francium Body| Francumiton: Francium Karada
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects go up to mid range no matter of the size. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
    Note: Must be taught by -Cobalt-.
    Note: Can only be used once every two turns.
    Note: Four objects can be created per usage of technique.
    Note: Can be used three times per battle.

    Francium Release: Francium Shadow Clone Technique | Francumiton: Francium Kage Bunshin No Jutsu
    Type:Supplementary/Offensive/Defensive
    Rank: A
    Range:Short
    Chakra:30
    Damage:60
    Description: The user performs the hand seal for creating regular clones and uses the Francium created to form clones. The user can create up to four clone and they are able to use up to B-rank Earth Release and Ninjutsu techniques (since Earth Release and Chakra control are necessary to control Francium) and Francium techniques up to S-Rank. If they get in touch with water they will explode.
    Note: Must be taught by -Cobalt-.
    Note: After creating the max number of clones the user cannot use this technique again for 2 turns after using it the first time. Can be used several times in a row if creating less then the max number one at a time.
     
         
    Last edited by McRazor; 10-15-2014 at 08:38 AM.

  20. #20

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    Re: McRazor's Customs.

    ce placeholder
     
         
    Last edited by McRazor; 10-15-2014 at 08:20 AM.

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