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    Zero Kelvin's Avatar
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    Zero's Customs

    My Techniques


    B-ranked
    1) Kyōkiken | Madness Fist
    Kyōkiken | Madness Fist
    Rank: B
    Type: Offensive/Supplementary/Defensive
    Range: N/A
    Chakra cost: N/A
    Damage points: N/A
    Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.


    A-ranked
    2) Freestyle Art: Power legs = Furīāto: Pawā Ashi
    Freestyle Art: Power legs = Furīāto: Pawā Ashi
    Type: Supplementary
    Rank: A
    Range: Self
    Chakra Cost: 30
    Damage Points: N/A
    Description: The first stage of the leg empowering freestyle tech, the user focuses big amounts of chakra into his legs, this technique allows the user to temporarily increase the strength in his legs, by pumping the muscles and tissue full of concentrated chakra. This technique gives the user 10+ damage to all Taijutsu, which involves using his legs, and a boost of speed, equal to Lee without weights. This technique does have some drawbacks, when it ends, the user will have used a big amount of power in his legs, making them weaker.
    Notes:
    • Can only be used twice per match.
    • Lasts for three turns.
    • After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle.
    • No A-ranked or higher techniques in the next turn.
    • Can only use two moves in the next turn
    • Can only be taught by ZeroGarra.


    3) (Doton: Kanashimi no Maisō) – Earth Release: Burial of Sorrow
    (Doton: Kanashimi no Maisō) – Earth Release: Burial of Sorrow
    Type: Offensive/Supplementary
    Rank: A
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses earth chakra into his/her hands and forms a single handseal. This causes a small wave of rock, to rise up and race against the target. When the user wills it, the wave builds up like a wave coming close to shore and becomes a five (5) meter tall wave, which imitates a great Samurai in appearance. In the Samurai's hand is a sword made of extremely durable rock. If the user wills it, the Samurai can collapse onto the target, burying it beneath a heap of rock.
    -Can only be used three times per battle.
    -Can only be taught by Zero Kelvin.


    4) (Amebuyou: Shin'youshuu) Rain Dancing: Collection of Mythology
    (Amebuyou: Shin'youshuu) Rain Dancing: Collection of Mythology
    Rank: A
    Type: Offensive/Supplementary
    Range: Short/Long
    Chakra cost: 30 (+5 per creation)
    Damage points: 60
    Description: The user smears blood over his hands and forms a single handseal. At the sign of the handseal, the user extends energy outwards and infuses all existing sources of rain with chakra. This technique does not affect an opponent’s technique. By using short and precise gestures to knead the chakra in the rain, this technique allows the user to slightly increase the size of the individual raindrops and make them light up because of the chakra inside them. As such, this technique sets up a frame that moves from raindrop to raindrop to create the illusion of movement. While this method is just as efficient as actually creating the creatures, it is infinitely many times simpler. As the frame nears its target, the chakra inside the raindrops turns unstable in nature, exploding violently and causing shockwaves of rain and chakra to hit the target and everything in its near vicinity.
    -All shapes must be created at least five (5) meters away from the target.
    -Can only be used trice (3) per battle.
    -No S-ranked Rain techniques may be used during the following turn.
    -Can only be taught by Zero Kelvin.


    5) (Fūinjutsu: Nanzen Koki o Tenpu) Sealing Technique: Many Thousand Exhalations of the Heavenly Father
    (Fūinjutsu: Nanzen Koki o Tenpu) Sealing Technique: Many Thousand Exhalations of the Heavenly Father
    Rank: A
    Type: Offensive
    Range: Short/Long
    Chakra cost: 30
    Damage points: 60
    Description: The user performs two handseals and does a simple gesture. At the sign of the gesture, two great sealing arrays will appear, one ten meters above the opponent, extending to mid range around the area it’s made, and one below the opponent, which extends short range around the area it’s made on. The arrays can, alternatively, emanate an eerie glow and hum immediately upon activation. As the arrays appear, beams, seemingly made of light, will extend from both arrays with great speed and connect, giving the structure a cage-like appearance, but not affecting the target or user in any way. The lower array will, as the beams connect, immediately lock anything above it in suspended animation, making a great kanji for ‘halt’ appear in the middle of itself. The top one will, as the beams connect, fire a great hurricane of weapons towards the area beneath it, covering a wide range very quickly. The hurricane itself will consist of thousands of weapons of all shapes, sizes and origins.
    -Can only be used twice (2) per battle.
    -The user cannot use B-ranked and above Fūinjutsu during the next turn.
    -Can only be taught by Zero Kelvin.


    6) Tekken | Iron Fist
    Tekken | Iron Fist
    Rank: A
    Type: Supplementary
    Range: Self
    Chakra cost: 40
    Damage points: +10 to Taijutsu that involves using ones hands
    Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.


    7) Naiagara no Mizu | The Waters of Niagara
    Naiagara no Mizu | The Waters of Niagara
    Rank: A
    Type: Defensive/Supplementary/Offensive
    Range: Short/Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user claps his hands together while releasing a large amount of water chakra into the immediate vicinity; this causes a great body of water to materialize out of nowhere. The water materializes in three large waves that appear in a very quick succession right after each other. The materialized water appears very close to the user, and all the waves are, even upon materialization, pushing outwards with great force. This can be compared to a pulse of water that is pushed outwards.
    -Can only be used 3 times per battle.
    -Once the water is sent toward a target, it's impossible to change its direction.
    -This is an advanced version of: (Suiton: Suishouha) - Water Style: Water Shock wave.
    -Can only be taught by Zero Kelvin.


    8) Doton: San-kai Hashira Kaden | Earth Release: Three Pillar Household
    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


    9) (Fūton ♦ Kaminaritataku) – Wind Release ♦ Thunderstrike
    (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.


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


    S-ranked
    11) Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
    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


    12) Illusion Technique: Deadly Tears of Sorrow = Genjutsu: Kanashimi no Deddorī no Namida
    Illusion Technique: Deadly Tears of Sorrow = Genjutsu: Kanashimi no Deddorī no Namida
    Type: Offensive
    Rank: S
    Range: Short/Long
    Chakra Cost: 50
    Damage Points: N/A
    Description: This genjutsu requires eye contact with the target, but only when activating it, after activating this genjutsu, eye contact is not necessary. The user cast an illusion, where the target will see about twenty rotten arms, appearing from the ground, these arms will wrap around the targets arms, legs, chest, and neck. (This happens extremely quick) Then, a giant skeleton face, will appear floating in mid air above the target, and begin to cry down on him, the target will feel like he’s being drowned, because of the water. Because of the energy the jutsu costs, the user won’t be able to use advanced jutsus, in the next turn.
    Notes:
    • Can only be used two times per battle.
    • Lasts for one turn.
    • Can only be taught by ZeroGarra.
    • No A-rank or higher jutsus in the next turn.


    13) Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)
    Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)
    Rank: S
    Type: Supplementary
    Range: Self
    Chakra cost: 60 (10 every turn to keep it activated)
    Damage points: N/A
    Description: This technique allows the user to increase his toughness and strength by a great amount, for a certain amount of time. By diverting a great amount of their chakra into their muscles tissue and skin, the user can harden his body and muscles with a great amount. The technique itself takes a few seconds to fully activate, but in those few seconds the user will grow in a rapid rate, and approximately become twice as big as he was before. The user’s skin will be close to Corundum in hardness, (or what would be a 9 on the Mohs scale) and his bones just as hard, his strength will rival that of Tsunades at her best. The great physical growth comes with some disadvantages, the user cannot use any elemental ninjutsu or any Genjutsu while this technique is activated, aswell as their speed becoming considerably slower due to the bulky mass and he cannot use any S-ranked and above techniques the turn after this technique has been deactivated.
    Notes:
    • Can lasts for 5 turns.
    • When this technique ends the user will not shrink back to his normal size, but his muscles bones and skin will return to its former state.
    • Can only be taught by ZeroG.
    • Can only be used twice per match.


    14) Advanced Inuzuka Senses | Kōdona Inuzuka Kanchi
    Advanced Inuzuka Senses | Kōdona Inuzuka Kanchi
    Rank: S
    Type: Supplementary
    Range: The whole field
    Chakra cost: 30 (+5 every round)
    Damage points: N/A
    Description: This technique is an advanced form of the heightened Inuzuka senses, and it can only be performed by members of the Inuzuka clan whom have achieved full mastery of the clan techniques. This technique requires physical contact with the users ninken, and it’s based around the principle that Inuzuka clan members are able to mix and share their chakra with their ninken, and the other way around. The user focuses greatly on the bond he and his ninken shares and absorbs almost all its chakra, leaving it completely drained and unable to battle any further. The great presence of canine chakra in the users body, will greatly increase the users sense of smell and hearing to a level that is far more advanced than even the most experienced and talented Inuzuka clan members. This means that the user is, for example, able to hear the opponent’s heartbeat. Because of the massive animal presence in the users chakra network, the user inherits a small part of his ninkens “6th sense” (the sense that allows dogs to foresee storm, for example) which allows him to block out unnecessary sounds like explosions. The user is able to adjust his hearing and smell by controlling the chakra flow to his ears and nose.
    -Can only be used by a member of the Inuzuka clan.
    -Can only be used once.
    -Lasts for 4 turns.
    -The users ninken cannot move or battle for the rest of the battle after this technique has been used. Because of this, the user cannot use his ninken (or any ninken) for the rest of the battle.
    -No Inuzuka techniques can be used while this technique is active.
    -Can only be taught by Zero Kelvin.


    15) Senpō: Kamikaze (Sage Art: Divine Wind)
    Senpō: Kamikaze (Sage Art: Divine Wind)
    Rank: S
    Type: Offensive
    Range: Short/Long
    Chakra cost: 40
    Damage points: 80
    Description: The user performs two handseals while gathering great amounts of wind chakra in his stomach and mixing it with his natural energy, when the user feel like it he exhales the wind as a gigantic blast of wind. The wind blast covers a great area and moves at incredible speed, it levels anything in its path, and because of the natural energy added to it the wind blast is able to cut through steel.
    Notes:
    • Useable once per match.
    • Can only be used in Sage Mode.
    • Reduces the effect of Sage Mode by a turn.
    • Can only be taught by ZeroG and The Dark King.


    [SUMMON] 1) Kuchiyose: Yougama (Summoning: Volcano Toad)
    Kuchiyose: Yougama (Summoning: Volcano Toad)
    Rank: S
    Type: Supplementary
    Range: Short/Long
    Chakra cost: 40
    Damage points: N/A
    Description: After performing the five handseals needed and biting their thumb, the user slams their palm against the ground and summons the Volcano Toad named Yougama. The volcano toad is about ⅔ as big as Gamabunta, (66 meters tall) and is wearing a great belt around its waist with a katana in it. Yougama is the most capable lava user on Myobokuzan Mountain, and is able to use all lava techniques up to S-rank, because of his great knowledge of lava he is completely unaffected by C-ranked lava techniques and below.
    Note: Can only be summoned once.
    Note: Must hold toad contract.
    Note: Can only stay on the field for 4 turns.
    Note: No other summonings for 2 turns.


    16) Merodīāto Genjutsu: Kiku no Tanoshi | Melody Art Illusionary Technique: The Joy of Listening
    Merodīāto Genjutsu: Kiku no Tanoshi | Melody Art Illusionary Technique: The Joy of Listening
    Rank: S
    Type: Supplementary
    Range: Short/Long
    Chakra cost: 40
    Damage points: N/A
    Description: Kiku no Tanoshi is one of the most advanced non-Dojutsu illusionary techniques. The user plays a single tune that causes the affected to become hopelessly caught in an illusion. There will be no evidence that the affected has been placed under a Genjutsu, even methods and techniques that usually release a being from an illusion without fail will be useless against this technique. The only way to escape this technique is to inflict pain in the affected beings ears. This illusionary technique is the perfect counter-measure against affected beings who would try to block their hearing to escape the effects of Melody Art techniques. The illusion makes the affected firmly believe that they cannot hear anything, it is possible to use this Genjutsu to block out specific sounds. But even though the affected feels as if they cannot hear and even if they actually can't hear, they’re still affected by Melody Art and other sound-based techniques because of this illusion.
    -Can only be used while Merodīāto: Kyoku | Melody Art: Music is active.
    -Can only be used once per battle.
    -Lasts for 5 turns.
    -This technique can maximally affect 3 beings. When the technique is activated the user chooses maximally 3 targets and thereafter he can only change 1 target once per turn.
    -Can only be taught by Zero Kelvin.


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


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


    [Custom Weapon] 1) (Tetsujō) Razor Wire
    (Tetsujō) Razor Wire
    Rank: S
    Type: Armor
    Range: N/A
    Chakra cost: N/A
    Damage points: N/A
    Description: Tetsujō is a sentient, tight-fitting bodysuit that encases the wielder's upper body like a second layer of skin. Similar to Samehada in terms of function, Tetsujō shares a semi-symbiotic bond with its wielder, constantly absorbing his/her chakra, be it normal or abnormal, in order to remain sentient and functional. The main characteristic of Tetsujō is its ability to change the chakra signature of everything it absorbs. Through miniscule vibrations and fluctuations, the suit changes the signature of all the chakra it absorbs and injects it back into the user’s chakra pathway system in almost constant bursts. Normally, foreign chakra would disturb and disrupt the chakra pathways, but through the symbiotic bond the armor and its wielder shares, Tetsujō is able to function as a purifier of sorts, guiding the wielder's body through an almost instant process of adaption, though still altering its wielder's chakra flow. With its incredible ability to evolve, Tetsujō is also able to perform this process on unusual types of chakra. This constant process of change and evolution also serves to gradually, but continuously, change the wielder's chakra signature on a fundamental level. Generally, Tetsujō will render illusionists unable to use dual-layered illusions on its wielder. Furthermore, Tetsujō makes the user’s constantly changing chakra impossible to mimic. Through its continuous changing of the user’s chakra signature, Tetsujō also decreases the rank of all Genjutsu Techniques cast on its wielder by one rank. Finally, Tetsujō is able to harshly constrict itself around its wielder’s body for a short amount of time.
    If anyone but the wielder touches Tetsujō, the suit releases a harmful burst of chakra into the perpetrators chakra pathway system, ruining his/her balance and equilibrium for a short amount of time.
    With the ability to absorb its wielder's chakra, Tetsujō is able to repair itself, making it very hard to remove from the user's body.
    -Tetsujō cannot decrease the rank of a Mangekyō Sharingan Genjutsu.
    -Because of the fluctuations Tetsujō constantly causes, all Genjutsu techniques used by the wielder loses one rank in terms of strength.



    Hakke Magenken


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


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


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


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


    S-ranked
    23) Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
    Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
    Rank: S
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user gathers a large amount of earth chakra in his hands and forms a pair of thick gloves made of very compressed and extremely durable minerals. The user gains eye contact with the target or performs a gesture; either method works and places the target in a Genjutsu. Inside the Genjutsu, the target will see the user jump into the air, where he lifts his arms above his head and uses the momentum he gains from his fall to deliver a devastating punch. The illusion will feel completely real, so if the punch makes contact, the target will feel the massive power of the punch as he will feel his bones break, but he will receive no actual damage from the illusion. In reality, the user simply disappears in a blur of speed and reappears close to the target, where the user will deliver an uncountable number of incredibly fast punches. The user will increase the speed of his punches, by using his long experience with Taijutsu and knowledge of his own body, to release the ATP stored in the users’ muscles and to release a dose of adrenaline from the glands just above the kidneys.
    -The illusion is B-ranked.
    -Can only be used 2 times per battle.
    -No A-rank or above illusionary techniques during the next two turns.
    -No S-rank Taijutsu during the next turn.
    -Can only be taught by Zero Kelvin
    http://www.youtube.com/watch?v=cAuWP3PRk4w
    0:47 – 1:03
     
         
    Last edited by Zero Kelvin; 04-04-2013 at 09:00 AM.

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    Re: Zero's Customs

    Fire

    C-ranked
    (Katon: Chīsana Bakuhatsu) - Fire Release: Microburst
    (Katon: Chīsana Bakuhatsu) - Fire Release: Microburst
    Rank: C
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 20
    Damage points: 30
    Description: This technique allows a user to create a forward aimed and oxygen enhanced explosion. As this technique has been designed without the use of hand seals and to be performed at extremely close range, it has potential lethality if it strikes a solid hit on an opponent. It's explosive nature has been gauged to be roughly the same as an explosive tag with the explosion projected forward instead of the normal omnidirectional behavior.


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


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


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


    (Katon: Kyojin Yougu) - Fire Style: Giant Tools
    (Katon: Kyojin Yougu) - Fire Style: Giant Tools
    Type: Offensive
    Rank: B
    Range: Short/Mid
    Chakra Cost: 25
    Damage Points: 40
    Description: The user will infuse fire chakra to shurikens and/or kunais, once their trown the user will make the tiger hand seal and the projectiles will burst into flames. The flames will grow and will take the form of the trown weapons as they travel. This technique can be sinchronized with Weapon Ninjutsu techniques, but it only works with C-ranks.
    Note: Can only be used twice per battle.
    Note: No fire or weapon techniques in the next turn.
    Note: Can only be taught by Ryuji.


    (Katon: Aka-outo) - Fire Style: Red-Out
    (Katon: Aka-outo) - Fire Style: Red-Out
    Type: Offensive/Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: The user will channel fire chakra in his dominate hand, then by making a diagonal slash motion that releases from the user's hand flames that spin around the user and blocks the opponent's vision of the him and take that chance to hide or retreat. If the opponent is too close to the flames this ones can set the opponent of fire.
    Note: Can only be taught by Ryuji.


    Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
    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.


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

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


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


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


    (Katon - Hanguri Shiroari) Fire Release - Hungry Termites
    (Katon - Hanguri Shiroari) Fire Release - Hungry Termites
    Type: Supplementary
    Rank: A-Rank
    Range: Short-Long
    Chakra cost: 30
    Attack points: 60
    Description: the user releases a flame from his hand that then takes the form of a swarm of termites. The swarm starts devouring the woods around the user and any wood jutsu used against him upto A rank
    *note: can only be used 3x per battle.
    *note: can only be used taught by Toku.


    Fire Style: Burning Land Jutsu ( Katon: Moeteimasu Sen-Yuu )
    Fire Style: Burning Land Jutsu ( Katon: Moeteimasu Sen-Yuu )
    Rank: A
    Type: Offensive
    Range: Short-mid
    Chakra: 30
    Damage: 60
    Description: After the necessary handseals are performed, the user summons a small blanket of fire that smashes down onto the ground. Upon making contact with the ground, the blanket of fire expands, rushing across the ground and thus covering the ground within range in fire.
    Note: Only twice per battle


    (Katon: Mātarashī Baku-ten Kikku) - Fire Style: Flaming Backflip Kick
    (Katon: Mātarashī Baku-ten Kikku) - Fire Style: Flaming Backflip Kick
    Type: Offensive
    Rank: A
    Range: Short/Mid
    Chakra Cost: 30
    Damage Points 60
    Description: The user will focus fire chakra on his feet, then by performing a backflip kick that will be followed by a trail of fire by releasing the fire chakra from his feet. This backflip can be used to kick the opponent and burn him/her at the same time or if wanted insted of just creating a trail of fire the user can shoot from his feet two vertical crescent-shape slashes of fire at the opponent.
    Note: Can only be used 3 times per battle.
    Note: No Taijutsu moves in the same turn this jutsu is used.
    Note: Can only be taught by Ryuji.


    Katon: Moui Kagutsuchi | Fire Style: Fury of the Fire God
    Katon: Moui Kagutsuchi | Fire Style: Fury of the Fire God
    Rank: A
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 30
    Damge Points: 60
    Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
    *Can only use twice*
    *After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
    *If the user stays in the middle of the fire for more than a turn, he becomes several burned*


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


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


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


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


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


    [Ryuuki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
    [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.


    Katon: Kasai Sukin | Fire Style: Fire Skin|
    Katon: Kasai Sukin | Fire Style: Fire Skin|
    Type: Defence
    Rank:A
    Range:short
    Chakra:30
    Damage:60
    Description: After the user performs a single handseal he channels his entire body with katon chakra and,the user coats himself with the katon chakra making him impervious to all katon jutsu's of A-rank and below
    Note:
    can only be taught by igneel
    can only be used 2 times in battle


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


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


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


    S-ranked
    (Katon: Kuroi Kashou) Fire Style: Black Burn
    (Katon: Kuroi Kashou) Fire Style: Black Burn
    Rank: S
    Type: Attack/Defence
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the target, the user turns into the users normal self and release black flames that attack the opponent.
    Note: The user can keep it as armor, that will hurt anybody who touches it.
    Note: Can only be used twice per battle
    Note: Only People Taught by SinRival Can use it


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


    (Katon: Honoo Hando) Fire Style: Flaming Hand
    (Katon: Honoo Hando) Fire Style: Flaming Hand
    Type: Attack
    Rank: S
    Range: All
    Chakra cost: 40
    Damage: 80
    Description: The user will gather fire chakra in their hand, and then shoot out a beam of fire, the beam will grow in size and take the shape of a large hand. The user will then use the fire hand to grasp the opponent and burn then to a crisp as they are getting crushed.
    ~Can only be used 3 times per battle.


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


    (Katon: Hi Nettto) - Fire Style: Fire Net
    (Katon: Hi Nettto) - Fire Style: Fire Net
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage points: 80
    Description: The user will chanell fire chakra in his dominant hand or both hands, and then release it in the form of a net of chakra that bursts into flames as soon it comes out; the net is attached to the users finger tips by little streams of normal chakra. The net if used with one hand has the appropriate size to trap and burn a few opponents (2-4) but if this jutsu is used with both hand the net can trap a giant summoning, however the chakra cost will be doubled.
    Note: Can only be used twice per battle.
    Note: No other fire or any other technique that needs hand seals can be used in the same turn this technique was used.
    Note: If used with both hands the user can't use S-rank techniques for the following 2 turns.
    Note: Can only be taught by Ryuji.


    (Katon: Shōnetsu Jigoku) Fire Release: Blazing Hell
    (Katon: Shōnetsu Jigoku) Fire Release: Blazing Hell
    Type: Offensive/Defensive
    Rank: S
    Range: Mid-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user molds a small amount of chakra in their hands and then flicks it into a small ball of fire towards the enemy. The purpose of the technique is not to strike an enemy, but to make sure it reaches near the area they are currently on. Once the small ball of fire comes into contact with the ground, it’ll immediately grown by the user focusing chakra into it by making one handseal (Like Deidara does to expand his clay) and surround the target in a complete circle. There is a small five second delay before the flames begins to ignite and erupt into a huge column of fire, reaching up to twenty feet high. The heat generated from the flames is so hot that anything coming into contact with the column will be burned instantly, with the high temperature of the flames the ground heats up, slowly turning into lava. This technique is mostly used to trap an opponent inside a blazing fire like prison and it is large enough to encompass one or two people. Suffocation is possible and likely should they not be able to escape, as the flames will quickly devour all available oxygen.
    *Note*: Can be used TWICE a battle
    *Note*: Lasts for three turns.
    *Note*: No A rank or above Fire element the following turn
    *Note*: Must Learn From ~Sanji~


    (Katon: Kasai Shishi) Katon: Fire Lion
    (Katon: Kasai Shishi) Katon: Fire Lion
    Type: Offence
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Descrition: The user makes a amall amount of hand seals(3)and at the same time he gathers up quite a big amount of katon chakra in his dominant fist, and after he collects enough he will release the fire in the form of a huge lion made of flames, then he can control the lion where ever he wants using a small chakra bond beetween the lion and his dominant fist. The lion runs quite quick and he absorbs wind if he touches it.
    Notes:
    ~Can only be used/taught my sisko
    ~Usable 3 times per battle
    ~No other katon moves the same move this one was used.


    (Katon: Roze Ga-den) - Fire Style: Rose Garden
    (Katon: Roze Ga-den) - Fire Style: Rose Garden
    Type: Offensive/Supplementary
    Rank: S
    Range: Short/Long
    Chakra Cost: 40
    Damage Points: 80
    Description: By performing the neccesary handseals (6) then slaming the hands in the ground the user will chanell fire chakra through the ground once done the user can create a circle of fire roses around him that are connected to the ground by a ''root'' of fire chakra that keeps extending through the ground while the circle of roses extends until it resembles a garden of fire with 20 meters in diameter with the user in the middle of it. This fire garden can be used to attacked the opponent when he's in mid air, by shooting all the roses from the garden to the air with hand gestures wich will make an almost implossible to avoid barrage of fire roses, this technique could also be used to stop underground travel since the roses are connected to the ground by the ''root'' the ground will heat up and damage the opponent's skin however since the user is still standing in the ground, he will get burn too if he keeps standing there.
    Note: Can only be used once per battle.
    Note: Can only be taught by Ryuji


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


    Fire Style: Eruption (Katon: Funka)
    Fire Style: Eruption (Katon: Funka)
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage Points: 80
    Description: The user releases a large blast of fire that shoots out in a 360 degree ring around the user. The blast is strong enough to leave a crater under the user. The wave of fire moves extremely quick charring the earth it moves over. The wave itself is about 10 feet tall.
    ~ Only usable twice per battle.
    ~ No B-rank or higher fire jutsu for the next two turns.
    ~ Does 10 damage to the user.
    ~ This move ends the user's turn.


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


    (Katon: Naiteki kaji) - Fire Release: Inner fire
    (Katon: Naiteki kaji) - Fire Release: Inner fire
    Type: Offensive
    Rank: S
    Range: Short - Mid
    Chakra cost: 40
    Damage cost: 80
    Description: The user cross his arms infront of his head, forming a 'X' a gathers huge amount of fire chakra within himself. He then as he have gathered the fire chakra which takes near to no time, swings his arms to each side releasing a huge burst of fire from all angles of his body, which results in a huge shockwave of fire which destroys everything in it's path.
    ~Useable twice per battle.


    Forbidden-ranked
    [Nenshou Haigara Ryuuki Fenikkussu no Jutsu] ♦ Burning Ashes Rising Phoenix Technique ♦
    [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.
     
         
    Last edited by Zero Kelvin; 10-22-2013 at 08:21 AM.

  3. #3
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    Re: Zero's Customs

    Lightning

    C-ranked
    (Raiton: Raikou Jishaku no Jutsu) - Lightning Release: Lightning Magnet Technique
    (Raiton: Raikou Jishaku no Jutsu) - Lightning Release: Lightning Magnet Technique
    Rank: C
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: N/A
    Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
    Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.


    B-ranked
    (Raiton: Yasei no Ikazuchi Jutsu) - Lightning Release: Wild Lightning Technique
    (Raiton: Yasei no Ikazuchi Jutsu) - Lightning Release: Wild Lightning Technique
    Rank: B
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 20
    Damage points: 40
    Description: The user will first concentrate their chakra and then holding their arm in out at the floor and and bracing their dominant arm with the other hand they release invisible lightning chakra that can only be seen through doujutsu. As this invisible lightning chakra hits the floor it then turns into a Vibrant array of lightning bolts that travel outwards across and through the ground. This can be used in conjunction with a water elemental technique to enhance the rank range of the attack to Long range.
    Note: If used with a water technique of B rank or above this techniques power is then enhanced to A rank.


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


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


    (Raiton: Ikazuchi Hibana Bakudan) - Lightning Style: Lightning Spark Bomb
    (Raiton: Ikazuchi Hibana Bakudan) - Lightning Style: Lightning Spark Bomb
    Type: Attack
    Rank: A
    Range: Mid Range
    Chakra Cost: 30
    Damage Points: 60
    Description: The user gathers lightning chakra around him/her and then releases tiny sparks and after 2 turns, they are fully attached to the opponent and at anytime,The user can form tiger seal and make the sparks expload, the opponent would need to get out of range before this could happen or just use a jutsu that could burn away the sparks, if the opponent can't do that then the user could kill the opponent.
    Note: The User Can Only Use This Jutsu Three Times A Battle
    Note: Can only be used by SinRival or any people taught this jutsu by her.


    Lightning Release: Lightning Rope = Raiton: Rai Sakujou
    Lightning Release: Lightning Rope = Raiton: Rai Sakujou
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chackra cost: 30
    Damage ponts: N/a
    Description: The user will perform 2 hand seals and then release little steams of lightning from his hands. The lightnings are very strong and influenced with chakra which makes it hard to cut through them with ordinary kunais and ninja tools, however they are vulnerble to wind attakcs. By using these steams of lightning the user can shot them at some tree and pull himself to the tree, thus avoiding attack. The user can also use them to move kunais and other ninja tools by attaching the steams to the kunais.
    Note: Can only be taught by PowerOfDarkness
    Note: Can only be used 3 times per battle.
    Note: No S rank Raiton techniques while the ropes are in play.
    Note: The Ropes stay on the field for 2 turns.


    Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
    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: Akaaka Ranpu no Rai = Lightning Release: Bright Light of Lightning
    Raiton: Akaaka Ranpu no Rai = Lightning Release: Bright Light of Lightning
    Type: Supplementary
    Rank: A-rank
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user will start off by concentrating Raiton chakra through his body and through the air and then perform a short row of 4 hand seals. Doing this, will allow him to make all his lightning attacks glow in a blinding light, making the opponent hard to see through them. The lightning would be so bright that the opponent will barely be able to see through them. Yet, any Doujutsu can see through the light up easily. The lightning will blind anyone in short range from the lightning, but won't affect them past that distance.
    Note: Lasts for 2 turns.
    Note: Once per battle.
    Note: Every wind jutsu that the user uses will be weakened with 1 rank (meaning if the user uses S rank wind – it will become A ranked)
    Note: No S or above Lightning for 1 turns after this jutsu is over.


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

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


    Raiton | Manako no Same - [Lightning Release | Shark's Eye]
    Raiton | Manako no Same - [Lightning Release | Shark's Eye]
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
    (Last 3 turns)
    (Usable 2 times)


    S-ranked
    (Raiton: Kaminari supurasshu) Lightning Release: Lightning Spash
    (Raiton: Kaminari supurasshu) Lightning Release: Lightning Spash
    Rank: S
    Type: Attack
    Range: Short-long
    Chakra Cost: 40
    Damage: 80
    Description: In this Jutsu the user gathers a huge amount of raiton chakra and then performs three handseals and then releases a huge wall of electricity 10 meters tall and 12 meters wide that travels towards the opponent fast, destroying the ground below as it passes and causes burns,paralysis and numbing when comes in contact with the opponent.
    *can be used thrice in battle
    *can only be taught/used by so6p


    Lightning Release: Rai Whip (Raiton: Rai Kakuhan)
    Lightning Release: Rai Whip (Raiton: Rai Kakuhan)
    Rank: S
    Type: Offense
    Range: Short-Middle
    Chackra Cost: 40
    Damage Points: 80
    Description The user will preform a single hand seal and concentrate a huge amount of compressed chakra in his palm. As a result a very long whip will aprear and by concentrating raiton chakra the user is able to extend it up to 10m. The whip is attached to the user's hand by little steams of lighting which allows the user to control the whip and send him wherever he wants. The jutsu will numb its target upon contact, however the user is very vulnerable to water attacks while using this jutsu...
    * Can only be taught by PowerOfDarkness
    * Can only be used 2 times per battle
    * No S rank Raiton techniques for the same and following 1 turn.


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


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


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


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


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


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


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


    (Raiton: Meimei Souhou) - Lightning Release: Divine Touch
    (Raiton: Meimei Souhou) - Lightning Release: Divine Touch
    Rank: S
    Type: Offense
    Range: Close
    Chakra Cost: 40
    Damage Points: 80
    Description: This jutsu allows the user to concentrate huge amount of raiton energy in his/her palms. electricuting and paralysing anything their hands comes incontact with.
    Note:-Must touch the target
    Note:-Must be used only twice per battle
    Note:-The target is paralysed for 1 turn
    Note:- No A rank Lightning jutsu or above the following turn.


    (Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
    (Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
    Rank: S
    Type: Attack
    Range: Short – Long
    Chakra costs: 40
    Damage points: 80
    Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
    Note: Can only be used twice per battle


    S-ranked & Forbidden-ranked
    (Raiton: Raikou Myaku) Lightning Release: Lightning Pulse
    (Raiton: Raikou Myaku) Lightning Release: Lightning Pulse
    Type: Attack
    Rank: S Rank - Forbidden Rank
    Range: Short-Long
    Chakra Cost: 40 ( 50 If charges for 2 moves)
    Damage Points: 80 (90 If charged for 2 moves)
    Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.
    Notes:
    -No Raiton for the next turn if charged for Forbidden Rank.
    -No A rank Raiton for the next turn if charged for only S rank.
    -If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
    -No ninjutsu on the next turn just elemental jutsu.
    -The electricity has enough amps and current to kill.
    -Charging of 1 move = S rank rank.
    -Charging of 2 moves = Forbidden Rank.


    Forbidden-ranked
    (Raiton: Shainingu Boruto ) - Lightning style: Shining Bolts
    (Raiton: Shainingu Boruto ) - Lightning style: Shining Bolts
    Rank: Forbidden
    Type: Attack
    Range: Long
    Chakra Cost: 50
    Damage points: 90 (10 to user)
    Description: The user focuses a large amount of lightning chakra and trasmits them into both hands whilst stretching forth his/her hands,he/she gathers a pool of shinning lightning energy in his palms,then releases them in many shinning bolts that travells widely and with an insane speed.
    -Once per battle
    -No A-rank and above next turn
    - this shinning bolts has the ability to temporalily blind anything that makes eyecontact with it,thus the are blinded for a turn(This goes for the user also).
     
         
    Last edited by Zero Kelvin; 03-08-2013 at 08:55 PM.

  4. #4
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    Re: Zero's Customs

    Water

    D-ranked
    (Suiton: Mizu Sheru) - Water Style: Water Shell
    (Suiton: Mizu Sheru) - Water Style: Water Shell
    Rank: D
    Type: Supplementary
    Range: Short
    Chakra cost: 10
    Damage Points: 5
    Description: Water that covers and encases the enemy in from head to toe. If rain is falling and opponent is standing on/near water he is encased in instant.
    *note- can be only taught by Kaziname


    C-ranked
    Suiton: Mizu Tekishutsu (Water Style: Water Extraction)
    Suiton: Mizu Tekishutsu (Water Style: Water Extraction)
    Type: Supplemntary
    Rank: C
    Range: long-short
    Chakra Cost: 25
    Damage Points: n/a
    Description: the user will make 3 hand seals and focas his chakra into the ground useing his chakta he will force up any traped water beneth the ground to surface ( only enough to make the ground flooded a little bit ) giving the user a water soruce
    note: can only be used 3 times per battle
    note: the water only reachs as high as the users feet


    B-ranked
    (Suiton: Mizu Funshutsu) - Water Style: Water Eruption
    (Suiton: Mizu Funshutsu) - Water Style: Water Eruption
    Type: Supplementary
    Rank: B
    Range: short/mid/long
    Chakra Cost:25
    Damage Points: N/A
    Description: After performing needed handseals, user molds his water chakra in his hands and after that he puts his hands on earth, causing huge water eruption from underground waters. After eruption, deep water covers whole area.
    *note- can be only used once in a battle
    *note- can be only taught by Kaziname


    (Suiton: Mizu Handou) – Water Style: Hydro Kick
    (Suiton: Mizu Handou) – Water Style: Hydro Kick
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 25
    Damage Points: N/A
    Description: The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
    Note: Can only be taught by BluePhenix.
    Note: Can only be used five times per battles due to the stress it poses on the ankle of the user.


    (Suiton: Mizu Kabe ) - Water Style: Water Wall
    (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.


    A-ranked
    (Mizu Fuukaku: Mizu Sumasshu) Water Style: Water Smash
    (Mizu Fuukaku: Mizu Sumasshu) Water Style: Water Smash
    Type: Attack
    Rank: A
    Range: Short/Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: User While in Mid Air right above his/her opponent manipulate Water Chakra in his/her feet and creates a giant Water feet and smashes that on his/her opponent. Its thrust severely damages the opponent.
    *Can only be Used/Taught by 0sama*


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


    (Suiton: Uruoi Kondensa) Water Style: Moisture Condenser
    (Suiton: Uruoi Kondensa) Water Style: Moisture Condenser
    Type: Supplementary
    Rank: A
    Chakra cost: 30
    Damage: None
    Description: The user condenses the moisture in the air around the opponent and makes the moisture around the opponent into water and makes it stick onto them, the water will have a thick syrup-like feeling to it, the water will cover the opponents entire body not allowing them to move. It requires alot of chakra to maintain the waters condensed thick-syrup like form so it only lasts one turn and the user will only be able to use one other jutsu on the same turn this jutsu is used in, after that turn is over the water will evaporate.
    ~Can only be used 2 times per battle.


    (Suition: Oiru Numa) Water Style: Oil Swamp
    (Suition: Oiru Numa) Water Style: Oil Swamp
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage: 60
    Description: The user summons a swamp of highly explosive and flammable oil beneath the target. The size of the swamp depends on how much chakra the user puts into the jutsu.
    ~Can only be used 4 times per battle.


    (Suiton: Misuto Fushoku) - Water Release: Mist Corrosion
    (Suiton: Misuto Fushoku) - Water Release: Mist Corrosion
    Rank: A
    Type: Defense
    Range: Short/Mid/Long
    Chakra Cost: 30 [+10 for Mid range (+20 for Long range)]
    Damage Points: N/A
    Description: User does the correct handseals and then puts his palms on his lungs. After that user opens his mouth and blows out a stream of fine mist. The mist is extremely salty. Metal objects hit by the vapor will corrode and become enveloped by a thick coating of rust. Most metal weapons will get pits in their cutting edge and will cut poorly until resharpened. Thin items, such as senbon or ninja wire will disintegrate completely. Due to the extreme saltiness of the mist anyone blasted directly in the face will have a stinging sensation in their eyes, but no permanent damage. The mist is translucent and obscures vision slightly.
    *note- can be only taught by Kaziname
    *note- can be only used 3 times in battle


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

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


    (Suiton: Heisha Sattou) Water Style: Chariot Rush
    (Suiton: Heisha Sattou) Water Style: Chariot Rush
    Rank: A
    Type: Attack
    Range: Short - Long
    Chakra cost: 30
    Damage Points: 60
    Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.
    Notes:
    - No water source required
    - Usable once per battle
    - Unable to use another "Water Style" in same turn
    - Only trainable/usable by Dexter..


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


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


    (Suiton: Oiru Taiga) Water Style: Oil River
    (Suiton: Oiru Taiga) Water Style: Oil River
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage: 60
    Description: The user summons a river of highly explosive and flammable oil on top of the opponent that comes crashing down upon them, crushing them in heavy oil.
    ~Can only be used 4 times per battle.


    (Suiton: Sui Mizu) - Water Style: Acid Water
    (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: Kyabitēshon | Water Release: Cavitation
    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

    (http://narutobase.net/forums/showthread.php?t=336908)

    Water Style: Oil Clone Jutsu ( Suiton: Sekiyu Bunshin )
    Water Style: Oil Clone Jutsu ( Suiton: Sekiyu Bunshin )
    Type: Supplementary
    Rank: A
    Range: short –mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.


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


    (Suiton: Tatsy Honu) Water Style: Torpedo Gun
    (Suiton: Tatsy Honu) Water Style: Torpedo Gun
    • Type: Attack/Defense
    • Rank: S-rank
    • Range: Short-Long
    • Chakra cost:40
    • Damage Points:80
    •Description: The user will focus his chakra in a near water source. The user will then make several canons (made with water) emerge from the water at any range and position the user see fit (4 canons max). Those canons can then shoot an extremely fast water torpedo that will explode on contact or on the user will. The torpedos can travel either in water or in the air, but are way faster in water and almost undetectable (merging with water causing no waves). The user can use those torpedo to defend against upcoming attack. A canon can be created and left on the field for up to 3 turns before disappearing.
    *Can only be used twice per match*
    *No higher than S-rank water jutsus in the turn before and after this jutsu is used*
    *Can only be used by Izuna Uchiha and ~Sasuke Uchiha~*


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


    (Suiton: Kiri Kawarimi) - Mist Replacement
    (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.


    Water Style: Grand Water Wave (Suiton: Yuuen Mizunami)
    Water Style: Grand Water Wave (Suiton: Yuuen Mizunami)
    Type: Attack/Supplementery
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses there water chakra into a huge wave that can carry the user in the air and make the user fly. The user can make waves come out of the huge wave and go attack the opponent. The water wave would need to be destroyed by some sort of earth jutsu or be cut off from the connection of water destroying the wave and making the user fall.
    Note: Can only be created one per battle
    Note: Must be taught by Izure
    Note: After usage the user can't use s-rank water jutsus next turn or the turn used


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


    (Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
    (Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
    Rank: S
    Type: Offensive, Supplmentary, Defensive
    Range: Long
    Chakra Cost: 40
    Damage Cost: 80
    Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it.
    ~ Can only be used thrice
    ~ No A rank or above water techniques the following turn.


    (Suiton: Yari joutan) - Water Release: Spear Tip
    (Suiton: Yari joutan) - Water Release: Spear Tip
    Type: Offensive, Defensive
    Rank: S
    Range: Short - Mid
    Chakra Cost: 40
    Damage Cost: 80
    Description: The user creates a orb of water besides his arm out of a water source near by which extend into a spinning tendril of water which gets shot at the opponent, upon the command of the user. The tendril is dangerous and capable of penetrating through concrete.
    -Needs a water source near by
    -Usable 3 times per battle


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


    (Suiton: Poseidon's Hei,Kabe ) - Water Style: Poseidon's Wall
    (Suiton: Poseidon's Hei,Kabe ) - Water Style: Poseidon's Wall
    Rank: S
    Type: Defence/Supplementary
    Range: Short
    Chakra cost: 40
    Damage Points: N/A
    Description: This defensive jutsu creates a wide Range,10 ft wall of water horizontally in front of the user from the ground,the seconds he/she slams his/her two hands on the ground. This wall of water is exceptionally good,for stoping fire based attacks and can further, be used as a water source
    Note-
    -Does not require water source
    -Can only 2 times a battle


    Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
    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


    Forbidden-ranked
    Suiton Bunshi: Water Molecules
    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: Tobikomigouben Gufuu) Water Release: Plungepool Tornado
    (Suiton: Tobikomigouben Gufuu) Water Release: Plungepool Tornado
    Rank: Forbidden
    Type: Defence/attack
    Range: Short/Mid
    Chakra Cost: 60
    Damage Points: 100
    Description: The user will create a votex of water either around themselves or there opponent combining there water chakra and earth chakra. This would would look like a tornado shape of water with rocks and boulders in due to the earth chakra, though due to the high speed rotation of the tornado, it would look like a giant mud vortex.
    Note: Can only be used once.
    Note: No A-Ranked or above in this turn or next turn.
    Note: 20 Damage to the user itself.
     
         
    Last edited by Zero Kelvin; 08-16-2013 at 02:36 PM.

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    Re: Zero's Customs

    Earth

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


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


    (Doton: Ragu no Furue) - Earth Release: Quaking Runner
    (Doton: Ragu no Furue) - Earth Release: Quaking Runner
    Rank: C
    Type: Supplmentary/Offensive
    Range: Mid
    Chakra cost: 15(-15 per turn)
    Damage points: N/A
    Description: When the user activates this jutsu, he will release small amounts of earth chakra into the ground everytime he takes a step, lands, runs, etc. By doing so the user will create minor quakes reaching from his location, and up to mid-range around him which will cause his opponent to loose balance, and leave him open. However when having this jutsu activated the user cannot use other elements than the ones that's based on Earth Release(Like Diamond.). The jutsu may surprise the opponent at first, and cause him to loose balance, though the opponent may be able to adapt and prepare him/herself to keep the balance after the first several quakes.
    ~Can be activated up till three times per battle.
    ~However when having this jutsu activated the user cannot use other elements than the ones that's based on Earth Release(Like Diamond.).


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


    (Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
    (Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
    Rank: B
    Type: Supplementart
    Range: Short - Mid
    Chakra cost: 20
    Damage points: N/A
    Description: When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase. This makes it a perfect defensive technique and a good means to gain distance from a target by forcibly moving them away.


    (Doton: Dasutibōru) - Earth Release: Dusty balls
    (Doton: Dasutibōru) - Earth Release: Dusty balls
    Type: Offensive
    Rank: B
    Range: Short-Medium
    Chakra cost: 25
    Damage points 40
    Description: The user makes a kicking motion strafing his foot across the ground. By doing user will cause a large volume of dust to be spread into the air, covering the area infront of the user in a dust whirlwind. Whilist the dust gets spread up into the air, several (5) barely seeable balls gets shot through the dust and hits the opponent with penetrating damage.
    -The balls can be easily detected by a Dōjutsu user
    -Can only be used 4 times per match


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


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


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


    A-ranked
    (Doton: Supaiku Chikyu Ropu) Earth Release: Spiked Rope
    (Doton: Supaiku Chikyu Ropu) Earth Release: Spiked Rope
    Rank: A
    Type: Attack
    Range: Short-long
    Chakra Cost: 30
    Damage: 60
    Description: In this jutsu the user focusses his doton chakra into the ground below the opponent and then chains two handseals forming a thick rope of earth (4 cm is the radius of the cylindrical rope) covered with spikes the rope pops out and coils around the opponents legs and arms, binding both legs and hands causing damage to the legs and arms as they are pierced by solid rock spikes.The spikes cannot pierce substance denser than solid rock.
    *can only be performed thrice in a battle
    *can only be used/taught by s06p


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


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


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


    (Doton: Douyou) - Earth Style: Shaking
    (Doton: Douyou) - Earth Style: Shaking
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: Using this technique, the user sends earth chakra into the ground to cause the ground to shake. The enemy will lose balance and fall if their on the ground. The spot of the ground to affect can be controlled. This can be used as a distraction either.
    *Note: Faust can only teach this.


    (Kyousei Doton No Jutsu) – Greater Earth Style Technique
    (Kyousei Doton No Jutsu) – Greater Earth Style Technique
    Rank: A
    Type: Supplementary/Attack/Defense
    Range: Short-Long
    Chakra cost: 30
    Damage Points: 60
    Descripton: Creates strong pillars, tools and shields made out of earth.


    (Yochi Haru) Earth Spring
    (Yochi Haru) Earth Spring
    Rank-A
    Range-Short-Long
    Type-Defensive/Supplementary
    Cost-30
    Damage-N/A
    Description-
    The user manipulates the earth with his chakra beneath him or his opponent by stomping, sending his chakra through the ground causing the ground to spring up(like a catapult) ,causing who ever the justu is used on to be propelled rapidly through the air in the direction of the users choice.
    *Can Only Be Used Three times*
    *Can Only Be Taught By Icemyster*


    (Doton: Dai Iwa no Damu) - Earth Release: Great Earth Dam
    (Doton: Dai Iwa no Damu) - Earth Release: Great Earth Dam
    Rank: A
    Type: Supplementary, Defence
    Range: Short - Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user will make a set of 4 hand seals and then will create a large segment of earth to rise up with a large bowl like formation in the center inwhich can be used to trap an opponent or up to a very large water source.


    (Doton: Koudo Hibi) - Earth Style: Earth Crack
    (Doton: Koudo Hibi) - Earth Style: Earth Crack
    Rank: A
    Type: Offense/Defense
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The earth user hardens his hand and then punches the ground, the earth start shaking, creating an earth quake and unbalancing the opponent and simultaneously creating a huge crack of width 10m in the direction in which the user has hit the punch..
    Note: This jutsu can only be used 3 times a battle..


    (Doton: Kyojin Koudo Hibi) - Earth Style: Mega Earth Crack
    (Doton: Kyojin Koudo Hibi) - Earth Style: Mega Earth Crack
    Type: Offense/Defense
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: User hardens both of his hands and then punches the ground with full power. The earth splits horizontally into two parts, the front part which is spilitted moves apart while the back part remains still, creating a wide crack of width 15m and also unbalancing the opponent. This technique can also be used to prevent from jutsus like tsunami, as all the water will go down in the crack.
    Note: ~This is the advanced version of "(Doton: Koudo Hibi) - Earth Style : Earth Crack"~
    ~Can only be used 3 times per battle~
    ~Can only be taught by Enzup~


    (Doton: Gurando Bakuhatsu Chikyū Hadō) - Earth Release: Grand Exploding Earth Wave
    (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: Doton Yuhhi) - Earth Style: Earth Flying Jump
    (Doton: Doton Yuhhi) - Earth Style: Earth Flying Jump
    Rank: A
    Type: Defence
    Range: N/A
    Chakra Cost: 30
    Damage Points: N/A
    Description: After the user does a single handseal,he/she manipulate the earth below their feet to raise up with great speed inform of a small platform that bumps the user into the air either backwards,sidways,upwards, forward.The bump is strong enough to send the user miles.However while the user is within the air they have trouble with reacting to enemy attacks unless they have some form of measure helping them to eliminate the risk
    -Can only be used 3 times per battle
    -Cannot use A rank or above Earth techniques the following turn


    (Doton: Shinkuro) Earth Style: Synchronize
    (Doton: Shinkuro) Earth Style: Synchronize
    Rank: A
    Type: Defence
    Range: short-long
    Chakra Cost: 40
    Damage Points: N/P
    Description: The user sends his/her doton chakra into the ground thus through out the battle field and synchronises with earth. When this jutsu is active the user can sense anything either standing on earth or underground.
    -Twice per battle
    -lasts for 3 turns.


    (Doton: Toraberingu Doro ) - Earth style: Travelling Mud
    (Doton: Toraberingu Doro ) - Earth style: Travelling Mud
    Rank: A
    Type: Attack/defence
    Range: N/A
    Chakra Cost:40
    Damage points:N/A
    Description: this justsu is similar to earth style-hiding like a mole,but only works on muddy and swampy portions of the earth.firstly, The user focuses earth chakra through out his or her whole body,then he is able to merge or sink into any mud/swamp but instead of turning the earth into fine grains,he solidifies it a bit whilst travelling through it, and just like the earth style hiding like a mole technique,the user is still updated with every movement happening on surface thus enabling him or her to launch a surprise attack.
    -The user can't use any other elemental jutsu except earth whilst using this technique,simply because of the constant earth chakra concentration needed.
    -twice per battle.


    (Doton: Jenga Hō) - Earth Style: Jenga Cannon
    (Doton: Jenga Hō) - Earth Style: Jenga Cannon
    Type: Offensive/Deffensive/Supplementary
    Rank: A
    Range: Short/Long
    Chakra Cost: 30
    Damage Points: 60 (10 each per storie)
    Description: After performing 6 handseals while and channel earth chakra behind him, the user will make a huge building-like pillar of rock, rise from the ground with the height of a 6 storie tall building. Then by making hand gestures the user can launch 1 ''storie'' from the pillar at the selected target or use it to defend against an incoming attack.
    Note: This jutsu lasts until the last storie has been used.
    Note: Only 1 storie can be used per turn.
    Note: The pillars consist of 6 stories.
    Note: No Doton jutsus until each storie has been used.
    Note: Usable once per battle.


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

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


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


    S-ranked
    (Doton: Iwa Ebi) Earth Style: Rock Lobster
    (Doton: Iwa Ebi) Earth Style: Rock Lobster
    Type: Offensive/Defense
    Rank: S
    Range: Short-Long
    Chakra cost: 40
    Damage: 80
    Description: The user creates a huge lobster made from any source of already existing earth. The lobster skin is extremely dense like a shell but deep inside there is a hollow space. The lobster has brute strength, and can rip people in half with it's claws. The lobster can also merge with earth. The lobster can also swim in water due to it's hollow inside that allows it to float. One hit from any lightning jutsu higher rank will instantly destroy the lobster. When the lobster is destroyed it retuns back into the earth.
    ~Can only be used 2 times per battle. The old lobster must be destroyed before a new one can be created, the user must also wait one turn after the last one was destroyed to create a new one.


    (Doton: Arizuka) Earth Style: Anthill
    (Doton: Arizuka) Earth Style: Anthill
    Type: Offense
    Rank: S
    Range: Short-Long
    Chakra cost: 40
    Damage: 80
    Description: The user infuses their chakra with the ground underneath the opponent and begins to loosen it. Then the user makes the loosened earth rise up from underneath their target. The opponent becomes trapped as the earth begins to rise around them and completely covers their body. The earth forms a large anthill, the size of the anthill depends on the amount of chakra the user puts into the jutsu. Then with one hand seal the user crushes the opponent as they are trapped within the anthill.
    ~Can only be used 3 times per battle.


    (Doton: Bachi o Atlas) Earth Style: Curse of Atlas
    (Doton: Bachi o Atlas) Earth Style: Curse of Atlas
    Type: Attack
    Rank: S
    Range: All
    Chakra cost: 40
    Damage: 80(-5 to the user)
    Description: The user will gather a large amount of chakra into their feet then stomp on the ground, the stomp will release a large amount of pressure and send a downward shockwave into the ground, the ground will be pushed downward crushing anything that is underground.
    ~Can only be used 2 time per battle.


    (Doton: Koudo Ame)-Earth Style: Earth Rain
    (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: Jari Tatsu) Earth release: Gravel Dragon
    (Doton: Jari Tatsu) Earth release: Gravel Dragon
    Type: Attack
    Rank: S-rank
    Range: Short-Long
    Chakra cost: 40
    Attack points: 80
    Description: The user creates a large dragon out of gravel and sends it towards the opponent. The gravel is constantly moving around as the dragon shoots straight through towards the opponent. The dragon then swallows the opponent and begins to thrash him inside of him while grinding him w/ the gravel.
    *Note: can only be used by Toku.
    *Note: can only be used 3x per battle.
    *Note: No s-rank earth and above can be used next turn.


    (Doton: Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
    (Doton: Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
    Rank: S
    Type: Offensive
    Range: Mid
    Chakra Cost: 40
    Damage: 80 (+15 if hit by the falling rocks)
    Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

    Note: Can only be used twice per battle
    Note: No other earth jutsu in the same turn
    Note: No S ranks in the same turn


    (Doton: Tsuchi Musha) -Earth Style: Earth Marauders
    (Doton: Tsuchi Musha) -Earth Style: Earth Marauders
    Type: Attack/Defense/Supplementary
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    This technique is some ways mimics the stone golums/earth clones. The user will preform two hand seals and spits out mud from mouth to ground then it solidifies. By doing this the user will have three options on what will be formed from the mud. The three choices are Broad sword wielding Warrior/ Archer with Bow/ Viking with giant shield. Warrior attacks are basic Kenjutsu; Archer attacks are typical shots. These Marauders stand about 13 feet tall. With the exception of the Viking the Archer/Warrior are basic attacking types. The warrior is capable of attacking at short range and the archer is capable of attacking at mid - long distance doing the based damage. The Marauders are able to move as fast as a clone and they are quick with their attacks. These Marauders are unable to use jutsus of any kind.
    Notes:
    - Only one Marauder is able to be used at a time.
    - They last on field until destroyed.
    - Unable to use Doton technique in same move they are created.
    - Unable to reform after begin destroyed.
    - Usable once per battle.
    - Only usable by Dexter..
    - Only trainable by Dexter..


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


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


    (Doton: Shi Matsu) - Earth Style: Death Awaits.
    (Doton: Shi Matsu) - Earth Style: Death Awaits.
    Rank: S
    Type: Offensive/Defence.
    Range: Short-Mid.
    Chakra Chost: 40
    Damage Points: N/A
    Description: The user performs five handseals, and speaks the words (Death awaits you) and strikes the ground with one hand. Depending on how strong the user thinks his/her opponent is, one to five skeleton shaped figures condensed and made from the strongest earthly material will come out of the ground will come from the ground around the target, it is also th users decision in whether they come fully out of the ground or not. And the skeletons will quickly grab the target, usually before they have any time to react unless they have the ability to react quickly enough through either sensory or doujutsu style abilities. This will leave the target unable to move, and setup for a free and easy attack.
    ►This Jutsu can only be used once per battle.
    ►The Jutsu only lasts for one full turn.
    ►The user must be able to pinpoint the location of the target, so they have to see the target.
    ►Cannot perform A rank or above Earth techniques the following turn.


    (Doton: Meiun Hishou) – Earth Style: Doom Flight
    (Doton: Meiun Hishou) – Earth Style: Doom Flight
    Type: Supplementary
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: N/A (Opponent may be knocked out)
    Description: User stomps the ground and two S-rank pillars of earth immediately sprout from the ground and intertwine to bind the opponent, then separating from the ground to further launch towards the sky while forcibly carrying the opponent along with them. And if they don’t escape the bind they are assured a freefall crash to the ground, where they will be knocked out.
    Note: This move can only be used/taught by BluePhenix.
    Note: User cannot perform any other earth technique in the same turn that this move is used.
    Note: This move's effectiveness will vary with the user, i.e. for opponents with rank less than or equal to that of the user, this move is so sudden that, by the time they react to it, they will already be launched in the air. However, for an opponent of higher rank or one of equal rank but who makes use of a speed-enhancing technique such as gates, he will have the time to react before being completely launched into the air.


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


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


    (Doton - Sokonashi no Kussaku) Earth Style - Bottomless Excarvation
    (Doton - Sokonashi no Kussaku) Earth Style - Bottomless Excarvation
    Rank: S
    Type: Defense/Offense
    Range: long
    Chakra Cost:40
    Damage Points: N/a
    Description:This technique requires The user to first perform some handseals, then he or she forcefully seperates his/her hands whilst manipulating and horizontally excarvating/demacating the earth between them and the target.this jutsu can be used to drain out water jutsu,watery/muddy/swampy terrains because of the mass capacity of this technique.
    -Twice per battle.


    Doton: Pirania Kyobou |Earth Release: Pirahna Frenzy|
    Doton: Pirania Kyobou |Earth Release: Pirahna Frenzy|
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Range: Short-Mid
    Description:The user concentrates his doton chakra and does a single handseal creating a infinite number of pirahna's made of earth and theses pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.The swarm upon the enemies and devours them and can not be destroyed while in ground any damage to the pirahna is regenerated as long as there in ground
    Note:
    can only be used twice per battle
    cannot use any suiton jutsu of A-rank and above for 2 turns
    cannot use any doton jutsu of S-rank and above for 1 turn
    pirahna lasts for a full turn
    pirahna's doesn't harm the user
    can only be taught by igneel


    Earth: Peble Dragon(Doton: Peble Doragon)
    Earth: Peble Dragon(Doton: Peble Doragon)
    Rank:S
    Type:Attack
    Range:Short/long
    Chakra Cost:40
    Damage Points:80
    Description: The user slams his leg into then from ground a 2-ton boulder comes out infront of the user then small pebals from the big boulder come out and then the small pebals form into a giant rock dragon which is headed at the opponant.
    *2 times per battle only


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


    Forbidden-ranked
    ( Doton: Tanso Genshi Kumu ) Earth release: Carbon Atom Organize
    ( Doton: Tanso Genshi Kumu ) Earth release: Carbon Atom Organize
    Type: Supplementary
    Rank: Forbidden
    Range: Short
    Chakra cost: 50
    Damage points: N/A ( + 10 to user when activated due cell re-organizing. )
    Description: User focuses large amount of earth based chakra on their cells and re-arranges their configuration converting their skin hard as diamond and turning it into black. This jutsu makes opponent less vulnerable to taijutsu, earth, fire, wind and water attacks while is more vulnerable to lightning attacks ( + 10 to damage ).
    Note:
    - This can be used once per battle
    - It causes 15 damage to user
    - User is weaker to lightning attacks
    - No earth jutsus for one turn
    - Can be only taught by Myartisablast
    - Lasts three turns


    (Doton: Balrog) - Earth style: Balrog
    (Doton: Balrog) - Earth style: Balrog
    Rank: Forbidden
    Type: Attack/Defence
    Range: Short - Mid
    Chakra Cost: 30
    Damage points: N/A
    Description: The user will perform 3 handseals placing his hand on the ground, quickly releasing his chakra into the ground. Out of this, a giant black beast made of earth shall arise(see image below). This earth demon is known as a Balrog, its body is made of earth and down his back are spikes of fire. He can also weild a flaming sword or a fire whip. For these 2 fire weapons to be created the user needs to perform one handseal. This earth deamon has 3 abilities.
    1. The Balrog can use up S rank fire (not including S ranks)
    2. The Balrog can control a fire whip or a flaming sword.
    3. The Balrogs body is as hard as S rank earth
    These beast is able to walk and move, but not able to fly even though it has wings. Once the body of the Balrog is destoryed the fire will extinguish shortly after.

    Note: Useable 1 times per battle
    Note: Can't use genjutsu in the same turn as this jutsu
    Note: Must be taught by the pervy sage
    Note: Stays on the feild for 4 turns, or until destroyed
    Note: The user takes 30 damage from the amount of chakra they have to use for this jutsu
     
         
    Last edited by Zero Kelvin; 03-09-2013 at 08:43 PM.

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    Re: Zero's Customs

    Wind


    C-ranked
    (Fuuton No Jutsu) - Wind Style Technique
    (Fuuton No Jutsu) - Wind Style Technique
    Rank: C
    Type: Attack/Defence
    Range: Short-Long
    Chakra cost: 20
    Damage Points: 30
    Descripton: The user is able to make clearly visible objects by using their chakra to dense and move the air at great speed. Jutsu can be used to create shapes like small sized pillars of wind, tools, and shields of wind (Just like earth style technique).


    B-ranked
    (Fuuton: Reppuuhira) - Wind Style: Gale Palm
    (Fuuton: Reppuuhira) - Wind Style: Gale Palm
    Type: Supplementary
    Rank: B
    Range: Short/Mid
    Chakra Cost: 25
    Damage Points: N/A
    Description: By focusing wind chakra in both hands and thrusting them forward while releasing the wind chakra, the user can create a powerful burst of straight wind towards the opponent. This technique doesn't harm the opponent, but it's simply used to shove them back, giving space between the user and the opponent. The wind can also slow down oncoming weapons or increase the speed of those trown by the user.
    Note: Can only be taught by Ryuji.


    (Futon: Boushi Bu-Meran Suraashu no Jutsu) - Wind Style: Spinning Boomerang Slash Jutsu
    (Futon: Boushi Bu-Meran Suraashu no Jutsu) - Wind Style: Spinning Boomerang Slash Jutsu
    Type:Attack
    Rank:B
    Range:short-medium
    Chakra Cost:25
    Damage Points:40
    Description:The user would make a boomerang shaped gathering of wind in each hand and throw them at their opponent and then the user would be able to control where it goes because of the flow of their chakra being in the boomerang. The user could then manipulate the chakra from a distant and adjust the height the boomerang is at and add more chakra to certain parts to make it turn in a certain direction.
    *you can only make it move or curve through the air once.
    *this jutsu can only be used by Kid Ace2392 or Lord of Kaos and people they teach it to.


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


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


    A-ranked
    (Futon: Kunai Dzuki Ken) - Wind Style: Kunai to Blade
    (Futon: Kunai Dzuki Ken) - Wind Style: Kunai to Blade
    Type: Offensive/Deffensive
    Rank: A
    Range: Short/Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: When having a kunai(s) the user will infuse wind chakra to it and this one will expand into a sharp blade. This blade can be used in a normal fashion and can penetrate a human body with ease. It also gives the advantage that it retains both the light weight and versitility of the kunai while gaining the length of a sword. Depending on how much chakra is infused into the kunai, the lenght of the blade can vary, from the size of a Tanto to a size that can reach Mid-range.
    To keep this technique in used, the user must pay 5 Chakra Points after the first and every other turn.
    Note: Only up to B-rank wind techniques can be used when using the blade(s).
    Note: Can only be used 3 times per battle.
    Note: Can only be taught by Ryuji.


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


    (Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
    (Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
    Type: Attack
    Rank: A
    Range: Short/Long
    Chakra Cost: 30
    Damage Points: 60
    Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow.
    *Can only be used thrice per battle*
    *Can only be Used/Taught by 0sama*


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


    (Fuuton: Uyoku Enzeru) - Wind Style: Take Flight
    (Fuuton: Uyoku Enzeru) - Wind Style: Take Flight
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra Cost: 30
    Damage: 60
    Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.


    (Taibu Fuuton no Jutsu ) Greater Wind Style Technique
    (Taibu Fuuton no Jutsu ) Greater Wind Style Technique
    Rank: A
    Type: attack/defence
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user is able to make clearly visible objects by using their chakra to dense and move the air at great speed. Jutsu can be used to create shapes like medium sized pillars of wind, tools, and shields of wind (Just like earth style technique with more chakra used in order to make objects bigger and stronger).


    (Tatsumaki Kobushi) - Tornado Fist
    (Tatsumaki Kobushi) - Tornado Fist
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses wind chakra around their arm, creating a mini tornado around their arm of solid compressed wind chakra spining around their arm. This jutsu increases the speed and power of the users punchs so fast that only a 2nd tomoe sharingan can see it coming, and the power strong enough to knock an opponent back several yards.
    Note: This jutsu lasts for 2 rounds with each use. (counts for the round used)
    Note: This jutsu can used 3 times per battle.
    Note: This jutsu can only be used after the first round in battle.
    Note: Orange-Hokage can only teach this jutsu.


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


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


    (Fuuton: kochou bure-do) Wind Style: Butterfly Blades
    (Fuuton: kochou bure-do) Wind Style: Butterfly Blades
    Type: Attack
    Rank: A
    Range:Short/Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.
    Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.
    Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location
    Note: Can only be used three times per battle


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


    (Fuuton: Shinku Hari) - Wind Style: Crimson Needles
    (Fuuton: Shinku Hari) - Wind Style: Crimson Needles
    Rank: A
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra Cost: 30
    Damage: 60
    Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current
    *Note: Can only be used 3 times per battle.
    *Note: No A rank wind techniques the same turn.
    *Note: Doujutsu users can clearly see the technique
    *Can only be taught by McKnockout


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

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


    (Fūton: Haipa Tatsumaki) – Wind Release: Hyper Tornado
    (Fūton: Haipa Tatsumaki) – Wind Release: Hyper Tornado
    Rank: A
    Type: Offensive
    Range: Short – Long
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
    The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.
    -The controling of the shuriken counts as one of the users turns
    -Can only be taught by ~Yard~


    Fuuton: Haipā sanso-ka | Wind Style: Hyperoxygenation
    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

    (http://narutobase.net/forums/showthread.php?t=336908)

    S-ranked
    (Fuuton: Kaze Kazan) Wind Style: Wind Volcano
    (Fuuton: Kaze Kazan) Wind Style: Wind Volcano
    Type: Attack
    Rank: S
    Chakra: 40
    Damage: 80
    Description: The user stomp the ground sends a massive amount of wind chakra into the ground through their leg. On the surface it will seem like nothing happened and the opponent will be unaware, but underground the wind will travel through the pores of the earth with great force but silently, the winds will rip anything that is underground by deflaut, and will gather under the opponent then with a burst the wind will erupt and destroy the opponent on top of the eruption site cutting them to shreds.


    (Fuuton: Kaze o Yofun) Wind Style: Winds of Rage
    (Fuuton: Kaze o Yofun) Wind Style: Winds of Rage
    Type: Attack
    Rank: S
    Range: All
    Chakra cost: 40
    Damage: 80
    Description: The user will cause the wind around the opponent to spiral creating a tornado with the opponent in the middle, the wind is clear and is able to be seen thru, but has increadible pressure and will rip anything that comes in contact with it, user will then cause it to shrink and crush the opponent in the middle.
    ~Can only be used 2 times per battle.


    (Fuuton: Nijuu Te o Moui) Wind Style: Double Hands of Fury
    (Fuuton: Nijuu Te o Moui) Wind Style: Double Hands of Fury
    Type: Attack
    Rank: S
    Chakra cost: 40
    Damage: 80
    Description: The user collects wind chakra in the air to make two walls of cutting intense wind on both sides of the opponent, then the user will clap and both wind walls will come crashing into the opponent from both sides crushing them in the middle, the wind walls are invisible unless the opponent has a eye technique.
    ~Can only be used 2 times per battle.


    (Fuuton: Kire Gokusha) Wind Style: Slicing Prison
    (Fuuton: Kire Gokusha) Wind Style: Slicing Prison
    Type: Supplementary
    Rank: S
    Range: Short-Long
    Chakra cost: 40
    Damage: 80
    Description: A large amount of wind will begin to spin around their target then will quickly form around the opponent in the shape of a 360 degree dome. This dome consists of high pressure cutting winds that rotate at high speeds and cut anything it comes in contact with, the dome of wind can then be decreased in size, but it become more condensed with wind, and crush and rip the opponent to shreads inside it.
    ~Can only be used 2 times per battle.


    (Fuuton: Hamingu Kinchou Moui) Wind Style: Humming Birds Fury
    (Fuuton: Hamingu Kinchou Moui) Wind Style: Humming Birds Fury
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra cost: 40
    Damage: 80
    Description: The user gathers wind chakra and releases a large compressed blast of wind from their mouth. The wind blast then shatters into hundreds of glass-like shards from which hundreds of humming birds are formed. The humming birds travel at great speeds and have bullet-like impacts. They attack the opponent from all directions.
    ~Can only be used 3 times per battle.


    (Fuuton: Kamikaze Washi) Wind Style: Kamikaze Condors
    (Fuuton: Kamikaze Washi) Wind Style: Kamikaze Condors
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra cost: 40
    Damage: 80
    Description: The user focuses wind chakra to the tip of each finger in one hand and releases five medium-sized balls of wind. The balls of wind take the from of condors that can be controlled by the user. Each condor can use it's claws or beak to easily tear through flesh. The condor can only be destroyed with fire techniques of equal strength, lower ranks are effective but don't fully destroy them. Like the name the eagles can crash into other objects and explode.
    ~Can only be used 3 times per battle.


    (Fuuton: Kaze Yari) Wind Style: Wind Spears
    (Fuuton: Kaze Yari) Wind Style: Wind Spears
    Type: Offense
    Rank: S
    Range: Short-Long
    Chakra cost: 40
    Damage: 80
    Description: The user begins to combine his own wind chakra with the actual wind near the opponent and swiftly moves the wind into the underground through the tiny pores in the earth. The sound of the wind moving is relative to a suction of a vacuum. The wind can clearly be seen moving with the aid of an eye technique, without an eye technique it is invisible but can still be felt. As the wind goes underground the user shapes the wind into razor-sharp wind spears, then with a hand seal the user make the spears to erupt from the ground and skewer the opponent from below.
    ~Can only be used twice per battle.


    [Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
    [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: Mei Mei Din Kikku no Jutsu) - Wind Style: Divine Dropkick Jutsu
    ( Fuuton: Mei Mei Din Kikku no Jutsu) - Wind Style: Divine Dropkick Jutsu
    Rank: S
    Type: Offense/defense
    Range: mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user concentrates a large amount of wind chakra into his/her leg and jumps up,doing a front flip with a leg dropkick that instantly sends down a strong,large wave of wind to impale the target. This jutsu is best in mid-air.
    -3 times per battle.
    -no A rank wind next turn


    ( Fuuton: Mei Mei Kikku no Jutsu) - Wind Style: Divine Kick Jutsu
    ( Fuuton: Mei Mei Kikku no Jutsu) - Wind Style: Divine Kick Jutsu
    Rank: S
    Type: Offense/defense
    Range: mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user concentrates a large amount of wind chakra into his/her leg and does a backflip kick that instantly elevates anything in the users path and is able to knock a Target unconscious.
    -Useable 3 times per battle
    -No A-rank wind next turn


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


    (Fuuton: Ikedzukuri Chokuritsu Dorafu) - Wind Release: Slicing Vertical Draft
    (Fuuton: Ikedzukuri Chokuritsu Dorafu) - Wind Release: Slicing Vertical Draft
    Rank:S
    Type: Attack
    Range:Short-Long
    Chakra Cost:40
    Damage Points:80
    Description: After performing the 5 needed handseals to imbue their chakra into the air, the user creates a vertical updraft of wind quickly moving massive amounts of warmer, less dense air upwards. This updraft causes the opponent to rise with the air. Since the wind is infused with the users chakra, the enemy is also being sliced by the wind. They are thrown into the air, and sliced by the powerful winds at the same time.
    ~Can only be taught by Ruiz..
    ~Can only be used 3 times per battle


    (Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
    (Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
    Rank: S
    Type: Offensive/Defensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.
    Note: Puts a tremendous strain on the users hand and can only be used 3x per battle
    Note: Cant use Wind Techniques for two turns
    Note: Must know chakra cannon to use this
    Note: Can only be taught by Nagato


    ( Riborubingu Itami ) Revolving Pain
    ( 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*


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


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


    (Fuuton: Meimei Bakuha no Jutsu) - Wind Style: Divine Blast Jutsu
    (Fuuton: Meimei Bakuha no Jutsu) - Wind Style: Divine Blast Jutsu
    Rank: S
    Type: Offense/defense
    Range: short-mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user makes a snake handseal and releases a strong 360 degrees wind blast from his/her body, that flattens everything at mid- range to the him/her.
    -can only be use 2 time per battle
    -No A-ranked wind jutsu next turn


    (Futon: Mei Mei Mikku no Jutsu) – Wind Style: Divine Stomp Jutsu
    (Futon: Mei Mei Mikku no Jutsu) – Wind Style: Divine Stomp Jutsu
    Rank: S
    Type: Offense/defense
    Range: long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user concentrates a large amount of wind chakra into one of his/her leg and stomps on the
    ground thus releasing a powerful,large wave of slicing wind raging through the ground with great speed, towards the Target. Doing major damage to his/her leg.
    -Useable 3 times per battle
    -No A-rank wind next turn


    (Fuuton: Sukai Toku) - Wind Style: Sky Shield
    (Fuuton: Sukai Toku) - Wind Style: Sky Shield
    Rank: S
    Type: defense
    Range: N/A
    Chakra Cost:40
    Damage points: N/A
    Description: The users focuses and channels a certain amount of wind chakra into their head,then he or she manipulates the chakra into a large flat sphere of wind,more like a flat hat atop the users head,which is large enough to shade the user's whole body and acts as a barrier against attack from skywards.
    -useable twice.
    -lasts for 3 turns


    (fuuton - Mimi Juuten) Wind Style - Ear Plugs
    (fuuton - Mimi Juuten) Wind Style - Ear Plugs
    Rank: S
    Type: Defence
    Range: N/A
    Chakra Cost: 40
    Damage Points: N/A
    Description: The users concentrates and channels small amount of wind chakra into both of their ears,manipulating it to gain a tiny sphere like shape.this renders them completely deaf.Thus,making sound based attacks useless but leaving he or she open for surprise/sneak attacks.
    -Twice per battle
    -lasts for 5 turn


    (Fuuton: Horobiru, Suru) - Wind Release: Perish, You
    (Fuuton: Horobiru, Suru) - Wind Release: Perish, You
    Rank: S
    Type: Supplmentary
    Range: Short-Long
    Chakra cost: 40 (+10 per turn.)
    Damage points: N/A
    Description: The user will release a quite big amount of wind chakra out in the air which will cover the entire field. He then by using the wind chakra he will make it accelerate and fly around in an un-controlled matter creating disruption in the air/wind, this will cause wind jutsus to get canceled out the moment they will get performed as the disruptions in the air/wind will splitter it apart.
    ~ Useable twice.
     
         
    Last edited by Zero Kelvin; 04-06-2013 at 11:07 AM.

  7. #7
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    Re: Zero's Customs

    Elemental Combinations


    A-ranked
    Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
    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.
    Only Oraan may teach


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


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


    Raiton/Fuuton| Mabushii Unari (Lightning/Wind Release| Radiant Howl)
    Raiton/Fuuton| Mabushii Unari (Lightning/Wind Release| Radiant Howl)
    Rank: S
    Type: Attack/Defense
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The User concentrates a large amount of wind and lightning Chakra in his mouth that when releases sends out massive shockwaves of lightning and wind around that can obliterate whatever is in it path. The rippling wind and lightning creates a deafening howl that is able to drown out all sound and causes the and opponent to be deaf for the turn afterwards.
    (No Lightning Or Wind Next Turn)
    (Usable 2 times)


    (Doton/Suiton Konbo: Kyuutai no Suishi) Earth/Water Combo: Orb of Drowning
    (Doton/Suiton Konbo: Kyuutai no Suishi) Earth/Water Combo: Orb of Drowning
    Rank: S
    Range: Long
    Type: Attack
    Chakra: 40 (+ 15 per turn)
    Damage: 80
    Description: The user will do a row of 5 handseals, then finish with slamming their hands onto the ground. A huge orb of earth will arise from the surrounding earth around the opponent, encasing them in a giant orb, leaving a 3 meter, in diameter, hole in the ground, that enters into the bottom of the orb. The user then stomps onto the ground, causing a geyser of water to sprout up into the hole, filling the orb with water. The water will race around inside of the orb, knocking the opponent around, trying to knock them out. The water will then fill up the orb, drowning the opponent.
    Note: Usable 1x
    Note: No Earth/Water jutsu for the next turn
    Note: The water will fill up the orb in 5 seconds max
    Note: If not out in 2 turns, the opponent will drown


    Forbidden-ranked
    (Kaen Tatsumaki) - Blazing Tornado
    (Kaen Tatsumaki) - Blazing Tornado
    Type: Attack/Defense
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 80
    Damage Points: 100
    Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.
    Note: Can only be used once
    Note: No s ranks or above the next turn
    Note: User will take 30 damage too if its used at mid range


    Kaze/Koudo/Faia Soshi Konbo | Enkou Nagareboshi Hitoame: Wind/Earth/Fire Elemental Combo | Flaming Meteor Shower
    Kaze/Koudo/Faia Soshi Konbo | Enkou Nagareboshi Hitoame: Wind/Earth/Fire Elemental Combo | Flaming Meteor Shower
    Rank: Forbidden
    Type: Attack
    Range:Short- Long
    Chakra Cost: 50
    Damage Points: 90
    Description: The user performs four handseals, he then releases his doton chakra into the earth [by foot eg.stompimg], he then inhales a normal proportion of air, as this is done, the user forms the tiger handseal,and focuses his katon chakra, the user then stomps on the ground, as 10 boulders [each the size of a regular human body in height and are of spherical shape] are ejected from the ground, up into the air, the user then clasps his hands together, this engulfs the boulders in flames, as the extreme heat of the fire changes the boulders color to glowing red, the user then focuses and generates wind chakra into the air to forcibly push the boulders to strike the opponent, the wind also slightly increases the power of the fire.This scenery is a shower of meteors.
    Note:
    The boulders are formed in front of the user [in short range],added by fire and then launched by the wind [to mid or long range], When the boulders make contact to the ground, the entire terrain of a range will be entirely devastated into the form of a crater, while patches of flames are scattered throughout that entire area.[this jutsu is performed at great speed] As this jutsu is performed, the user coughs up blood. He falls to his knees, as blood runs down his nose, this is due to the incredible force upon the user to perform the technique, after the use of this technique, the users hand becomes dark in color, as they are useless to perform handseals for the next two turns. The users chest also becomes red, since the extreme use of multiple chakra, this overuse of chakra temporarily clogs the chakra circulatory system, causing it not to flow efficiently which will lead to the the use of only three of the basic five elements for the next three turns.
    注意 No S ranks or higher for the next turn
    注意 Usable only once per battle
    注意 Usable for Sannin Rank or Higher
    注意 Requires the space of three moves [since the usage of multiple elements]


    Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi | Earth/Lightning Release: The Super Active Trickster Squirrels
    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
     
         
    Last edited by Zero Kelvin; 10-22-2013 at 08:22 AM.

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    Re: Zero's Customs

    Taijutsu


    C-ranked
    ( Kuro-Ashi Taijutsu: Kikku Kōsu ) - Black-Leg Taijutsu: Kick Course
    ( Kuro-Ashi Taijutsu: Kikku Kōsu ) - Black-Leg Taijutsu: Kick Course
    Rank: C
    Type: Supplementary
    Range: Self
    Charka cost: 15 ( - 5 per turn )
    Damage points: N/A ( + 10 to leg taijutsu )
    Description: Simple technique that's used by Black-Leg Taijutsu experts. Idea of this jutsu is constant chakra circulation to user's feet, allowing user to deal attacks with feet faster and harder. While having this activated user loses ability to use hand taijutsu but user's hands can still be used for Kenjutsu/Handstanding and other stuff like that.
    Note:
    - Stays with user whole battle
    - Consumes chakra every turn
    - No hand taijutsu can be used while this jutsu is activated.


    Magarime | Flip
    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

    (http://narutobase.net/forums/showthread.php?t=275985)

    B-ranked
    Strike of the Devil Monkey = Dageki no Mashin Okane
    Strike of the Devil Monkey = Dageki no Mashin Okane
    Rank: B
    Type: Offense
    Range: Short
    Chakra cost: 20
    Damage Points: 40
    A taijutsu attack that requires a leg sweep to knock the target off balance and then by slipping over onto their hands to deal two kicks downwards onto their chest and slaming them into the ground and they push themselves off the ground flipping in the air where they insert Doton chakra into ther knees to deal a double knee strike to the opponent whilst they hit the ground. Due to the Doton chakra charged within the knees, the hit deals extra brute strengh.

    (Fuketsu Giri) - Dirty Slash
    (Fuketsu Giri) - Dirty Slash
    Type: Offensive
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage Points: 40
    Description: The user will rush at the opponent and perform a slide in front of him/her to make dirt rise and enter into his/her eyes, then the user gets up inmediatly and slash the opponent resulting in a passing high-speed horizontal slash in the chest or in one of the sides. This technique can aslo be used with snow to make the a small white cloud surround the target, sand to get in his/her eyes like dirt does, or water to just splash him/her leaving them vulnerable to lightning techniques after the attack.


    (Dim Mak - Hishou Ude Itami) - Deaths Touch - Soaring Arm Pain
    (Dim Mak - Hishou Ude Itami) - Deaths Touch - Soaring Arm Pain
    Rank: B
    Range: Short
    Type: Offensive
    Chakra Cost: N/A
    Damage Points: 40
    Description: The user pulls back his arm and sticks two fingers out into a striking position, he then strikes fast at the enemy's muscle in the arm his Biceps and Triceps. He hit it in such a way focusing on internal damage that he tears the muscle in the enemy's arm causing soaring arm pain. If the attack is successful the enemy is unable to use that arm for a turn. Continues use on the arm will cause major pain.
    Note
    ~Lasts for 1 turn
    ~Must be taught Dim Mak to use


    (Taijutsu | Kankoui | Kyuukei) - Fighting Technique | First Act | Intermission
    (Taijutsu | Kankoui | Kyuukei) - Fighting Technique | First Act | Intermission
    Type: Attack
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage Points: 40
    Description: The user focuses chakra into their legs and starts charging at the opponent. The performer grabs the arm of the opponent and uses their right knee to slam into the elbow breaking the arm of the unlucky sparring partner. Then the user uses his/her right hand to slam the face of the opponent in the ground.
    (Can only be taught by Daemon)


    (Houmen Za Kinpaku) - Release The Tension
    (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.


    A-ranked
    Forbidden Taijutsu Art: Lightning Eye Blinding = Rai Taijutsu Giijutsu: One Manako Buraindo
    Forbidden Taijutsu Art: Lightning Eye Blinding = Rai Taijutsu Giijutsu: One Manako Buraindo
    Type: Offense
    Rank: A
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: The user will concentrate Raiton chakra into his index and middle fingers. He will then thrust them into the opponent’s eyes, blinding him instantly. Due to the Raiton chakra the opponent's eyes would be blind and his whole face numbed for the following turn.
    Note: No A rank or S rank Taijutsu and Lightning attacks for the next turn.
    Note: Can only be used twice per battle.
    Note: Can only be taught by PowerOfDarkness


    (Bokusā no Kobushi: Ichi Rei-Ni Panchi) - Boxer's Fist: One Hundred-Two Punch
    (Bokusā no Kobushi: Ichi Rei-Ni Panchi) - Boxer's Fist: One Hundred-Two Punch
    Type: Attack/Defense
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user focuses wind chakra into his fists and throws a quick, continuous flurry of whipping jabs at the opponent with one hand, pushing away and bruising his arms and face and preventing him from making seals. Then the user hits him with a powerful cross that knocks him back. This could also be used to deflect projectiles thrown at the user.
    -Can be used 3 times per battle
    -Can only be taught by Katonpwnz


    (Taijutsu | Kankoui | Fukyuu Itami) - Fighting Technique | First Act | Opening Scene
    (Taijutsu | Kankoui | Fukyuu Itami) - Fighting Technique | First Act | Opening Scene
    Type: Attack
    Rank: A
    Range: Short
    Chakra Cost: N/A
    Damage Points: 60
    Description: The user upper cuts the opponent lifting him some inches into the air. Then follows up with a round house kick to the chest knocking the air out of the victim. He or She then grabs the foes legs as they fly back and slam them back and forth on the ground. Once the opponent hits the ground for the last time, the performer kicks them in the chest causing them to slide across the ground and crash into a wall.
    (Can only be taught by Daemon)


    (Konmoui | Nentenkei) - Soul Menace | Twisting Punishment
    (Konmoui | Nentenkei) - Soul Menace | Twisting Punishment
    Type: Attack
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
    (Can only be used twice per battle)
    (Can only be taught by Daemon)


    (Bokusā no Kobushi: Shōgeki no Fukku)-Boxer's Fist: Jolt Hooks
    (Bokusā no Kobushi: Shōgeki no Fukku)-Boxer's Fist: Jolt Hooks
    Type: Attack
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user focuses lightning chakra in his fists and quickly dashes very close to the opponent. The user then strikes the opponent with 5 consecutive hooks to the sides of the head and body while shifting his body weight to add power to the punches. The 5th punch drives the opponent's head into the ground. When the punches connect, they leave the point of impact numb and unusable and if they hit the head, the opponent's reaction time will be slower and leave him disoriented or unconsious.
    -One direct punch can knock a weaker opponent unconsious
    -Can be used 3 times per battle
    -Can only be taught by Katonpwnz


    12 Dances: Snake (12 Dansu: Hebi)
    12 Dances: Snake (12 Dansu: Hebi)
    Type: Attack
    Range: Short
    Rank: A
    Chakra Cost: 0
    Damage: 60
    Description: The user does a 20 hit combo with his hands and on each hit the user places a paper bomb on the enemy when the 20 hits are complete the user jumps back and activates all 20 paper bombs and blows the opponant.
    *Can only be used 1 times per battle
    *The user cant use any taijutsu moves for 3 turns


    (Soshi Taijutsu) Elemental Taijutsu
    (Soshi Taijutsu) Elemental Taijutsu
    Type: Attack
    Rank: A
    Range: Short-Medium
    Chakara Cost: 40
    Damgae: +15 to all Taijutsu(-5 per turn active)
    Description: By focusing on the different elemental chakara's the user is able to manipulate them to fight in hand to hand combat while using their power. This jutsu is considered to be taijutsu and not ninjutsu.
    Fire: The user hands and feet become fiery and burn with intense heat, giving the user flaming strikes. And can fire blast of fire opponent.
    Wind: The users hands and feet become covered in wind chakara and gain immense cutting power. And can fire wind blasts at the opponent.
    Water: The user hands and feet become covered with water and now have cutting power and have the user's hands have the abilty to handle immense heat. And can fire blast of water at the opponent.
    Lightning: The user's hands and feet become covered with lightning and can use this to cut stronger, shock the opponent, and can send blast of lightning.
    Earth: The user's hands and feet become much harder and give a stronger impact when meeting contact and allow the user to fire needles or rocks of earth at the opponent.
    ~This jutsu does not have a time limit itself for its not just a jutsu but a method of fighting. It can be activated at any period of time and released at any period of time. As long as its active the user is damaged in small amounts. The user can switch between elements, but the user cannot use jutsus of that element they are controlling~


    S-ranked
    Forbidden Taijutsu Art: Demonic Palm Strike = Kinshi Taijutsu Gijutsu: Oni Hirate Dageki
    Forbidden Taijutsu Art: Demonic Palm Strike = Kinshi Taijutsu Gijutsu: Oni Hirate Dageki
    Type: Offense
    Rank: S
    Range: Short
    Chackra cost: 40
    Damage Points: 80
    Description: This is a technique from the forbidden fight style Kraf Maga. The user will first concentrate large amount of chakra into his palm and compress it. Once it’s enough he will perform a palm strike at the opponent’s nose. Once the nose is hit with this kind of power, the nose would be immediately broken and the opponent will lose consciousness. Due to the large amount of chakra and power if the user punches his opponent, he will break his twist. However performing the hit with palm will prevent the braking from happening.
    Note: No B or above rank taijutsu attacks due to the users hands will be shocked because of the hit.
    Note: Can only be used 1 times per battle.
    Note: Can only be taught by PowerOfDarkness


    Forbidden Taijutsu Art: Demonic Wrist Braking = Kinshi Taijutsu Gijutsu: Oni Te Hadome
    Forbidden Taijutsu Art: Demonic Wrist Braking = Kinshi Taijutsu Gijutsu: Oni Te Hadome
    Type: Defense - Offense
    Rank: S
    Range: Short
    Chakra cost: 40
    Damage points: 80
    Description: After being attacked, the user will move aside and catch his opponent’s wrist. Then the user will twist it really fast, and because of the pain the opponent will bow a little bit. Once this happens the user will concentrate large amount of chakra into his knee and kick his opponent, at the same time braking his wrist and also breaking his nose.
    Note: the user can’t use any A or above rank taijutsu attacks for the next turn.
    Note: the user can’t run due to his leg being shocked because of the chakra. However if the user is in sage mode or other mode that increases his spead or energy, he can still run.
    Note: Can only be used 2 times per battle.
    Note: Can only be taught by PowerOfDarkness


    12 Dances: Dragon (12 Dansu: Doragon)
    12 Dances: Dragon (12 Dansu: Doragon)
    Type: Attack
    Range: Short
    Rank: S
    Chakra Cost: 40
    Damage: 80
    Description: The user does a Taijutsu combo the consists of 10 hits and the user sends fire blasts out of his hands with each hit.But on the 10th hit the user sends out a great fire blast 2 times stronger then the other 9. THe 10 hits consist of low kicks, high punches or just high hits, and double punches with both fists. (yes this is from Avatar)
    *Can only be used 1 times per battle
    *the user cant use and fire jutsu on the next 3 turns
    *the dance can be done with a partner or a clone for increased damage(the user has to state he uses this 2 times if done with a partner or a clone)


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


    Satsui no Hado| Surge of Murderous Intent
    Satsui no Hado| Surge of Murderous Intent
    Rank: S
    Type: Supplementary
    Range: Short
    Chakra: 40
    Damage: (+50 to taijutsu based attacks)
    Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
    Hadō (Surge)
    It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
    Shōryū (Rising Dragon)
    This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
    Tatsumakisenpū (Tornado Kick)
    The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
    With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
    (Usable Once Per Battle)
    (Users Chakra Manipulation is ceased for 2 turns afterwards)
    ( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
    (Last 3 Turns)


    Forbidden-ranked
    (Tekken No Suitaru): Style Of Iron Fist
    (Tekken No Suitaru): Style Of Iron Fist
    Type: Supplementary
    Rank: Forbidden
    Range: Short
    Chakra Cost: 100 (-10 each turn it is active)
    Damage Points: N/A (-20 to the user when activating and -10 each turn it is active)
    Description: The user focuses incredibly high amount of chakra into his legs and arms so that his strength increases on the level that of Godaime Hokage Tsunade Senju. While in this state the user can´t use any Ninjutsu or Genjutsu. The user can use Tekken Techniques tho (will be submitted later if this style is approved). When the user leaves the state of Tekken, the user can´t move, he can only stand on 1 place and he cannot use any jutsus of S-rank and Forbidden rank. When the user is in the state of using Tekken Style, the user´s muscles are under huge pressure and cause him great pain. It doesn´t change users speed.

    *Can only be used once per battle*
    *Lasts only for 3 turns*
    *User cannot use ANY Ninjutsu or Genjutsu techniques when he´s using Tekken Style*
    *After 3 turns, the user can´t move from the place he´s standing because of muscle exhaustion*
    *No S or Forbidden Rank jutsus by the user for 2 turns after the Tekken Style has ended*
    *Can only be taught by ~Mig J.J. Quiksilver~*


    (Tekken: Kyūkyoku No Hō: Unmei No Ippō) - Iron Fist: Ultimate Technique: Hand Of Fate
    (Tekken: Kyūkyoku No Hō: Unmei No Ippō) - Iron Fist: Ultimate Technique: Hand Of Fate
    Rank: Forbidden
    Type: Attack
    Range: Short-Long
    Chakra: 60
    Damage: 100
    Description: The user while wielding Caliburn or having activated Style Of Tekken can use this technique by focusing high amount of his chakra into one of his hands so that it starts shining with orange light. When he does so, he can than punch into an enemy and if he hits him in Close-Range than the user makes hole in opponent's body. This technique can be also used for Mid and Long Range and that is when user has chakra in his hand, he thrusts his hand forward and releases all chakra at once to hit his opponent with beam of pure chakra which can make hole in opponent's body.

    Used for Mid or Long range (1:54 - 1:59)
    http://www.youtube.com/watch?v=T0uO-T7SmpQ

    *Can only be used once per battle*
    *Can only be used while using Style Of Tekken or while wielding Caliburn*
    *When the user uses this technique, he can't use hand with which he used it for 3 turns (meaning no hand seals for example) (this is because of that huge amount of chakra and muscles in the hand being exhausted)*
    *This technique has no elemental advantage or disadvantage*
    *Can only be taught by ~Mig J.J. Quiksilver~*


    (Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
    (Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
    Rank: Forbidden
    Type: Attack
    Range: Short
    Chakra cost: 50 + 10 for each additional stomp
    Damage points: 50 + 10 for each additional stomp
    Description: The user quickly crouches down and swiftly sweeps his left leg into his opponents legs to kick the enemy's legs out from under him, while charging chakra into his right leg. Then while the opponent is on the ground, the user repeatedly stomps on the enemy's scrotum, causing severe abdominal pain that forces the opponent into the fetal position.

    Note: Maximum of 5 stomps
    Note: Can only be used once


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


    Custom Fighting Styles


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


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


    Reaper Scythe Arts: Reaper's Heart (Sishen Liandao Yishu: Shinigami no Shinzō)
    Reaper Scythe Arts: Reaper's Heart (Sishen Liandao Yishu: Shinigami no Shinzō)
    Rank: A
    Type: Attack
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: After the user throws their scythe at the opponent while still being attached to their chain they will use their chakra to create clones of the scythes(like Shuriken Shadow Clone Jutsu) that are all still attached to the user chain making it harder for the opponent to dodge due to the scythes covering a wider range.
    Note: Needs to be taught by ~Korra~
    Note: Usable 3 times
    Note: Can only create up to 5 Scythe clones


    Champuru | Champloo Kendo
    Chanpurū Kendō: Bōshi heddokikku | Champloo Kendo: Spinning Head Kick
    Chanpurū Kendō: Bōshi heddokikku | Champloo Kendo: Spinning Head Kick
    Type: Attack
    Range: Short
    Rank: B
    Chakra Cost: 0
    Damage Points: 40
    Description: The userr will get into a low stanceand put their hands on the ground as the place their hands on the ground the with set their head down and sticktheir legs out and spin on their head repeatly kicking their opponent
    Restrictions
    * can only be Tough by a Champloo Kendo Master
    * can only be used 4 times a Battle
    * Leave User open to attacks greatly


    Kei Seken - Strong Fist
    "Kei Sekken" Strong World Reversal Blow
    "Kei Sekken" Strong World Reversal Blow
    Rank: B
    Type: Attack|Supplementary
    Range: Short
    Chakra: 25
    Damage: 40
    Description: One of the basic counters those who train in Kei Sekken learn after raising their endurance in battle. After being hit by the opponent in any location above the waist line that doesn't inflict great pain (such as being hit in the neck, jaw, or other very vital areas), the user counters by grabbing the opponent's arm/leg tight between their tricep and side so that they are locked in place for a moment (more effective with leg as they also lose balance). The user keeps hold of the arm/leg and channels chakra into their other elbow to increase impact and damage; Then performing a very powerful elbow drop into their stomach that is so pwerful, it knocks them out of the user's grip and sends them plummiting into the floor. This causes tremendous damage to the opponent's torso possibly fracturing the rib cage if aimed for the chest.
    Note:Can only be used after being hit by a technique up to D-rank or free form taijutsu. The user still takes damage from that technique but due to endurance, they can still pull this technique off.
    Note: Exceptions are being punched or hit in vital areas such as the neck, jaw, etc.
    Note: Does not work on opponents with higher durability/stamina/strength etc. if stated in bio (meaning they are stronger or more durable then the user is so this wouldn't work)
    Note: Must be S-Class or higher to use.


    Kei Sekken| Hardening Touch
    Kei Sekken| Hardening Touch
    Rank: B
    Type: Supplementary
    Range: N/A
    Chakra: 20
    Damage: N/A (+5 to taijutsu due to hardened attack)
    Description: A technique used in conjunction with taijutsu. The user coats his/her attacking limb in a flexible chakra capable of channeling any of the 5 natures while hardening that particular limb, making it feel like rock. When in contact with an opponent who for instance changed their body into water or hardened it through earth release, once this flexible chakra comes into contact with the opponent's body, it takes on the enemy's properties allowing the user to effectively hit the opponent regardless of their new defense while also doing extra damage due to the hardened limb.
    Notes:
    -User must know and have mastered all chakra natures up to B-rank.
    -Doesn't work against defences of A-rank and above
    -Can't be used on defences made of a KG
    -Usable 5 times and last as long as the taijutsu technique used


    Kei-Sekken| Strong World Long Shot
    Kei-Sekken| Strong World Long Shot
    Rank: B
    Type: Attack|Defend
    Range: Short-Mid
    Chakra: 20
    Damage: 40 (20 mid-range)
    Description: The only ranged technique within the Kei-Sekken style. The user channels a nice amount of chakra into the arm that will be delivering the punch. The user will aim for the target and punch the air at a fast rate. As they punch, they release the chakra like a sling shot in the form of a condensed burst that shoots through the air like a cannon before laying an impact on the enemy capable of knocking them back with a serious injury on the impacted spot. The impact is capable of breaking small boulders,walls or other small obstacles. (Terrain created from a C-rank doton can be broken with this move [within reason])
    Notes:
    -Usable 5x


    Kei Sekken: Strong World Break Away
    Kei Sekken: Strong World Break Away
    Rank: A
    Type: Supplementary|Defense|Attack
    Range: Short
    Chakra: 30
    Damage: 60
    Description: When confronted by a dangerous taijustu "that the person can follow and counter", the strong world user counters by blocking the attacking limb with an opened palmed thrust through exerting chakra to slow down and degrade the force of the attack while hopping above and performing a hand stand on the opponent's head; grabbing the opponent's head with all their might to keep them in place while not being shooken off, also giving a little agony to the opponent. The user spins in place above the opponent, building up force while charging their attacking leg with chakra. The user then hops off the oponent's head while turning and flipping 180 degrees(to bring the user infront of the opponent and bring his/her leg closer to the opponent), performing a straight forward kick to the opponent's head while releasing that chakra creating a force capable of sending the opponent flying a range back, also dealing sever damage capable of breaking someone's neck.
    Notes:
    -Only able to counter A-rank taijustu "That the user can follow and counter effectively"
    -Doesn't work if the first phase of the taijutsu is already a deathly blow.
    -Usable 4x


    (Akuma Homura) Satan’s Flame
    (http://narutobase.net/forums/showthread.php?t=226430)
    (Satan no Honō: Kikku no Akuma no o Shiri!) Satan's Flame: Kick Satan's Butt!
    (Satan no Honō: Kikku no Akuma no o Shiri!) Satan's Flame: Kick Satan's Butt!
    Type: Offensive
    Rank: A-Rank
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user will mimick the Hyūga Clans traditional stance,as they do they coat there fingers tips which are formed together(middle and index) and will begin strking the target at random spots,unhowever there not insering chakra into the target but simply touching the surface of there skin.After unleashing a barrage of 32 consecutive hits the user will then coat there feet in flames and unleash a kick into the targets chin sending them flying into the air, then the user will run and jump into the air by propelling flames from there hands and will smash a fiery fist into the target sending them flying into the ground.

    -Can only be used 3 times-
    -Must be taught by Asuna-


    Kyotōryū Taijutsu (Kyotōryū Martial Arts)
    (http://narutobase.net/forums/showthread.php?t=202108)
    Kyotōryū Taijutsu: Aerodynamic Movement
    Kyotōryū Taijutsu: Aerodynamic Movement
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user will utilize Kyotoryu's ability to allow one to control how their body is affected by wind-resistance to augment the agility of their movements. For example, the user could utilize their ability to move with reduced wind-resistance while leaping into the air, allowing them to reach greater heights/lengths at a fast speed, and then, on their descent, utilize their ability to have increased wind-resistance to soften their fall and allow them to position their body in mid-air to allow safe and pleasant landing.
    Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle.
    Note: While using this form of movement, the effectiveness of the users blunt-force taijutsu (Strong Fist) is significantly reduced, causing the user to be more likely to utilize forms of combat like Kyotoryu and other forms of combat like it, which are not diminished by this movement.
    Note: It doesn't drastically increase the speed of the user, only somewhat dampens and nullifies some of the effects Air has on the body movements.


    Kyotōryū Taijutsu: Fuugetsu
    Kyotōryū Taijutsu: Fuugetsu
    Type: Offensive
    Rank: A
    Range: Short: Short
    Chakra Cost: 30 (If your speed is enhanced with chakra)
    Damage Points: 60
    Description: The user begins running at his opponent at extremely high speeds, (If closing a small distance, to gain the required speed, the user must use chakra in order to gain the speed and momentum.) with his arms behind him extended, collecting wind. He gains more and more momentum, and, upon reaching the opponent, he extends his palm, dragging the wind with his palm, and slams his palm into the opponent. The extreme momentum plus the wind gathered with his hand does massive amounts of damage to the opponent. The wind pushes the opponent across the battlefield, while releasing into the air behind him, blowing anything behind him back. (Note: This does not apply to humans. However, grass, swords and other ninja tools will be blown back.)
    ~Can only be used 5 times per battle.


    Genkotsu Namakemono | Lazy Fist
    (http://narutobase.net/forums/showthread.php?t=352456)
    Genkotsu Namakemono: Sono Odori no Namakemono Wan | Lazy Fist: The Dance of The Lazy One
    Genkotsu Namakemono: Sono Odori no Namakemono Wan | Lazy Fist: The Dance of The Lazy One
    Type: Attack/Defense
    Rank: C-Rank
    Range: Short
    Chakra: 15
    Damage: 30
    Description:
    The basic stance of Lazy Fist were the user takes a deep breathe and relaxes his muscles and articulations, acquiring a lose, light stance, concentrating his weight on his right leg (or left) and having his left leg (or right) slightly bent and retracted. His arms close to his torso, flexed and with his knuckles facing inwards (middle fingers slightly protruding). By assuming this stance the user immediately becomes slightly faster, more agile and flexible. This basic stance enables the user to throw up to 2 hits (fist jabs or kicks) in quick succession. Each hit gives the enemy the sensation of being hit with sharp, thin, deep needles in the place of impact as a result of the D-Rank genjutsu that each hit produces. This is, like any other Lazy Fist technique, caused by the disturbance produced in the chakra flow upon impact in that specific place.

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


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

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


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

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


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

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


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

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


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

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


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

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


    Rosuto Oshie sono Gekiryuu Yajuu (レイジングの失われた教え) | Lost Teachings of the Raging Beast
    (Allowed a spot by the owner)

    Hakkyou Taijutsu | Hakkyou Martial Art
    (Allowed a spot by the owner)

    (Jeet Kune Do) The Way of the Intercepting Fist
    (Ame Odori) Rain Dance
    (Ame Odori) Rain Dance
    Type: Attack/Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

    Notes:
    - The user can move freely on the water drops.
    - Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye


    ZX Buster
    (ZX Basutā: Hienkyaku) ZX Buster: Flying Swallow Feet
    (ZX Basutā: Hienkyaku) ZX Buster: Flying Swallow Feet
    Rank: B
    Type: Supplementary
    Range: Short to Mid
    Chakra Cost: 20
    Damage: N/A
    Description: A movement based technique, Flying Swallow Feet works by focusing chakra into the soles of the user’s feet, super-charging the chakra-metal present in their shoes. Since there is less of the chakra pathway focused in the user’s feet than other locations on the body, this helps the chakra metal amplify any chakra passed through it that’s used for the ZX Buster style. More specifically, Flying Swallow Feet allows bursts of chakra to be fired from the user’s feet that can be used to accelerate short distances (known as “dashing”). Dashing can be done either in the air or on the ground and helps as it allows the user to put more momentum behind their strikes. When dashing, a visible burst of chakra is seen from the user’s feet, and they tend to have an “afterimage”; this comes about simply a trick of the eye, and is nothing special. As the chakra metal will retain its “super-charge,” and once activated, this technique does not deactivate. The user, although moving in a fast pace/burst of speed is still trackable by normal eyesight.


    Zatoichi Taijutsu
    (Zatoichi Taijutsu: Teikiatsu Ashige)- The Blind One's Fighting Art: Cyclone Kick
    (Zatoichi Taijutsu: Teikiatsu Ashige)- The Blind One's Fighting Art: Cyclone Kick
    Rank: B
    Type: Attack
    Range:Short-Mid
    Chakra:25
    Damage:40
    Description: User spins around their opponent in rapid session kicking them from all sides. User is spinning around so frequently and so fast, they resemble a cyclone surrounding their opponent. User can charge elemental chakra around their feet for elemental variations of the kick.
    Note
    *Elemental variations cannot be combined by same user*

    Elemental Variations:
    Lightning/Raiton chakra:Slight paralysis may take effect if kick(s) connect.
    Fire/Katon chakra: releases a small flame from soles of the feet that produces a small wall of fire around opponent
    Wind/Futon chakra: produces a slicing wind current
    Earth/Doton chakra: Earth wraps around feet + 5 damage {if kick(s)connect}


    (Zatoichi Taijutsu: Koushin Enkou Doragon)- The Blind One's Fighting Art: Rise of the Flaming Dragon
    (Zatoichi Taijutsu: Koushin Enkou Doragon)- The Blind One's Fighting Art: Rise of the Flaming Dragon
    Rank: B
    Type: Attack
    Range: Short
    Chakra:25
    Damage: 40
    Description: User bends down and quickly charges chakra into their fist, and instantaneously rises up, with great force, uppercutting their opponent in the chin, raising both 10 ft into the air. While rising users fist appears to be on fire resembling a flaming dragon.


    (Kinjutsu: Ryu Sutoraiki no Hokuto Shinken)- Dragon's Strike from The Divine Fist of the North Star
    (Kinjutsu: Ryu Sutoraiki no Hokuto Shinken)- Dragon's Strike from The Divine Fist of the North Star
    Rank: Forbidden
    Type: Attack
    Range: Short (Mid if Elemental Variation is used)
    Chakra: 50
    Damage: 95 (130 for elemental variation) (- 80 damage to user)
    Description: Zatoichi Taijutsu's only forbidden technique, used only in the most desperate of situations.Using their ability to emit chakra pulses from their body, user focuses their chakra into their fist. As the opponent nears the user strikes them with their fist. As soon as the fist makes contact with the opponent user sends forth several pulses of their own chakra through their opponents body. Users chakra acts a shock wave that ripples through their opponents body, causing some internal bleeding. User can add in elemental chakra for elemental variation. Releasing the pulse breaks the chakra receptors in users entire arm, making it no longer usable(for remainder of battle).
    Note
    Can only be used once per battle
    Only one other jutsu can be used during the turn this is used.
    Last Resort Jutsu

    Elemental Variations
    Raiton: A white bolt of lighting shoots from fist shocking the opponent
    Katon: A fist appears flaming as it burns the opponent
    Suiton: Opponent in sliced by multiple small water blades
    Doton: Fist is covered in condensed earth as it strike opponent
     
         
    Last edited by Zero Kelvin; 08-16-2013 at 02:31 PM.

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    Re: Zero's Customs

    Genjutsu


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


    A-ranked
    Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
    Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
    Rank: A
    Type: Supplementary/Attack
    Range: Short-Long
    Chakra Cost:30
    Damage Points: N/A
    Description: Traps opponent in an illusionary world where everything is dead. When the opponent is trapped in the illusion the user can create clones of himself to help him attack the opponent. He and all the clones will look like Shinigami because of the illusion, and all weapons will also look different and will be less easy to defend from. The user (and clones) will move to short range from the opponent and stab him with swords or other ninja tools, thereafter all jutsus can be used again. The opponent can only use jutsus up to B-rank while trapped.
    - Note: The genjutsu will last for 3 turns.
    - Note: Creating clones counts as one of the three moves a turn.
    - Note: A jutsu will count as one of the three moves a turn.
    - Note: Can only be taught by Crimson.
    - Note: Can only be used 3 times
    - Note: cannot use A rank or above Genjutsu the following turn.


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


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


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


    Genjutsu - Never Ending Pit Of Death
    Genjutsu - Never Ending Pit Of Death
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
    Tip: It is best used when your opponent is making handseals
    * Can only be used once a match*
    *Can Only Be Taught By ROTM*


    S-ranked
    Genjutsu: Shindou (Genjutsu: Vibration)
    Genjutsu: Shindou (Genjutsu: Vibration)
    Rank: S
    Type: Offensive
    Range: All (as long as eye contact can be made)
    Chakra: 30
    Damage: N/A
    Description: After making eye contact with the opponent, the opponent begins to feel as if they are vibrating intensely, making it hard to complete seals and focus, preventing the opponent from using jutsu that require major focus and precision(s-forbidden rank jutsu) The effects of the jutsu last two turns.
    *Can only be used twice


    (Genjutsu: Douzen Ada) Illusionary Technique: Natural Enemy
    (Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
    Type: Defence
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: n/a
    Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
    -Doesn't work on boss summons
    -Twice per battle.
    -Can't use A-rank and above Genjutsu for the next two turns after this jutsu
    -Only taught by Professor Sarutobi.


    Forbidden-ranked
    (Genjutsu: Migi Ushiro) Illusion Technique: Right Behind You
    (Genjutsu: Migi Ushiro) Illusion Technique: Right Behind You
    Rank: Forbidden
    Range: Short-Mid
    Type: Attack/Supplementary
    Chakra cost: 50
    Damage: -20 to user's health per turn due to extreme concentration and focus
    Description: This jutsu is one of the most advanced non-sharingan illusion technique.The genjutsu is activated only if and when the user can see the opponent's body.Then the illusion is cast and the opponent views the user vanish from sight,apparently nothing appears to be amiss but then the user feels a kunai on his neck(part of the illusion)and feels the hand and presence of the user behind him,the said 'apparition' is tangible to the opponent and he doesnt realise that he is in a genjutsu.The opponent is then in shock by the sudden disappearence and appearence of the user and also in fear of his life due to the kunai on his neck.
    The fear and shock is aggravated by subtle manipulation of the opponents brain which leaves the opponent in shock and dismay and they loose hope and their will wavers seeing the might of their opponent.They are unable too use S rank and above techs for the following two turns.While the whole time the user is invisible to the opponent and can prepare for another attack.
    Restrictions
    *can be performed once per battle
    *given the nature of this genjutsu it is very difficult for non doujutsu users too realise they are in an illusion and is hence difficult or impossible to break
    *a 3 tomoe sharingan and higher can break the genjutsu
    *the genjutsu lasts for 2 turns only
    *if the user attacks the opponent while he is caught in the Genjutsu, the resulting pain will knock the opponent out of the illusion
    *can be used and taught only by Gaara of konoha
    *User may not perform genjutsu for the following 3 turns after use
     
         
    Last edited by Zero Kelvin; 03-22-2013 at 03:28 PM.

  10. #10
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    Re: Zero's Customs

    Assorted Ninjutsu


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


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


    (Soriddo Sukuriputo) - Solid Script
    (Soriddo Sukuriputo) - Solid Script
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra cost: 25
    Damage Points: N/A
    Description: The user makes words in solid form out of their own elemental chakra that changes to take on the form of what the word was (i.e. writing “fire” would create fire, writing “Mud” would create Mud, etc.) For an expansion on the explanation, by creating the words out of chakra and infusing them with one type of elemental chakra, the word can actually take on the form of what it spelled out. So by writing out “hole” on the ground, and infusing one’s earth chakra into it, one could create a pitfall trap in order to confine an opponent. By writing out “wind” in the air, and infusing one’s wind element chakra into the word, a protective barrier of wind could be formed capable of defending against Ninja Tools, and other weaker attacks. By writing out “Fire” in the air or on the ground, and infusing one’s fire element chakra into the word, one could create a protective wall of fire to defend against taijutsu, and so on like this. The words can take form either as English words or as Kanji, either way it is the same result.
    ~This technique cannot be used to materialize offensive techniques, but only serves for supplementary or defensive use.
    ~This technique can only be used to materialize one type of defensive or supplementary medium per use.
    ~Can only be used in the basic 5 elements.

    (http://narutobase.net/forums/showthread.php?p=6519868)

    A-ranked
    (Chibi Bunshin No Jutsu) - Little Clone Technique
    (Chibi Bunshin No Jutsu) - Little Clone Technique
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The Chibi Bunshin No Jutsu is a technique that allows the user to create clones of his self but in a doll-like version (chibi) but because of their size this clones loose a great amount of strenght but their speed incresess to a level that surpasses the user's normal speed. This clones like many others can perform any jutsu the user nows, however every jutsu performed by this clone will be reduced to a suitable size for the clone and will loose 10 Damage Points but the speed of the jutsu will increase but this doesn't mean the use of handseals will be reduced or will be done in a faster rate.
    Note: Can only create a maximum 4 clones per usage.
    Note: Can only be used 3 time per battle.
    Note: Can only be taught by Ryuji.


    (Chakra Chacha Ken Funka) Chakra Disruption Blades Eruption
    (Chakra Chacha Ken Funka) Chakra Disruption Blades Eruption
    Type: Attack/Supplementary
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage: 60
    Description: The user throws one of their chakra disruption/reciever blades into the ground then sends chakra into it (the user doesn't need to be in contact with it or near it so the blades can be thrown into the ground prior) and then makes the blade go into the ground and travel beneath the opponent where it can erupt as a group of several spikes made out of the same material to skewer the opponent. The rods can also rise up and wrap the opponent's body to prevent them from escaping.
    ~Can only be used four times per battle, and must wait a turn before reuse.


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

    (http://narutobase.net/forums/showthread.php?t=309401)

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


    Hlín No Te | Hlín's Hand
    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


    (Bishamon-Mura) - War-Lots of Grass
    (Bishamon-Mura) - War-Lots of Grass
    Rank: A
    Type: Offensive
    Range: Short-Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will materlize a high amount of blades made out of visible chakra in the air, at the users desired location. These blades emit a distinctive and intimidating howling sound upon generation but despite the evident danger they possess from being suspended precariously around/above the intended victims, both of these qualities serve only to belie the technique's true nature. The attack's actual threat lies within its fragility, which results in the production of numerous razor-sharp shards that descend down at the target when disturbed by the foreign chakra(Opponent's), which would cause the swords to trigger and they will subsequently mincing the enemy to pieces. If one blade triggers, the rest triggers aswell.
    ~Can be use twice per battle.
    ~The Blades last aslong they haven't been destroyed.
    ~The blades would 'detonate' when foreign chakra goes through the air, past them, or jutsu being fired from target's location.


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


    Ninja Art: Chakra Cannon (Seishou Kyanon)
    Ninja Art: Chakra Cannon (Seishou Kyanon)
    Rank: S
    Type: Offensive/Defensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
    ~Can not use Ninjutsu techniques the next turn~
    ~Can only be used by me and who I teach~


    (Ninpo: Yajuu Ishiki ) Ninja Art: Senses of The Beast
    (Ninpo: Yajuu Ishiki ) Ninja Art: Senses of The Beast
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
    -Once per battle
    -Only taught by Professor Sarutobi
    -Lasts for 3 turns or until canceled.


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


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


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


    Odin Hishu (Odin Dagger)
    Odin Hishu (Odin dagger)
    Type: Attack
    Rank: S
    Range: Short to Mid
    Chakra cost: 40
    Damage Points: 80 + one range push back (not counted as a finisher)
    Description: Using shape manipulation,a chakra ball of 2 feet in dimension appears at the index finger tip and it is shot at the target.If hit,the victim is sent flying one range back.It can break through smaller projetile shots of up to non-elemental S rank.But only the ones it meets during its travel meaning other senbon from the opponent can still come at the user.(eg,the jutsu below-Odin Fists)
    Note:Usable only 2 times.Takes one turn to use again.Must have completed the chakra control training session from a sensei.
    Created by Chan.


    Odin Genkotsu (Odin Fists)
    Odin Genkotsu (Odin Fists)
    Type:Attack/defence
    Rank: S
    Range: Short + one range knock back
    Chakra cost: 40
    Damage Points: 80
    Description: The user gather chakra into his fists.The fists start to shine and from each fist,shoots out multiple pellets.A few advantages it has is that the shots are wide spread, which makes it highly effective against quick or invisible opponents.The target will be send flying back to Mid range.
    Note:usable only 2 times.
    Created by Chan.


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


    Forbidden-ranked
    (Ashura Kai) - Asura Solution
    (Ashura Kai) - Asura Solution
    Rank: Forbidden
    Type: Offensive/Defensive
    Range: Short(Impact)Mid(Explosion)
    Chakra cost: 50
    Damage points: 60(if opponent is mid-range) 90 (if opponent is short-range)
    Description: By generating and subsequently storing a collective entity of chakra, the user is capable of containing an immense amount of friction between his two hands in a distinctive visible aura. Projecting this resultant atmosphere both forward and outward with a swift swing of his arms making impact with a nearby object, will cause the intense heat produced by the violent vibrations disperses in almost explosive manner, incinerating the majority of objects in the immediate vicinity of the attack's trajectory. The user will not be damaged from this, as it's his own chakra. Imaignate this jutsu like Asuma's Ash which explodes, just around the user.
    ~Useable once.
    ~Due the strain the user cannot use his hands/arms the following turn(Which will seal him from the use of hand signs, next round.).
    ~The user cannot use above A-ranked the following round aswell.


    (Heishi Mune Houmen) - Dying Will Release
    (Heishi Mune Houmen) - Dying Will Release
    Rank: Forbidden
    Type: Supplementary
    Range: Short
    Chakra Cost: 50
    Damage Points: N/A
    Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
    Note: can only be used once per battle
    Note: only lasts 3 turns
    Note: after using this jutsu is cancelled, the user can only used B and below ranked jutsu
     
         
    Last edited by Zero Kelvin; 03-26-2013 at 07:25 PM.

  11. #11
    Zero Kelvin's Avatar
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    Re: Zero's Customs

    Kenjutsu


    C-ranked
    Kenjutsu: Kakou Kagidume) - Sword Technique: Descending Claw
    Kenjutsu: Kakou Kagidume) - Sword Technique: Descending Claw
    Rank: C
    Type: Attack
    Range: Short
    Chakra cost: 10
    Damage points: 20
    Description: This technique combines the forces of momentum and speed in order to increase the cutting strength of a weapon strike. The faster the user's speed is, the deadlier the cutting attack will do.


    B-ranked
    Form of the Water Dragon | Imperial Wrath (Mizuchi Kata: Gekirin)
    Form of the Water Dragon | Imperial Wrath (Mizuchi Kata: Gekirin)
    Type: Attack
    Rank: B
    Range: Short
    Chakra Cost: N/A
    Damage: 40
    Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
    ~Can only be used by a person trained in the Ogame school of kenjutsu.
    ~Can only be used four times per battle.
    ~Can be seen here if the description isn't clear enough: http://www.mangareader.net/408-49949...hapter-42.html


    (Zan'nin'na Kōi no Geijutsu: Hasen Rikoiru no Kyōka) - Ferocity Arts: Dashing Recoil Enhancement
    (Zan'nin'na Kōi no Geijutsu: Hasen Rikoiru no Kyōka) - Ferocity Arts: Dashing Recoil Enhancement
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra Cost: 20
    Damage: N/A (40)
    Description: The concept of this style is supported by the laws of momentum, though supported with chakra in order to mold it's molecular structure in such shape, that it will allow energy and momentum of collisions to be conserved (negleting loss of energy by sound and heat). The user will channel chakra through his sword, giving two results: A coat of chakra that will work as the "bounce" mechanism, and the other small increments between the molecules of the sword, making the sword a little bigger and the mass a little lighter (as it will have a larger volume). By combining both enhancements together, the user is able to produce much more efficient and dangerous slashes. The secret behind the technique is the recoil of the exchange of clashes between the user's sword and the enemy's. The sword, being lighter, will gain more velocity from each slash in order to balance out the momentum gain and lost, thus making each strike accelerate even faster. The more the enemy defends against a slash, the slashes will hold much more force and speed. The user will also channel chakra through the arm (s) in which he is using the sword in order to prevent the wasting of the fiber muscle produced by the intense speed of this strikes.
    Restrictions:
    ~Usable by Samurai and Shinobi.
    ~Once this technique is activated, the technique is able to sustain itself unless the user stops administrating chakra into the sword or the user releases the chakra somehow (such as a wave for example).
    ~This technique is only an enhament, though is able to defend against other sword enhancements of similar rank and below. User cannot defend against ninjutsu with this technique.
    ~Though elastic collisions occur when hitting a hard surface such an opponent's sword, the infused chakra will be able to cut through a person's flesh.
    ~Only lasts 3 turns after activating.
    ~Can only be taught by Gin-San and Xanthe.


    (Shigure Souen Ryu)
    (Shigure Souen Ryu)
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra: None
    Damage: N/A
    Description: An ancient Japenese sword style in which some say is the most unbeatable style in the world the user picks up thier sword and holds it close to their eyes with one hand as this technique the user needs to be able to use only 1 hand to control the swords movements, the users feet are spread shoulder length apart, this sword style has 7 totally different forms
    Note: while in this form the user can use no Gen or Ninjutsu unless used before the technique
    Note: can only be taught by Axle
    Note: only lasts 3 turns


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


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


    (Nousatsu Kenjutsu | Vorutekkusu) - Enchanted Sword Technique | Vortex
    (Nousatsu Kenjutsu | Vorutekkusu) - Enchanted Sword Technique | Vortex
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses chakra into the tip of their blade(s). The user the begins to spin in a counterclockwise direction and they hold their sword(s) outward. The user then releases the chakra sending a burst from the tip of the sword capable of slicing clean through a boulder.
    (Can only be used three times per battle)
    (Can only be taught by Daemon)


    (Oni-Ken Gigei | Keiri Setsudanki) - Demonic Sword Art | Executioner's Guillotine
    (Oni-Ken Gigei | Keiri Setsudanki) - Demonic Sword Art | Executioner's Guillotine
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses wind chakra into their sword. The the user throws their sword so i can move like a buzzsaw through the air. He/She then makes a hand sign releasing the wind chakra out of it while its spinning to create a wind/sword buzzsaw like attack.
    (Can only be used three times per battle)
    (Can only be taught by Daemon)


    (Kage☆Boshi) - Shadow☆Star
    (Kage☆Boshi) - Shadow☆Star
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30 (+15 for every turn after activation)
    Damage Points: N/A (+10 to Kenjutsu)
    Description: The user begins by altering their stance, placing the left foot slightly forward, and holding their sword upright with the hilt in front of the right shoulder. The blade should also slope slightly to the rear (The Hasso Kendo stance for those who don't know). Upon taking this stance, the user performs a "Soul Resonance" with themselves, and with their weapon. By focusing chakra all throughout the body, the user establishes an equilibrium between themselves and their weapon where the chakra resonates within , much like what is done with the Samurai Sabre Technique. However, whereas usually the chakra would envelop the blade, this chakra forms a shell within the blade itself, where the chakra can rebound infinitely and effectively resonate with itself; As it forms a shell of resonating chakra within the blade, it allows it to cut through near anything. The constant stream of chakra throughout the body serves to forcefully augment the muscles of the body, bringing the user into a peak condition increasing their speed and strength up to 20%.
    ~Can only be used once
    ~Lasts for a total 5 turns maximum
    ~Must be wielding the sword or have it on his possession to keep active.


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


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


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


    (Shino Tsu Ku Ame) - Pelting Rain
    (Shino Tsu Ku Ame) - Pelting Rain
    Rank: A
    Type: Offense
    Range: short
    Chakra: 30
    Damage: 60
    Description: The user rushes in as if to clash with the opponent, but almost instantly slides down as if playing baseball, and slices the opponents, and leaving the opponent vulnerable to another attack
    Note: can only be used while in Shigure Sousen Ryu
    Note: can only be taught by Axle


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


    Form of Thunder and Lightning God | Purple Lightning Flash (Ikazuchi Kata: Shidensen)
    Form of Thunder and Lightning God | Purple Lightning Flash (Ikazuchi Kata: Shidensen)
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body towards the ground, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration. This sudden burst of speed catches the opponent off guard as they're not expecting a lazy fall to turn into an extremely fast movement. The swordsman then finishes with and upward slash across the target's torso.
    ~Can only be used by a person trained in the Ogame school of kenjutsu.
    ~Can only be used thrice per battle.
    ~Can only be tracked by two tomoe sharingan and above.
    ~Can be seen here if the description isn't clear enough: http://www.mangareader.net/408-26599...hapter-14.html


    Form of the Water Dragon | Rushing Rapids, Cascading Waterfall (Mizuchi Kata: Tanryuu Hibaku)
    Form of the Water Dragon | Rushing Rapids, Cascading Waterfall (Mizuchi Kata: Tanryuu Hibaku)
    Type: Attack
    Rank: A
    Range: Short
    Chakra Cost: N/A
    Damage: 60
    Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman holds the sword with both hands, one hand holding just under the hand guard and the other one gripping the bottom of the hilt. They then preform a vertical downward slash. As they swing down they release the sword with their forward hand and push forward with their hand holding the bottom of the hilt. This turns the downward slash into a forward thrust that extends the range of the attack. They then twist their arm holding the sword and continue the slash downward.
    ~Can only be used by a person trained in the Ogame school of kenjutsu.
    ~Can only be used three times per battle.
    ~Can be seen here if the description isn't clear enough: http://www.mangareader.net/408-50238...hapter-43.html


    (Kenjutsu Kata : Hebereke Ken) - Sword Style: Drunken Sword Style
    (Kenjutsu Kata : Hebereke Ken) - Sword Style: Drunken Sword Style
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra cost: N/A
    Damage: N/A
    Description: The user chugs a bottle of sake, by doing so they become immediately intoxicated. Making the user's movements wild. Sharingan of 2 tomoe and lower cannot predict the movements because the movements are made up off of instinct and will thus totally off of rhythm. Also because of the drunken style, the user is unable to mold chakra making it impossible to cast genjutsus or ninjutsu. The user also stumbles from time to time, making them evade attacks faster than they normally would.
    Note: Lasts for 3 turns
    Note: No ninjutsu or genjutsu can be used while this is active
    Note: Can only be used/taught by -Yusuke- and Axle


    (Kamei Gigei: Shinkirou Ken) Command Art: Mirage Blade
    (Kamei Gigei: Shinkirou Ken) Command Art: Mirage Blade
    Rank: A
    Range: Short – Mid
    Type: Attack
    Chakra Cost: 30
    Damage: 60
    Description: Unlike other Kenjutsu Shockwaves which are generally large, Mirage Blade is a small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at a speed traceable only by 2 Tome Sharingan users and above – experienced Shinobi can also track this attack without a Doujutsu. A large amount of chakra is focused inside the blade in a massive wave. Though the chakra should pour out of the user’s sword, a shell of chakra formed around the blade causes the chakra to rebound infinitely inside the actual blade of the sword. When the user slashes their blade it releases some of this chakra in a white, rippling shockwave; thus the name Mirage Blade. Mirage Blade also carries the properties of the blade used to fire it, as well as its size; this means that if the blade used to fire Mirage Blade is sharp enough, Mirage Blade will pass through solid objects by slicing them in half and continuing on, much like a Wind element jutsu would.
    *Mirage Blade is not Fuuton element, the comparison to a Fuuton jutsu takes into account an extremely sharp blade.
    *Three shockwaves can be fired per use.
    *This attack does 40 damage to the opponent’s health and the other 20 points is subtracted from their chakra total.
    *Useable three times per battle, though if the user does not launch all three shockwaves in one turn the shockwaves can be launched at a later time; no more than 9 shockwaves via this technique may be used in a battle.
    *Cannot be refreshed on consecutive turns.
    *Shockwave is traceable by people with 2-tome or higher Sharingan, or by S-rank and above ninja.
    *Useable and taught by Keotsu only.


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


    Form of Thunder and Lightning God | Rumbling God (Ikazuchi Kata: Narukami)
    Form of Thunder and Lightning God | Rumbling God (Ikazuchi Kata: Narukami)
    Type: Attack
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage: 80
    Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body to the down, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration that sends them diagonally towards the opponent. As they approach the enemy they cross their legs creating an unbalance stance causing them to fall sideways. As they fall sideways they then push off their outside foot creating an instantaneous movement across the front of the target which is almost impossible to follow. Once across the front of the target the swordsman finishes with a diagonal slash across their torso.
    ~Can only be used by a person trained in the Ogame school of kenjutsu.
    ~Can only be used twice per battle.
    ~Can only be tracked by three tomoe sharingan and above.
    ~Can be seen here if the description isn't clear enough: http://www.mangareader.net/408-47418...hapter-37.html


    (Nousatsu Kenjutsu | Bāsaku) - Enchanted Sword Technique | Berserk
    (Nousatsu Kenjutsu | Bāsaku) - Enchanted Sword Technique | Berserk
    Type: Supplementary
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses a very massive chakra into their blade(s) then release a 9 hit combo on the opponent that comprises of a series of slices focusing on the torso and rib cage. This move can be done without adding chakra to the blades but the chakra gives it more effective damage
    (Can only be used three times per battle)
    (Can only be taught by Daemon)
     
         
    Last edited by Zero Kelvin; 06-14-2013 at 04:48 PM.

  12. #12
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    Re: Zero's Customs

    Senjutsu


    B-ranked
    Sage Art: Oil Wave
    Sage Art: Oil Wave
    Type: Attack/Defence
    Rank: B
    Chakra: 30
    Damage: 60
    Range: Short-Long
    Description: The user spits out a big amount of toad oil from the mouth onto the ground and then lighting it whit a explosive tag makeing the oil burn and burning the enemy.(it looks like a river of fire.)


    Sage Art: Toad Spikes
    Sage Art: Toad Spikes
    Rank: B
    Type: Attack
    Range: [Depends on the extension of the toad flesh]
    Chakra Cost: 25
    Damage Points: 40
    Description: The user after preforming the needed hand seals he/she puts his hand on the ground and summons toad flesh and then the user uses thet flesh too creat spikes and thos spikes shot out of the ground(the spikes are made of toad stomach flesh,so they cant be hurt by fire)this attack forces the oponent into the air.


    Sage Art: Toad Shield
    Sage Art: Toad Shield
    Type: Defence
    Rank: B
    Chakra: 30
    Damage: 60
    Range: Short-Long
    Description: After the user performs the hand seals he/she summons toad flesh wall thet blocks an incomeing attack.
    note:the user need to know Toad Mouth Binding to performe this jutsu


    A-ranked
    Sage Art: Flesh Prison
    Sage Art: Flesh Prison
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: After performing the Toad Flesh Clone jutsu, the user will send out the clone to make physical contact with the opponent. If the clone touches the opponent, the flesh of the clone will begin to cover them completely. This will capture the opponent in a prison of toad flesh in which they cannot move. On the user's command, they can make the flash crush the opponent.
    ~Must know Toad Flesh Clone
    ~Can only be used 3 times per battle


    S-ranked
    Sage Art: Waves of Fury
    Sage Art: Waves of Fury
    Rank: S
    Type: Attack
    Range: Short-Mid-Long
    Chakra Cost: 40 (80% of the users natural enegy)
    Damage Points: 80
    Description: In this jutsu the user releases a big amount of natural energy from there body in the form of littel particles of natural energy and this isnt visible too the human eye(expect sharingan users)and then the user makes this particles too gather towards the enemy and as the enemy is breathing they breath in this particles and after that the energy enters the enemys body the user makes the particles gether in the enemy's lung as the gather there the particles expend and make the enemy unable too breath.
    -Only can be used one time in battle-
    -The user has too bee in Sage Mod too use this jutsu-
    -this jutsu is only too be used as a last resort because it takes lots off energy so this jutsu shortens the time that the user can spend in sage mod(from 4 too 1 turn)


    Sage Art: Energy Burst
    Sage Art: Energy Burst
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: In this tequnice the user is able to releas a burst of natural energy from the palm of there hands or fists.
    Note:This burst of energy cant be seen by the normal eye only whit sharingan or if the oponent is trained in Sage Art's(then he/she can sence it)
    -The user has to be in Sage mode to be able to use the jutsu-
    -this tequnice can only be used 3 times per battle


    Sage Art: Illusion
    Sage Art: Illusion
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user releases a part of his natural energy into the surrounding area and it forms an inviseble mist.If the oponent is in this mist he /she start too hulusinate things(for example he/she thinks his/her limbs are falling off or he/she is being cut from diffrent directions).This illusions arent high level genjutsu they are equal to a C-ranked genjutsu so they can easily be released whit *kai* but as long as the opponent stay's in the mist he/she falls into a new genjutsu everyturn.
    -last for two turns-
    -it can only be used once per/fight-
    -user has too be in sage mode too use this jutsu-


    Sage Art: Last Chance
    Sage Art: Last Chance
    Type: Attack
    Rank: S
    Range: Short/Mid/Long
    Chakra Cost: 40 (and also all of the user's natural energy)
    Damage Points: N/A (depends on how the user uses this jutsu)
    Description: This Sage technique is the ultimate attack or defense jutsu, but it comes with a big price. It takes up 90% (the other 10% is to maintain Sage Mode till the jutsu wears off) of the user's natural energy. First the user releases all of his natural energy into the air. Then the user is free to manipulate that natural energy. The user can use it to block an incoming attack (taijutsu and one elemental attack which can be at any rank) or the user can use this energy to attack or too subdue the opponent, meaning the user can make the natural energy grab hold of the opponent's hands, legs, etc.
    -the user has to be in Sage Mode too use this jutsu-
    -after this jutsu wears off the user is left without Sage Mode-
    -after this the user cant perform any S-rank jutsus till the end of the fight-
    -the jutsu last for two turns-


    Sage Art: Flesh Clone
    Sage Art: Flesh Clone
    Type: Attack/Defence
    Rank: S
    Chakra: 40
    Damage: 80
    Range: Short-Long
    Description: After the user performs the hand seals the user creates a flesh clone(this clone is made of the flesh of a toad stomach so fire cant hurt it.)
    note:the user need to know Toad Mouth Binding to performe this jutsu


    Forbidden-ranked
    Sage Art: Wind of Myobokuzan
    Sage Art: Wind of Myobokuzan
    Rank: Forbidden
    Range: Mid/Long
    Chakra Cost: 50
    Damage Points: 90 (20 to user)
    Description: The user mixes their wind element chakra and their nature chakra together and sends it out into the air. By doing this, they create extremely powerful wind currents all throughout the battlefield, capable of ripping up the battlefield and even slicing a mountain in half.
    Note: Can only be used once per battle
    Note: Takes one turn off Sage Mode *
    Note: The user needs to be in Sage Mode


    Sage Art: Chakra Pathway
    Sage Art: Chakra Pathway
    Rank: Forbidden
    Type: Attack
    Range: Short-Mid-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After the user uses Waves of fury or last chance he/she is able too change the natural energys course(whic was the lungs)to the enter the chakra pathway system(chakra network).As the natural energy enteres the enemy's chakra network the user is able to make the energy to block chakra points, eleminating the expulsion of chakra from the body, or certain parts of the body. (This will not cause the opponent to go numb, it will only keep them from using chakra. they can still use taijutsu)
    Note:This jutsu can be used to block a serten chakra point to cut of chakra to the specifick body part(exple head,if there isnt any chakra source for the head the oponent cant use sharingan or bykugan and it has no effect on rinnengan users)
    -The jutsu needs a couple seconds too take effect
    -This tequnice can only be used once per battle-
    -The user has to be in Sage mode to be able to use this jutsu-
    -In the next turn the user is forced too exit sage mode because this is the limit of natural energy manipulation-
    -After the user exits Sage Mode the user is left whit the side effects of sage mode and also whit the effect of the tequnice whic are the folowing:the user is very tired and can barly move –


    (Gama Soeki) Sage Arts: Toad Plague
    (Gama Soeki) Sage Arts: Toad Plague
    Rank: Forbidden
    Type: Attack/Defence
    Range: Short-Long
    Chakra Cost: 60
    Damage Points: 100
    Description: The user after performing a quick series of handseals placing their hand on the floor causes thousands of toads to appear.These toads jump at great speed engulfing the opponent,the unique ability of these toads is somewhat like deidara's clay where with a quick handseal the user can cause them to explode at their wim.
    *Can Only be used by Naruto*
    *Can only be used in Sage Mode*
    *Can only be used once per battle*
    *User can't use sage mode for rest of battle*


    (Gama Yuripaddo) Sage Arts: Toad Lily Pad technique
    (Gama Yuripaddo) Sage Arts: Toad Lily Pad technique
    Rank: Forbidden
    Type: Supplementry/Defence
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: N/A
    Desciption: After a quick succession of handeals the user places there hand on the ground,in doing so they cause the battlefield to change to water with several lily pads across it.The unique ability of these lily pads is that if the user is on them it acts as a 360 defence protecting the user with nature chakra using the water surrounding the lily pad which they are on to protect them from all angles.
    *Can only be used once*
    *Can only be used by Naruto,-Naruto Uzumaki-*
    *Can only be used in sage mode*
    *No Sage jutsus for one turn after usage*


    Toad Oil

    A-ranked
    Seikiyuton: Gaizā | Oil Release: Geyser
    Seikiyuton: Gaizā | Oil Release: Geyser
    Rank: A
    Type: Offensive
    Range: Short/Mid/Long
    Chakra cost: 30
    Damage points: 60
    Description: The user slams his foot on the ground and causes a large geyser of Oil to burst from the ground which can then be used for Oil techniques, or set a light.
    -Twice per battle
    -Must have signed the Toad contract


    Seikiyuton: Jirai | Oil Release: Landmine
    Seikiyuton: Jirai | Oil Release: Landmine
    Rank: A
    Type: Attack
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user does three handseals causing oil to pack itself into a mine (in the surface of the ground) where the user chooses. The mine reacts to movement and will only explode once something steps off it or steps on it. The user can make four mines per use.
    -Twice per battle.
    -Must have signed the Toad contract
     
         

  13. #13
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    Re: Zero's Customs

    Viking Style


    A-ranked
    (Baikingusutairu: Fenriru no Baindo o Gleipnir) - Viking Style: Gleipnir the Bind of Fenrir
    (Baikingusutairu: Fenriru no Baindo o Gleipnir) - Viking Style: Gleipnir the Bind of Fenrir
    Type: Supplmentary/Offensive
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage cost: N/A
    Description: This jutsu is a summoning technique. The user will unfold a scroll from his back quickly biting his thumb and slam the palm onto the scroll. By doing so chains of metal will shoot out from the ground beneath the opponent grabbing around him restraining him from movement. The chains are thin however extremely strong and is resitence to lightning attacks.
    ~ Useable twice


    (Baikingusutairu: Bāsākāreiji) - Viking Style – Berserkergang
    (Baikingusutairu: Bāsākāreiji) - Viking Style – Berserkergang
    Rank: A
    Type: Supplementary
    Range: Self
    Chakra cost: N/A
    Damage points: N/A
    Description: This technique requires for the user to eat a special mix of mushrooms which act like a drug and, paralyze his Nerves/senses and will enable him to enter a state of mind called the berserker rage. The effect of the mushrooms takes a turn to kick in, but when they do, the user will be put under a nearly uncontrollable, trance-like fury, speed up his neutral synapses to react faster to danger and push his physical prowess to it's maximum limits, allowing him to gain tremendous raw speed and monstrous power and completly removes all sense of pain from the body, and allows him to ignore any strain on the body. The effects of the mushrooms lasts for a while, though as they wear off the side effects will be a heavy headache.
    ~ The effect lasts for three turns after the effect kicks in.
    ~ Can only be used once and pushes the user's limits to Tsunade's strenght and Raikage's speed in his Lightning armour.


    (Baikingusutairu: Jotunn's Genkotsu) - Viking Style: Jotunn's Fist
    (Baikingusutairu: Jotunn's Genkotsu) - Viking Style: Jotunn's Fist
    Type: Offensive, Defensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 40
    Damage Cost: 80
    Description: By using this jutsu the user will release a high amount of pure chakra out on his desired arm forming a giant fist around it. As it's created, takes few seconds, the user forcibly punch it into the ground with a devasting force, tearing the ground up and crushes everything within it's range.
    ~Useable 2 times.


    Forbidden-ranked
    (Baikingusutairu: Houkou sono Fenris Ookami) - Viking Style: Howl of the Fenris Wolf
    (Baikingusutairu: Houkou sono Fenris Ookami) - Viking Style: Howl of the Fenris Wolf
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 60
    Damage Cost: 120
    Description: The user puts his palm infront of his face, facing the target and his other hand up infront of it, however closed together as a fist. He then punches it foward releasing a great amount of chakra, wind to shape and fire for the explosion, forming a giant wolf head around him which then gets sent at the target at a furious speed, so furious it leaves out a howl of terror. As the wolf head makes impact it ends up in a giant explosion.
    Notes:
    -The users arms are so exhausted after using the technique his unable to perform hand seals for this and the next turn.
    -The takes 20 damage on the body due the heavy amount of chakra used for this technique.
    -Useable twice.



    Sniper Art


    B-ranked
    (Sogeki no Geijutsu: Shushō) - Sniper Art: Prime
    (Sogeki no Geijutsu: Shushō) - Sniper Art: Prime
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage: N/A
    Description: The user enhances his bow with chakra so it may shoot arrows faster and more accurately. Only doujutsu can follow the speed of the arrows and the effect of this jutsu can be increased if used more than once.
    -Lasts for 3 turns


    A-ranked
    (Sogeki no Geijutsu: Senpū Kōgeki)- Sniper Art: Whirlwind Assault
    (Sogeki no Geijutsu: Senpū Kōgeki)- Sniper Art: Whirlwind Assault
    Type: Attack/Supplementary
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage: 60
    Description: The user quickly darts to different positions by channeling chakra into his feet for a boost in speed and shoots a barrage of wind infused arrows from his bow at a target. The user's speed increases to 1.2x his original speed for a turn. This technique is best used when your position is unknown to confuse the target and attack him from his blind spot.
    -Usable 3 times per battle and once per turn


    (Sogeki no Geijutsu: Tsūretsuna Ichigeki)- Sniper Art: Crushing Blow
    (Sogeki no Geijutsu: Tsūretsuna Ichigeki)- Sniper Art: Crushing Blow
    Type: Attack/Defense
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage: 60
    Description: The user shoots 2 arrows from his bow into the air over a target. Then by forming a handseal, the earth chakra stored within the arrows are released and forms 2 circular shields made of stone at the head of the arrows that smashes the opponent beneath them. This can also be used as a defense against attacks. Each shield has a 12 ft diameter.
    -Usable 3 times per battle


    S-ranked
    (Sogeki no Geijutsu: Fukusū no Namida no Dangan) - Sniper Art: Multiple Tearing Bullets
    (Sogeki no Geijutsu: Fukusū no Namida no Dangan) - Sniper Art: Multiple Tearing Bullets
    Type: Attack/Defense
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage: 80
    Description: The user shoots numerous arrows from his bow infused with a large amount of wind chakra at a target that augments their speed and generates rapidly spinning wind vortexes resembling drills that can be guided and will tear through a target and any obstacles in their way. The vortexes protect the arrows and allow the arrows to continue after they have hit a jutsu of the same rank.
    -Usable 2 times per battle and once per turn


    (Sogeki no Geijutsu: Roketto-dan)- Sniper Art: Rocket Bullets
    (Sogeki no Geijutsu: Roketto-dan)- Sniper Art: Rocket Bullets
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage: 80
    Description: Several arrows shot at a target that produce intense flames around them and emit jets of flame propelling them at extreme speeds. The fire chakra within the arrows protect them from being damaged by the flame.
    -Usable 3 times per battle
    -No A-rank or higher fire jutsu next turn


    Yumita Geijutsu: Magarimichi Dageki: (Bow and Arrow arts: Curving strike)
    Yumita Geijutsu: Magarimichi Dageki: (Bow and Arrow arts: Curving strike)
    Rank: S
    Type: Offensive
    Range: Short-long
    chakra: N/A
    Damage: 80
    Description: The user uses an arrow which has its arrow head shaped in a way which enables it to curve and attack the enemy from the side.(Moves in an arc) Although its power is not as strong as an arrow which has a sharpened head, its fletching allows it to move in a certain direction with the air resistance giving it the ability to turn, which means it can hit the opponent from the side of his leg or body restricting his movement. The Arrows are faster than regular thrown projectiles and therefore can be more trickier to counter.
    Note: Can only be used 2 times.
    Note: Can only be taught by Erzo


    Yumita Geijutsu: Tadai Kujo- (Bow and Arrow arts: Heavy Destruction)
    Yumita Geijutsu: Tadai Kujo- (Bow and Arrow arts: Heavy Destruction)
    Rank: S
    Type: Offensive
    Range: Short-Mid
    chakra: N/A
    Damage: 80
    Description: The user shoots out a customized arrow which has a big arrow head as compared to a normal arrow. The arrow head has a circular base on the outside and grows bigger in size when you look it from the front, it also has two holes on it which can the air can go through instead of pushing against it and slowing it down. Due to the arrow heads size and because it’s made out of metal it has enough power to break bones if it connects. Despite its tremendous power it also has faster speed than a average arrow due to the weight of the arrow head making it even more difficult to deal with
    Note: Can only be used once.
    Note: Can only be taught by Erzo
    Note: No other Bow and Arrow art jutsus can be used for 2 turns.
    For reference on what the arrow looks like/its speed/its strength since I suck at descriptions >.<
    http://www.mangafox.com/manga/gamaran/c111/9.html
    http://www.mangafox.com/manga/gamaran/c111/11.html
    http://www.mangafox.com/manga/gamaran/c111/12.html

    (http://narutobase.net/forums/showthr...789&p=11781816)
     
         
    Last edited by Zero Kelvin; 05-26-2013 at 09:51 PM.

  14. #14
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    Re: Zero's Customs

    Summoning(s)


    Gorillas (From CK)
    (Kuchiyose: Enjin)- Summoning: Gorillas
    (Kuchiyose: Enjin)- Summoning: Gorillas
    Type: Supplementary
    Rank: S
    Range:Short
    Chakra Cost: 50
    Damage: N/A
    Description: The user will summon an ape into the battle field by first biting their thumb and doing the required hand selas and place their hand on the ground and call forth the ape of their choice. The size of the apes will be even to that of Gamabunta, unless stated otherwise. All apes are capable of speech, are highly intellectual, and can use all jutsu that is in their capability.
    ~Scroll owner is Nine Tailed Naruto~


    (Kuchiyose: Enjin)- Summoning: King Kong
    (Kuchiyose: Enjin)- Summoning: King Kong
    Type: Supplementary
    Rank: S
    Range:Short
    Chakra Cost: 50
    Damage: N/A
    Description: The user will first bite their thumb and do the required hand selas and place place their hand on the ground and call forth King Kong. King Kong is a huge sliver back gorilla roughly the size of Gamubunta a little bigger, with the ability to use fire techniques. He also has the ability to breath fire that is equal to A-Rank. He is also able to use taijutsu. He has an huge chakara source which the user can draw from which if done will give the user increased speed and strength and also is very muscular in both his arms and his legs allowing him to use both in a fight. Even with his size he has speed equal and greater than most other summonings his size.
    ~Once per battle~
    ~Lasts for 3 turns~


    (Kuchiyose: Enjin)- Summoning: Tiki
    (Kuchiyose: Enjin)- Summoning: Tiki
    Type: Supplementary
    Rank: S
    Range:Short
    Chakra Cost: 50
    Damage: N/A
    Description: The user will first bite their thumb and do the required hand selas and place place their hand on the ground and call forth Tiki. Tiki is a gorilla a little bigger than Gamubunta, he also has a large chakara source though not as large as King Kong and he is also very muscular and can use all taijutsu and has a average amount speed equal and greater than the other summoning his size. Tiki has the power to use lightning jutsus.
    ~Lasts 3 turns~


    (Kuchiyose: Enjin)- Summoning: Loki
    (Kuchiyose: Enjin)- Summoning: Loki
    Type: Supplementary
    Rank: S
    Range:Short
    Chakra Cost: 50
    Damage: N/A
    Description: The user will first bite their thumb and do the required hand selas and place place their hand on the ground and call forth Loki. He is a great sized gorilla the same size as Tiki, he has spent ages in the practicing the art of earth jutsus and has gained the ability to use earth based jutsus. Very muscular and has a huge chakara source. He is also a skilled taijutsu and can use all taijustu. And has an average amount of speed equal and greater than the other summoning his size.
    ~Lasts 3 turns~


    Snakes


    B-ranked
    (Hebi Shindo) - Snake Tremor
    (Hebi Shindo) - Snake Tremor
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost:25
    Damage Points:40
    Description: The giant snake slams its tale on the ground making a large Earth release tremor that can knock the
    opponent off balance, the isn't effected if he/she is on top of the snake.

    Note: Must be able to summon snakes
    Note: Must summon Manda or Kyodaija


    S-ranked
    (Kuchiyose: Hebi Chakra Sen'yaku) ~ Summoning: Snake Chakra Infusion
    (Kuchiyose: Hebi Chakra Sen'yaku) ~ Summoning: Snake Chakra Infusion
    Type: Attack/Defense
    Rank: S-Rank
    Range: Short/Mid/Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user will summon a giant snake, the size of manda, and infuse into him upon summoning, a specific element of chakra (fire, water, lighting, ice, etc) of the users choosing. The snake will then be able to use all of that element's jutsus, and carry that element's weakness, example, a snake infused with fire chakra, will have a weakness to water.

    ~This jutsu can only be used twice
    ~Can be used with ANY base 5 element that the user knows
    ~The snake can only use a total of 5 jutsu
    ~To kill the snake, you must deliver either 3 C-rank techniques, 2 B-rank technique or 1 A-rank technique
    ~The snake's jutsus count as one of the users 3 jutsus


    (Senei Ta Jashu) - Hidden Shadow Million Snake March
    (Senei Ta Jashu) - Hidden Shadow Million Snake March
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: N/A
    Description: Million snake march is a Ninjutsu technique that manifests a incredibly large torrent of snakes, which extend from the sleeve. Orochimaru can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them. Lightning chakra can be infused into the snakes to inflict extra damages. The snakes are also strong enough to grab onto things like trees or the ground and pull the user to safety. They can extend to long range in a matter of a second or two

    Note: Must be able to summon snakes
    Note: Lightning chakra causes paralyses and electrocution, depending on how much the opponent is bitten.
    Note: Can only be used twice
    Note: The snakes shoot out as fast as a kunai is thrown
    Note: The have no special health and/or resistance, they are just snakes
    Note: The torrent is huge, which is why it takes forbidden rank amount of chakra, it is basically multiple hidden snake hand times 10. About 200 snakes out of each arm.


    (Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake
    (Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake
    Type: Attack/Defense
    Rank: S-Rank
    Range: Short/Mid/Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: Orochimaru fused the cells of hashirama senju, as well as the dna of Pein's giant bird summon, into the genes of Manda. The snake is half the size of Manda with wood platelets for scales. It has the ability to use Wood jutsus. And it has wings allowing it to fly. Given its size, it is able to fly with the added weight of 3 people, of Orochimaru's build.

    ~Wood jutsus require the use of said jutsu, and count toward the maximum 3 jutsus per turn as per Rei's R&R
    ~Can only be summoned once per battle
    ~The snake flies at the speed of Pein's giant bird
    ~The snake can only stay on the field for 5 turns
    ~Can only be summoned by someone who knows wood, or Snakes


    ~(Hachu Jintai Modo) – Reptilian Mode~
    ~(Hachu Jintai Modo) – Reptilian Mode~
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra cost: 40
    Damage points: N/A
    Description: The user absorbs the energy of a snake to attain a form of a half-human, half-snake. The skin becomes that of scales, which gives the user more defense from taijutsu attacks of up to B rank. The tongue and eyes change to that of a snake, editing the users senses while in this mode. The users strength is doubled, and his speed becomes extremely fast. To do this, the user will first use “Hidden shadow multiple snake hands” the snakes will then immediately wrap around him and almost instantly sink into the skin and grant the user this form.

    Note: Must posses the Snake contract, as the user must absorb the snakes from hidden shadow multiple snake hands to do this jutsu.

    Note: Must wait one turn for activation of mode

    Note: Lasts for 5 of the users turns

    Note: Because of the heightened senses, and the speed and strength increase. The users heart will have to work overtime. After this mode is deactivated the user will die.

    Note: In this mode, snake jutsus can be used freely, without the need of jutsu posting. Meaning snake jutsus do not count as a move.

    Note: Sense changes:

    Eyesight: With the snake like eyes, the user can track movements equal to 3rd tomoe sharingan ability. The user also gains the ability to see chakra flow through anything that has no chakra flowing through it. Such as the hidden mist technique.

    Smell and Taste: The alterations of the tongue and nose give the user the ability to track the opponent through anything based on their smell alone.

    Vibration sensitivity: Do to the alterations to the users flesh, the user gains the ability to sense anything within the earth through vibrations. The user can also pinpoint exactly where the opponent is through their movements on the ground.

    Infrared sensitivity: The user can see heat signature in human, and animals.
     
         

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    Re: Zero's Customs

    Volcanic Water


    B-ranked
    (Kazan Suiton: Mizu no Henkan) Volcanic Water Release: Water Conversion
    (Kazan Suiton: Mizu no Henkan) Volcanic Water Release: Water Conversion
    Rank: B
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 30
    Damage points: N/A
    Description: The user can instantly change an existing water source (water that has already been on the terrain or water jutsu used by the user; can't convert an opponent's water jutsu) into volcanic water by adding large amounts of fire chakra with massive chakra compression. The newly formed volcanic water can be used only as a source for volcanic water jutsu, normal water techniques aren't compatible.
    ~Can only be used four times per battle, must wait one turn before reuse.


    A-ranked
    (Kazan Suiton: Issui) Volcanic Water Release: Geyser
    (Kazan Suiton: Issui) Volcanic Water Release: Geyser
    Rank: A
    Type: Offense
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user summons volcanic water underground, then causes it to explode abruptly releasing all the volcanic water above-ground in the form of a massive pressurized geyser. The user can then direct the volcanic water released from the geyser if he wishes.


    (Kazan Suiton: Shin) Volcanic Water Release: Truth
    (Kazan Suiton: Shin) Volcanic Water Release: Truth
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user is able to manipulate existing volcanic water at a greater level to form waves and streams of volcanic water.


    (Kazan Suiton: Tamashii Senjigusuri) Volcanic Water Release: Soulful Infusion
    (Kazan Suiton: Tamashii Senjigusuri) Volcanic Water Release: Soulful Infusion
    Rank: A
    Type: Offense
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will draw water from the air and turn it into volcanic water, and also draw existing volcanic water, and then infuse it into any normal wind element technique or any technique from a custom element that is composed of mainly wind that was previously used, making the technique a combination with volcanic water. This jutsu essentially provides a source of volcanic water that the user inserts into any normal wind element technique or any technique from a custom element that is composed of mainly wind, which begins absorbing the water into itself and allows it to become strong against fire techniques.
    ~Can only be used three times per battle, and must wait one turn before reuse.


    S-ranked
    (Kazan Suiton: Mugen Same Nami) Volcanic Water Release: Infinite Shark Wave
    (Kazan Suiton: Mugen Same Nami) Volcanic Water Release: Infinite Shark Wave
    Rank: S
    Type: Offense
    Range: All Ranges
    Chakra cost: 60
    Damage points: 110 (-10 to the user)
    Description: The user will use a large existing source of volcanic water, and make the volcanic water rise up as a gigantic wave that surrounds the opponent. The wave will transform into an uncountable number of sharks. The wave of sharks will crash down upon the opponent from every angle, crushing and vaporizing them and anything else that comes in contact. If this jutsu is used while the opponent is on land, the heat produced by the wave will turn the ground into boiling mud making underground escape impossible.
    ~Can only be used once per battle, and cannot use volcanic water the next two turns.


    (Kazan Suiton: Sukuranburu Kyuutai) Volcanic Water Release: Scrambling Orbs
    (Kazan Suiton: Sukuranburu Kyuutai) Volcanic Water Release: Scrambling Orbs
    Rank: S
    Type: Offense
    Range: Short-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user can launch several condensed orbs of volcanic water from their mouth that can be directed in the air to surround the opponent and come together from all sides to prevent escape. The individual orbs are as big as one regular Shark Bullet.
    ~Can only be used four times per battle.


    Forbidden-ranked
    (Kazan Suiton: Tsukaihatasu no Honoo) Volcanic Water Release: Devouring of Flames
    (Kazan Suiton: Tsukaihatasu no Honoo) Volcanic Water Release: Devouring of Flames
    Rank: Forbidden
    Type: Offense/Defense/Supplementary
    Range: All Ranges
    Chakra cost: 60
    Damage points: 110 (-10 to the user)
    Description: The user will focus their volcanic water chakra into all existing sources of volcanic water in the area. Then user will direct the volcanic water toward one technique that produces of heat energy (fire or lightning), and then makes the volcanic water absorb the heat into itself greatly strengthening it. The water will then begin to converge toward the opponent from all sides, the water moves with great speed and will vaporize an opponent almost immediately upon contact. The extreme heat of the water will turn the ground into an almost liquid state on contact, making underground escape-attempts futile. The large amount of heat in the water will result in small burns on the user from being near it.
    ~Can only be used once per battle, and no volcanic water the next two turns.
     
         

  16. #16
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    Re: Zero's Customs

    Empyrean Wind

    A-ranked
    (Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
    (Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra cost: 30
    Damage: 60
    Description: The user releases a massive blast of empyrean wind, slightly larger than Pressure Damage, that is shaped in the form of a dragon's head. The massive blast of empyrean wind will rage toward the target and cannot be satisfied until its hunger is quenched. This technique is so powerful that it has been said that it was used to pave an enormous tunnel straight through a large mountain in order to making traveling from one side to the other easier.
    ~Can only be used five times per battle.


    (Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
    (Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
    Rank: A
    Type: Supplementary/Defensive
    Range: Short-Long (Mid range around the designated area)
    Chakra cost: 30
    Damage points: N/A
    Description: The user forms a single handseal and creates two blankets of Empyrean Wind; one in the sky and one in the ground. Each blanket consists of uniquely rotating Empyrean wind that has the single purpose of drawing matter either upwards or downwards. By using the connection to the two blankets as a either a damper or an amplifier, the user is able to create gravitational-like effects. By amplifying the bottom blanket, the user can severely restrict the movements of those within the field, ranging from decreasing their speed to pinning even the strongest of summons to the ground. The stronger downwards pull also has an effect on most techniques, making them harder to aim upwards and decreasing the range of projectile-based Ninjutsu by one (1) range. By amplifying the top blanket, the user can, within reason, pull projectile-based Ninjutsu of B-rank upwards, ensuring the safety of those within the field. The upwards pull can also create a zero gravity environment.
    -Pulling a technique upwards counts as one of the three moves allowed per turn.
    -The user cannot use S-ranked or above Empyrean Wind during the following turn.
    -The technique lasts for three (3) turns.
    -Can only be used twice (2) per battle.


    (Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
    (Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
    Rank: A-Rank
    Type: Supplementary
    Range: Short-Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
    -The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
    -Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
    -No Forbidden-ranked Empyrean Wind techniques during the following turn.
    -Can only be used twice (2) per battle.


    (Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
    (Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
    Rank: A-Rank
    Type: Defensive-Offensive
    Range: Short-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air, this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to condense the objects created by the technique, increasing their life-spans.
    -Must wait one turn before reuse.
    -Objects last for the turn they are used and can only be created short range from the user.


    (Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
    (Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
    Rank: A
    Type: Offensive/Supplementary
    Range: Short-Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out. The increased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, warning them of the imminent danger.
    -Must wait one turn before reuse.
    -The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.


    S-ranked
    (Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
    (Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
    Rank: S-Rank
    Type: Supplementary
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A
    Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji somewhere on the field. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation; the dragon uses the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field as the dragon immediately draws them into itself. Humidity and rain will also be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape draws insects and big concentrations of germs, particles and spores into itself. The dragon, however, does not differentiate between friendly and hostile techniques, which means it will absorb all techniques that fit the aforementioned descriptions.
    -The dragon can maximally absorb techniques of S-ranked strength.
    -The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything sealed inside the dragon into the area.
    -The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
    -The shape lasts for four (4) turns.
    -Can only be used once (1) per battle.


    (Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
    (Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
    Rank: S-Rank
    Type: Defensive-Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: 80
    Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great masses of chakra-based Kanji to appear around a specific point. Upon creation, the masses of Kanji arrange themselves into forming the frame of a big, rectangular box that reaches mid-range around the area it's created on. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of so many seals; the entire box will be black as night and impossible to see through. Upon completion; every corner and side of the box will use the incredible suction power of Empyrean Wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The formulas of the seals are designed to reject energy from entering and leaving the box. physical attacks may still enter and leave, but energy-based attacks up to the rank of the technique are unable to pierce the box.
    -It’s possible to confine the Empyrean Wind to the outer surface of the box and simply use the matter-rejecting formulas to safeguard matter inside it.
    -Can only be used twice (2) per battle. The offensive version can be used once (1), as can the defensive version.
    -No other Empyrean Wind techniques during the following two (2) turns.
    -Cannot mold chakra above S-Rank for the same and next turn.
     
         
    Last edited by Zero Kelvin; 12-10-2013 at 09:13 PM.

  17. #17
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    Re: Zero's Customs

    Sealing Techniques


    B-ranked
    Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
    Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
    Type: Supplementary
    Rank: B Range: Short (When seal is applied on the object)
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user applies a sealing formula to a case of sorts (the 'case' doesn't necessarily have to be a case. It can be a letter, door, scroll, jar, box, suitcase, etc. Anything that can be opened can have the seal applied to it. After applying the seal, it seems to disappear on the object but is still there, just no longer visible. Seemingly doing nothing, the seal allows the user to know if the object has been opened. Once the object is opened, the seal is broken and the user is mentally alerted.
    *Can only be used 3 times a battle*

    (http://narutobase.net/forums/showthread.php?t=335138)

    A-ranked
    (Fuinjutsu: Kaminari Den) = Sealing Techniques: Thunder Palace
    (Fuinjutsu: Kaminari Den) = Sealing Techniques: Thunder Palace
    Rank: A
    Type: Offensive/Defensive/Supplementary
    Range: All
    Chakra cost: 30
    Damage Points: 60
    Description: The user summons multiple orbs with a special tag on them, filled with enormous amounts of Lightning chakra and suspends them high up in the air in a circular formation around the target. If anyone decides to pass by the orbs, the seal will activate and the one who passed will be immediately zapped by lightning and will be unable to move for 1 turn (pretty much like zapped with chidori nagashi) If the orbs are destroyed by an outside force, lightning bolts will be shot from the orbs and will zap him extremely fast (in a matter of second or so) and he/she will have trouble moving for 1 turn while being disoriented and dizzy.
    Note: The orbs can not be placed in short range radius from the opponent (meaning the user can't summone them next to the opponent, hence electrocuting him on the spot)
    Note: Can only be used once per battle.
    Note: The orbs last for 4 turns.
    Note: The orbs can be placed around a whole village.


    Sealing Technique: Dark Ecriture (Fuinjutsu: Yami no Chojutsu)
    Sealing Technique: Dark Ecriture (Fuinjutsu: Yami no Chojutsu)
    Rank: A
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 30 (+10/turn)
    Damage Points: 10/ turn (to the user)
    Description: Dark Ecriture is a technique that allows the user to detect hidden seals within the users field of vision. The technique activates using a seal of confrontation following which many sealing formula appear around the users left eye. They then begin to sink inside using the lens which itself is a painful process where the user needs to keep his eye open. Once performed the seals inside the eye filter the users vision making everything appear grayscale. All seals however that are hidden or apparent starts to glow, the user is able to see the glow even if the seals are hidden behind objects or clothes. With added focus he is able to read them identifying their purpose.
    Note: Usable twice in battle, Lasts 4 turns.
    -Can only detect techniques up to its own rank.


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


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


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

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

    Restrictions:
    -Can only be used twice
    -User can't use any other Fuuinjutsu technique for 2 turns
    -If the user attempts to mold a Forbidden Rank technique, the seal is dispersed due to the disturbance of the high amount of chakra being focused by the user
    -Stays active for 4 turns
    -Can only be taught by Scorps
     
         
    Last edited by Zero Kelvin; 08-16-2013 at 02:37 PM.

  18. #18
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    Re: Zero's Customs

    Sound Techniques


    S-ranked
    (Ototon: Saishō's Kaiketsu Suru ) - Sound Release: Saishō's Resolve
    (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: Can only be taught by Erzo
    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.

    Taught here
     
         

  19. #19
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    Re: Ancrath Archipelago

    The Ancrath Archipelago Sub-RP

    The Map of Ancrath



    Codex: Ancrath Archipelago
    ”He who wishes to be obeyed must know how to command.”
    -Alledon of the House Cordath the First of His Name, King of the Thirteen Islands
    Geographically the Ancrath Archipelago consists of thirteen islands divided into two clusters, with the majority of the islands belonging to the Southern Cluster. The islands form a natural line that separates the lands of Hotsprings and Frost from the Kaizoku Sea and the Eastern Mainland from the Haran Bay. The two islands near the archipelago, though not a part of geographical Ancrath, are both at least partially under the authority of the archipelago. Tenkaichi, located south of the Southern Cluster, has recently been commandeered from the Land of Hotsprings by a faction known as the Brotherhood, while the second island, Takejima, has largely been left to itself because its status as a traditional burial ground for the islanders.
    The archipelago, like most islands, suffers under the wrath of nature. Storms and storm-related accidents cause many deaths annually and the rough weather has affected the architecture of particularly the Southern Cluster, which isn’t protected from the worst winds by Takejima as the Northern Cluster is.
    Ancrath has a history of island-to-island independence, internal warfare and isolationistic policies. Historically the two clusters have always been in a state of pseudo-war, only signing temporary truces and treaties to defend against foreign aggressors and immediately discarding them once the threat has been dealt with. This constant threat of violence that can erupt from anywhere at any time has molded the islanders into a hard and bitter people over the course of generations. The Northerners in particular have gone from cautiously trading and interacting with surrounding nations in the time before the First Shinobi World War, to openly terrorizing settlers and confiscating goods from passing ships as a warning to foreigners. The Southerners, though still wary of strangers, have prospered through trade with the Elemental Nations and thus tolerate its citizens.
    Trade is the primary source of income for most of the archipelago’s upper class. The Ancrathi nobility, who have ruled and warred in Ancrath for hundreds of years, claim the lion’s share of the money made on imported and exported goods, but a wealthy upper class consisting of successful merchants and entrepreneurs still exists. Many Southern Lords in particular have made fortunes from taxing passing ships and acting as middlemen for the Northerners, who largely refuse to sell their goods directly to the Elemental Nations. Because of the focus on trade the waters around the Ancrath Islands are almost always teeming with fishing boats, trading galleys and ships in service of the local nobles. Privateers and pirates in search of prey also roam the waters, often freely due to the constant power struggles of local nobles.


    Codex: Northern Islands
    ”If the weather in the north was as cold as the Northerners themselves there would be no settlers for them to bully.”
    -Unknown
    The Northern Island Cluster is the least populated part of Ancrath, which accounts for five of the thirteen islands that make up the geographical archipelago. The Northern Cluster is generally characterized by its small, almost self-sufficient communities, rocky hills and xenophobic population. It is known for fielding the best non-Shinobi spearmen in the world and never forgetting a slight.
    The Northerners are farmers, fishermen, hunters and craftsmen. They are a simple people, a majority of which live in small, close-knitted communities where everyone knows each other. The rest live in or near the few cities the north has to offer, or behind the walls of the local Lord’s castle. The Northerners often live very linear lives, marrying someone from their own community and rarely, if ever, leaving the island of their birth. Deviating from the norm is generally frowned upon and the social pressure from the local community, combined with the hardships involved with moving, ensures that very few Northerners ever move away from their birthplace.
    The Northern Cluster has a history of xenophobia, but bad diplomatic experiences with the Elemental Nations and occasional cases of foreign interest influencing the cluster has seen the population go from being unfriendly to strangers to being downright hostile, especially to settlers from the mainland.
    The Northerners are generally considered traditional and rural. The cluster’s general lack of densely populated cities has allowed the islanders to grow crops, practice animal husbandry and mine on a much larger scale than would otherwise be possible. It is not uncommon for a village to have its own mines or fields that the inhabitants maintain together and have joint ownership of. The lack of heavy winds and storms, courtesy of Takejima’s forests and hills, along with the high average quality of soil in the Northern Cluster makes it an ideal place for farming, a fact that many inhabitants takes advantage of.
    From the top right, the Northern Island Cluster consists of island Rishiri, Nishinomi, Todoko, Hohki and Yamaguchi.


    Codex: Southern Islands
    ”The forces in a mercantilist society tend to make the rich richer and the poor poorer. I didn’t place the order; I just strike while the iron is hot.”
    -Erasmus Montanus, Master of Coin, Entrepreneurs’ Bank of Oishiden
    The Southern Island Cluster accounts for eight of the thirteen islands that make up the geographical archipelago and houses a majority of those who call Ancrath their home. The Southern Cluster is generally characterized by its autonomous island-states, appreciation of mercantilism and extremely wealthy gentry. It is known for its advanced industrial sector and ruthless tax collection office.
    Where the Northern Cluster has generally remained a feudalistic society their southern neighbors have embraced the advantages the archipelago’s strategic position offers and used them to transform the Southern Cluster into a bustling center of culture and business. The Southerners are factory workers, students, clerics and merchants. Like their neighbors in the north the Southerners live simple lives, but unlike the Northerners the Southerners everyday life is heavily influenced by class division and many live in poverty as part of the huge lower middle-class that make up the majority of the workforce.
    Where the Northerners embrace a form of joint venture to maximize the output of their primary economic sector, the Southerners embrace a form of state capitalism where the gentry controls most of the corporations and companies that are responsible for much of the cluster’s net income. In simple terms the north could be described with the phrase; ‘from each according to his ability, to each according to his need’ and the south with the phrase; ‘every man for himself and the Devil take the hindmost’.
    The south’s economy is dependent upon the north’s ability to produce raw materials. The Southerners buy ore, lumber, fish and crops from the Northerners at a bargain price – since most Northerners refuse to sell to the Elemental Nations – and with their developed industrial sector turn them into goods that they then export for profit. Adhering to the tenets of mercantilism import is discouraged in the cluster and the export of gold and silver is prohibited.
    From the top right, the Southern Island Cluster consists of island Nero, Mekkyaku, Jigon, Gōka, Gakiyaru, Oishiden, Izu and Dotai.


    Codex: Tenkaichi
    ”All for one, more specifically me.”
    -Garrett Hawke, 3rd Leader of the Brotherhood
    The island of Tenkaichi is technically not a part of geographical Ancrath, but the island’s affiliation with the archipelago and its history of diplomatic relations with the Southern Cluster has made it a part of what is known as ‘modern Ancrath’. The island was always semi-autonomous even when it had an official status as a province of the Land of Hotsprings and few Tenkaichians ever felt colonized or oppressed, especially considering the island had its own tax collection office and didn’t pay tribute to the Hotsprings Country. This lack of practical ties to the Land of Hotsprings made the island’s transition from colony to headquarter of the Brotherhood much easier than it would have been otherwise.
    Tenkaichi is generally characterized by its unique status as Brotherhood-controlled territory, its fortified settlements and its focus on the production of military hardware. It is known for its universal male conscriptions and permanent war economy.
    Before the Brotherhood’s annexation of the island Tenkaichi was almost self-sustaining. The local councils who administered the island at the time carefully managed the production of goods and foodstuff to suit the island’s needs. Little was imported and even less was exported as the island embraced an economy-oriented form of Juche.
    The Brotherhood’s sudden annexation radically changed Tenkaichi. The organization’s contacts overseas and its expertise within the field of smuggling led to an influx of cheap goods that flooded the Tenkaichian markets and made much of its industry obsolete. To rebalance the island’s dwindling economy the Brotherhood launched an aggressive expansion of the weapon’s industry and encouraged the natives to join the organization, two key aspects of the process that transformed Tenkaichi into an authoritarian, militant island state. Tenkaichi still maintains Juche as its official political standpoint, but economic independence has been replaced by political and military independence as the focal points of society.
    Men are encouraged to join the military or serve as craftsmen while women are pushed towards positions as civilian artisans, bureaucrats and managers. In simple terms men administrate the military industry and women the civilian. It is not forbidden for a woman to join the military – though not as a Brotherhood member - just as it isn’t forbidden for a man to work in the civilian sector, but neither is encouraged by the regime.



    1) Eastcairn – Formerly a single fiefdom Eastcairn and its western cousin are home to the biggest quarries in Ancrath. The two areas’ shore-regions are alike; both sporting flat beaches that run into large, fenced fields. The Cairns are named for the unbroken wall of stones stacked to chest-height that run along the length of the beach and protect the inland from erosion and potential ravages by storm waves. The largest town in Eastcairn is Rockfield, which is built around Bricktooth Keep, but other townships and villages also make their home in Eastcairn’s eastern parts.

    2) Westcairn – Formerly a single fiefdom Westcairn and its eastern cousin are home to the biggest quarries in Ancrath. The two areas’ shore-regions are alike; both sporting flat beaches that run into large, fenced fields. The Cairns are named for the unbroken wall of stones stacked to chest-height that run along the length of the beach and protect the inland from erosion and potential ravages by storm waves. The largest town in Westcairn is Brickfield, which is built around Rocktooth Keep, but other townships and villages also make their home in Westcairn’s southern parts.

    3) Arlentrench – The fiefdom of Arlentrench rests in a deep depression and consists mostly of marshland. The sea often floods the area, but all settlements in Arlentrench are either built on one of the many hills that litter the area or floating on the water so the flooding never does much damage. The great marsh of Arlentrench is a salt water one and little of value grows there, but the inhabitants are expert fishermen and at high tide there are paths through the marsh that lead directly into the ocean. The largest town in Arlentrench is Ayrith, a collection of floating buildings bound together by wooden walkways and rope.

    4) Gelleth – The fiefdom of Gelleth is the home of Tenkaichi’s largest cargo port, a warm-water one of its kind aptly named the Dragon’s Tongue. The port is mainly used for civilian purposes, namely the reception, inspection, sorting, packing and distribution of more than 60% of all goods imported from the Western Mainland. The Dragon’s Tongue is located in the heart of Gelleth and is its metaphorical aorta both economically and culturally: its largest town, Dragonpoint, is built as an extension of the port and serves mainly as the seat of Tenkaichi’s service sector, dealing in wholesale, customs and the refining of goods coming from the port. Outside of the Dragons little is produced in Gelleth. The fiefdom has an advanced infrastructure on account of its role as a distributor of goods, but aside from small villages and the regional fortress – Scalewatch Citadel – in the northeastern lowlands there are few points of interest in Gelleth.

    5) Florenth – The fiefdom of Florenth stands as a testament to modern Tenkaichian militarism. The region itself is mountainous and separated down the middle by a deep ravine running along its longitudinal axis. Most of the mountains in the region have been hollowed out and turned into underground fortresses by the Brotherhood. These subterranean strongholds have given the region its nickname; the ‘Shield of the West’ and are multifunctional, serving as bunkers, living spaces and training areas for the inhabitants of the region. Florenth is mainly populated by military personnel and those who provide them with their equipment. Whole quarters have been devoted to fletchers, blacksmiths and siege engineers. Goods and provisions are mainly brought in from Gelleth. The largest town in Florenth is Sothstess, a settlement built entirely of stone and placed inside Domeskeep, the region’s largest fortress.

    6) Sussax – The fiefdom of Sussax, though as mountainous as Florenth and Kampfrück, is the least militant of the three regions. Few bases are located there, but its inland areas are often used for military exercises and simulations. The province’s coastline is a nightmare of jagged rocks and many an experienced captain has lost both ship and crew trying to navigate past Sussax. Coupled with the infertile soil of the fiefdom most inhabitants are fishermen who engage in wrecking to survive or miners of iron and granite. The largest town in Sussax is Glynnwroth, a paramilitary settlement used by the Ancrathi National Army as a home for its officers and their families. The regional fortress is known as Whitehaven, a work of crude architectural design consisting of three granite ringforts set in layers around a central keep.

    7) Gaamran – The fiefdom of Gaamran is the home of Alledon’s Hand, an enormous cliff with a near-vertical drop that constitute the Southernmost point of Tenkaichi. The region is rocky near the coast, but its inland area is considered some of the finest grassland in Ancrath and many inhabitants make a living as shepherds, livestock farmers and butchers. The focus on livestock has made Gaamran a decentralized region with very few towns and its largest settlement, aptly named Shepherd’s Rest, is a bottleneck of butchers, wool processors and loud marketplaces in the region’s northeastern area. Gaamran is one of the few provinces in Tenkaichi without a regional fortress, but its entire coastline is a natural wall of cliffs and ridges that make a defensive structure all but obsolete.


    Joinable Factions

    The Brotherhood
    The Brotherhood


    Gazing Back Into You
    AND IF THOU GAZE LONG INTO AN ABYSS, THE ABYSS WILL ALSO GAZE INTO THEE


    History:
    Under Samurai Dai
    The Brotherhood was founded by Samurai Dai during the Second Shinobi World War as hired muscle for his smuggling operation the River Country. Though the Brotherhood only accepted male members over fifteen and under fifty; the group grew almost exponentially during the war, courtesy of the massive amounts of desperate refugees fleeing the violence in the warring nations, looking for some way feed their families. The Brotherhood offered food and shelter for all Brothers and their families in exchange for loyalty to Dai’s organization, a policy that earned him one of the most zealous group of loyalists in modern history and turned his den in the River Country into a virtually impregnable fortress of men and iron.
    Dai had intended for the Brotherhood to be a mobile fighting force that could accompany his ships on their journeys downriver, keeping rivaling smugglers, the authorities and other unwelcome guests away from his cargo until they reached the sea. Many new members, however, had brought their families with them from whichever nation they were fleeing and were both unable and unwilling to leave them for months at a time. Dai’s solution was to settle the new Brothers and their families along the rivers themselves, in shelters close enough to the banks that the members could watch the ships, assists the sailors and help wherever they were needed in their area all without ever leaving their families.
    The plan’s success was legendary. Throughout the course of the war Dai controlled every black market from Keishi in the Fire Country to the Claw Country. No shipment was too large or too ludicrous. The sheer number of Brothers guarding the rivers far surpassed that of any taskforce the River Nation might have put together to stop the influx of illegal goods and after a Chuunin-ranked Nukenin, who had been hired to solve the problem, was brutally murdered and chopped into pieces by an angry group of almost eighty Brothers; the government at the time decided to leave the Brotherhood and their employer alone.
    Samurai Dai’s time as smuggler king came to an abrupt end less than half a year after the armistice treaty was signed. The original members of the Brotherhood had sworn themselves to Dai and his lieutenants, but the flood of refugee-members put an end to the group’s status as an organized institution and turned it into a patchwork fraternity with no common goal among the members other than providing for their families. Though this worked exceptionally well during the war; the peace that followed changed the game completely.
    With the violence subsiding and the local governments slowly stabilizing the different regions; many refugees simply packed up and went back home. Over the course of a few weeks much of the so-called ‘Black Wall of the Rivers’ (a reference to the black cloaks many members wore as camouflage) disappeared without a trace, leaving Dai’s ships without protection. The Brotherhood had intimidated and defeated Dai’s enemies by force of numbers and the refugees’ exodus more than halved the smuggler king’s numbers. The result was the collapse of Samurai Dai’s empire.
    The Samurai himself tried to cut his losses and gather the wealth he had already amassed, but without hired muscle it was a hopeless endeavor. Before Dai had even finished loading the ships he had left; a pirate captain by the name of Reaver fell upon him and took both ships and cargo for himself, slaying every single one of Dai’s men and the king himself during the ambush.


    Under Alart the Old
    The death of Samurai Dai would have heralded the end of the Brotherhood were it not for a refugee from the Land of Rain named Alart.
    Alart, who had worked as part of the Black Wall of the River, convinced a dozen of his Brothers without any family to speak of to join him in robbing the few ships that still passed unprotected through the rivers of the River Country in the chaotic period that followed the armistice. The Brothers’ endeavors, though amateurish, were largely successful and as the regions slowly stabilized and became policed the Brothers simply moved on, finally ending up in the Land of Noodles.
    Alart revealed himself to be a natural leader. Instead of focusing his efforts on one country like his predecessor the 2nd Leader of the Brotherhood sought to form a reliable core of loyal and competent members who could establish footholds in many nations simultaneously and recruit their own men as they pleased. Though this decentralized the Brotherhood and sometimes led to semi-independent factions with little to no relation to the actual Brotherhood the plan was mostly successful and turned the organization into a pulsing, underground organ of guilds that altogether controlled much of the international smuggling industry.
    Alart’s biggest triumph is credited to his work on transforming the Brotherhood into a tight-knit organization. Samurai Dai allowed the Brothers to roam freely in unorganized bands and rarely directed their efforts. Alart attempted to change this by introducing intricate and almost spiritual joining rituals and symbols to the group. The Brotherhood’s banner was drawn up and applied to all uniforms and equipment. A motto was laid out and local fraternities were introduced. Alart sought to improve the Brotherhood as an organization by encouraging internal competition and contests. Medals and honorary orders were introduced along with an expanded hierarchical ranking system. Like Dai’s Black Wall of the River the foundation laid out by Alart is considered legendary by the Brotherhood.


    Ranks of the Armed Forces


    The Qun
    The Qun


    Existence is a Choice

    Concepts and Ideological Guidelines
    On the Question of Rank
    The Qun considers all Qunari equal, with no exceptions. Therefore; Qunari are expected to subject themselves to majority rule unquestioningly. From the youngest apprentice to members of the Triumvirate; an individual is only worth a single voice and a single vote in Qunari society.

    Culture
    Duty is paramount in Qunari culture and their society is seen as a living entity, whose wellbeing is the responsibility of all. Each person is like a drop of blood in the veins of the being and they must do not what is best for them, but what is best for the creature.
    The Qunari do not have a concept of personal identity and use titles rather than names to identify and present themselves. Their ‘names’ are in fact strings of genealogical information used by the Tamassrans for record-keeping and marque-creation.
    A Qunari's personal name is not what we think of as a name. It is more like a social security number, information which the Tamassrans use to keep track of breeding and is thus not something the Qunari use to refer to one another. What a Qunari instead thinks of as their name is, in fact, their job title, which is differentiated by rank and task.
    Trueborn Qunari have no ‘family units’: they do not marry, choose partners, or even know to whom they are related. A Qunari's ‘family’ consists of his or her coworkers.
    Qunari generally do not associate mating with love. They feel love. They have friends. They form emotional bonds with one another. However, they simply do not sleep with each other to express it. If they do, then they are sent to be reeducated by the Vindicator Corps. If a child is produced, the same thing happens as with all other Qunari children: it is sent to be raised by the Tamassrans, evaluated, and suggested a path. Qunari do not waste resources unnecessarily, people included.
    A corpse is considered an insignificant husk that is no longer the individual that it once was and thus is afforded no special treatment, rather disposed of whatever manner is most practical.

    Clothing & Identification
    The Qun dictates that wasting resources is an abominable act, so beyond wearing clothes to keep themselves warm and armor to keep themselves alive; the Qunari view clothes as an unnecessary, cumbersome burden that Basra wear in disgust of their own bodies. Likewise; luxury goods like makeup and perfume are abhorred as symbols of Basra lavishness.
    In the absence of cosmetics and most articles of clothing; the Qun advocates natural looks and marques as the primary means of identification. The marque is the Qunari’s elaborate version of a social security number consisting of a set of lines and patterns tattooed on every Qunari’s back. The marque describes one’s sex (whether one is fertile or not), purpose (education, specializations, experience and whether or not one is a Guide) and health (medical history, blood type, hereditary traits, etcetera). With the information constantly changing; new lines and patterns are constantly added to the marque, making it a symbol of one’s dedication to the Qun.

    Genetics
    The Qun’s thesis on genetics advocates the confinement and sterilization of dangerous genetic deviants such as individuals with a Kekkei Genkai. The Qun considers unique hereditary traits and abilities to be a cancer on society that inevitably leads to a minority believing itself better than the majority. On the other hand; it praises and encourages fields of study that are genetically learnable and teachable by all men and women alike.
    The Qun does not promote or encourage any form of racial or cultural stigma beyond what it considers to be rational and productive. There is no concern or even mention of race in the Qun beyond addressing empirically-proved biological differences that the Qun then seeks to breed out or confine. The same concept applies to traditional gender-roles. Likewise; culture and upbringing become irrelevant under the Qun and are thus never mentioned.

    Economy
    The Qunari reject private property. They also don't have currency, nor do they engage in direct bartering: they don't buy and sell things amongst one another. ‘Merchants’ in Qunari cities have the job of making sure goods are distributed appropriately.
    Efficiency is the primary concern in the economy. The Qunari actively work to improve methods of production via research and borrowing from conquered people and neighboring cultures. On the other hand, demands of the individuals are quite limited, as having ‘more houses and clothes’ would mean more work to maintain them.

    Outsiders and Converts
    The Qunari view other nations as inferiors, kabethari (simple ones) who are to be conquered and "enlightened", i.e. converted to the Qun. In the newly subdued areas they dismantle families: children are torn away from their parents and raised as Qunari, while adults are sent to camps for re-education performed by a branch of the Vindicator Corps. If an individual doesn't resist the reeducation; a new convert, or viddathari, may take a position in the Qunari society. Refusal to cooperate, however, is seen as illness to be cured and those who resist are taken to the viddathlok, insitutions dedicated to healing.
    The Qunari consider outsiders unfortunate beings that have a potential to grow if the Qun's wisdom is imparted upon them. The best an outsider can hope for amongst the Qunari is to be considered a basalit-an, ‘an honorable thing’. A basalit-an is a worthy foe and one that can be negotiated with to an extent, but is still bas regardless.

    Societal Goals
    The Qun describes its goals for society as a modified version of Libertarian Socialism/Left-Wing Anarchism where private property, wages, state and currency are all abolished. The system revolves around a continuous process of education and reeducation designed specifically to maintain the concept of free association. It insists that no Qunari should have any kind of authority, moral or otherwise, over another Qunari. Instead; Guides who have been educated and possesses experience within a certain field are expected to submit their professional opinion on matters at hand, which the individual Qunari then considers and rules upon. In this way the concept of inequality, in all shapes and forms, is alien to the Qunari.

    Societal Structure
    The Triumvirate
    The Triumvirate, or ’Salasari’ in Qunlat, is the guiding body of the Qunari. The three members of the Triumvirate are each considered the ideal representative of one of the three paths of Qunari society, but they are not ranked as ‘Commander-in-Chief’ of their respective paths. Being a member of the Triumvirate is not a proof of excellence, but one of proficiency in mediating solutions between more specialized Guides.
    The body is represented by the Arishok, who guides the army.
    The mind is represented by the Arigena, who guides the craftsmen.
    The soul is represented by the Ariqun, who guides the educators.

    The Arishok
    One of the three members of the Triumvirate; the Arishok is considered the Primary Guide of the armed forces and has practical authority over the army on the level of a Commander-in-Chief. As dictated by the Qun; the Arishok is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arishok is more than qualified to steer the ‘body’ of Qunari society along the right path and insubordination of any kind is extremely rare.

    The Ancrathi Armed Triumvirate (A.A.T.)
    The AAT is the guiding body of the Qunari armed forces and, when in consensus, commands the same practical authority as the Arishok. The Armed Triumvirate is made up of the Guide at Sea, Primary Guide of the ANB, the Guide at Land, the Primary Guide of the ADB, and the Guide at Place, the Primary Guide of the AAB.
    If the current Arishok is incapacitated before a new one is chosen; a temporary Arishok is drafted from the AAT.

    The Ancrathi Defense Branch (A.D.B.)
    The ADB contains the bulk of the Qunari armed forces. Qunari infantry and cavalry-units automatically fall under the ADB. The Primary Guide is called the Guide at Land.

    The Ancrathi Naval Branch (A.N.B.)
    The ANB contains the entity of the Qunari maritime force and has at least partial practical authority over all watercrafts. The Primary Guide is called the Guide at Sea.

    The Ancrathi Auxiliary Branch (A.A.B.)
    The AAB contains all irregular units and temporary additions to the armed forces. Artillery-units, combat paramedics, saboteurs and specialized units all fall under the AAB. The Primary Guide is called the Guide at Place.


    The Arigena
    One of the three members of the Triumvirate; the Arigena is considered the Primary Guide of all matters pertaining to industrial, agricultural and mercantile aspects of Qunari society and has practical authority over these elements on the level of a Commander-in-Chief. As dictated by the Qun; the Arigena is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arigena is more than qualified to handle all matters of distribution and construction associated with the ‘mind’ of Qunari society.

    The True Makers’ Triumvirate (T.M.T.)
    The TMT is the guiding body of the Qunari unarmed, non-Vindicator forces and, when in consensus, commands the same practical authority as the Arigena. The Makers’ Triumvirate is made up of the Guide who Gives, Primary Guide of the TDU, the Guide who Sees, the Primary Guide of the TCU, and the Guide who Does, the Primary Guide of the TBU.
    If the current Arigena is incapacitated before a new one is chosen; a temporary Arigena is drafted from the TMT.

    The True Distributors’ Union (T.D.U.)
    The TDU concerns itself with the transportation and distribution of goods both domestically and otherwise. All distribution centers, unassigned goods and non-combatant means of transportation are the responsibility of the TDU. The Primary Guide is called the Guide who Gives.

    The True Cultivators’ Union (T.C.U.)
    The TCU concerns itself with all agricultural matters and food processing. All fields, paddocks and fishing spots, the animals in- and outside of these areas and the tools needed to cultivate both crops and livestock are the responsibility of the TCU. The Primary Guide is called the Guide who Sees.

    The True Builders’ Union (T.B.U.)
    The TBU concerns itself with all matters of construction, demolition, reparation and maintenance. All buildings, roads and the tools needed to care for these with one or several of the aforementioned objectives in mind are the responsibility of the TBU. The Primary Guide is called the Guide who Does.


    The Ariqun
    One of the three members of the Triumvirate; the Ariqun is considered the Primary Guide of the Vindicator Corps and has practical authority over it on the level of a Commander-in-Chief. As dictated by the Qun; the Ariqun is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Ariqun is more than qualified to oversee the ‘soul’ of Qunari society and handle all matters of breeding, education and law enforcement.

    The Vindicators’ Triumvirate of the Path (V.T.P.)
    The VTP is the guiding body of the Vindicator Corps and, when in consensus, commands the same practical authority as the Ariqun. The Triumvirate of the Path is made up of the Guide of Thoughts, Primary Guide of the QVBE, the Guide of Life, the Primary Guide of the QVBT and the Guide of Many, the Primary Guide of the QVBIP.
    If the current Ariqun is incapacitated before a new one is chosen; a temporary Ariqun is drafted from the VTP.

    The Qunari Vindicators’ Board of Education (Q.V.B.E.)
    The QVBE covers all matters of education and reeducation. All schooling institutions, reading material and apprenticeships are the concern of the QVBE. The Primary Guide is called the Guide of Thoughts.

    The Qunari Vindicators’ Board of Tamassrans (Q.V.B.T.)
    The QVBT covers all matters of breeding and general upbringing outside of academic schooling. All fertile Qunari are technically the concern of the QVBT, but the Tamassrans do not call on males or females before they’ve reached a suitable age and are needed for breeding purposes. The Primary Guide is called the Guide of Life.

    The Qunari Vindicators’ Board of Increasing Prevalence (Q.V.B.I.P.)
    The QVBIP covers all matters of philosophy, interpretation of the Qun, spreading of the Qun’s philosophy and pre-educational conversion of Basra. The QVBIP is the only branch of Qunari society outside of the armed forces with units trained in the art of war and the AAB has at least partial practical authority over these units who exist only to protect the QVBIP from Basra while on expeditions. The Primary Guide is called the Guide of Many.


    History
    The Qun is a relatively new phenomenon in Ancrath and its humble origins have made its emergence a slow and problematic process. The Ariqun – widely recognized as the focal point of the Qunari movement – and her followers can be found on every island in the archipelago, but few islanders have welcomed or even accepted the new way of life, a sentiment that has most Qunari settling in isolated, uninhabited areas or maintaining a nomadic lifestyle to get by. The Qunari have thus far kept themselves from attempting to convert an island by conquest, but as their numbers grow tension between the group and the native islanders rise and war becomes more likely.

    Terminology
    Bas/Basra – Literally ‘thing’ in Qunlat. A purposeless creature in the eyes of the Qunari.
    Guide – Instead of superiors, Qunari follow the suggestions of so-called guides. A guide has been educated within a certain field and is therefore better suited to make decision pertaining to the field in question.
    Practical Authority – The concepts of subordinate and superior are alien to Qunari society. Instead; everyday decision making is based on a simple system of experience and suitability. Where Basra command; Qunari suggest, but instructions are followed to the letter as Qunari trust their guides.
    Primary Guide – The guide of guides within a certain field, during a certain timeframe or under certain circumstances. A Primary Guide is comparable to a commanding officer (CO) in terms of practical authority and is considered the most suitable guide ‘overall’ during certain scenarios or in general.


    Templates & Others
    House Template
    Name:
    Motto:
    Public History:
    Heraldry/Sigil:
    Family Head:
    Family Members:
    Lands:
    Alignment:
    Renown/Infamy Level:
    PHP Code:
    [B]Name:[/B
    [
    B]Motto:[/B
    [
    B]Public History:[/B
    [
    B]Heraldry/Sigil:[/B
    [
    B]Family Head:[/B
    [
    B]Family Members:[/B
    [
    B]Lands:[/B
    [
    B]Alignment:[/B
    [
    B]Renown/Infamy Level:[/B


    Character Template
    Given Name:
    Family Name:
    Title:
    Lands:
    Alignment:
    Renown/Infamy Level:
    Important Information:
    PHP Code:
    [B]Given Name:[/B
    [
    B]Family Name:[/B
    [
    B]Title:[/B
    [
    B]Lands:[/B
    [
    B]Alignment:[/B
    [
    B]Renown/Infamy Level:[/B
    [
    B]Important Information:[/B


    House Template (explained)
    Name: The name of your House. Always write it as ‘House X’ where ‘X’ is the name of your House. If you need a little help finding the right name for your House; try visiting (http://www.fantasynamegen.com/) and clicking ‘fantasy surnames’.
    Motto: A short motto that captures the spirit of your House. A motto should never be more than ten words long. If you need a little help finding the right motto for your House; try visiting (http://www.mottogenerator.com/). Some of the mottos might need a well-placed comma.
    Public History: The short version of your House’s history. You should only add information that is to be considered common knowledge of your House.
    Heraldry/Sigil: The symbol of your House. Your House’s heraldry will adorn your banners and even your clothes. You can choose to describe the sigil, if you want, but simply using a picture is perfectly acceptable. There are also a number of websites where you can create your own coat of arms.
    Family Head: Which character is the current patriarch of matriarch of your House? If you’re the House’s only non-NPC it is a good idea to set your own character as the Family Head.
    Family Members: Put all relevant members of your House here, players and NPCs, dead and alive alike. If there are a lot of names you might want to create a family tree and post the link to a picture instead of listing them all.
    Lands: All the lands your House control should be put here. You should list larger areas first, then castles and cities. Alternately you can name and mark your area off on the ‘Map of Ancrath’ and post the link. You’ll have to make up some names for your lands and a short description of how the lands, castles and cities look is encouraged. If you need a little help finding the right name for an area, castle or city; try visiting (http://fantasynamegenerators.com/) and clicking ‘Place Names’.
    Alignment: The general moral standpoint of your House. Are you a group of villains, or perhaps a band of heroes? Use (http://easydamus.com/alignment.html) to learn about the different alignments and put one of them here. It’s perfectly fine if the alignment you choose doesn’t fit your House perfectly. If you’re unsatisfied with your alignment you can put a ‘+’ or a ‘-‘ at the end of it to respectively mark a tendency towards the lighter or darker side of the alignment.
    Renown/Infamy Level: See 'Renown/Infamy Levels.'

    Character Template (explained)
    Given Name: Your character’s first name. If you need a little help finding the right name for your House; try visiting (http://fantasynamegenerators.com/) and clicking ‘Fantasy Names’ or ‘Real Names’.
    Family Name: The name of the House your character belongs to. If your character doesn’t belong to a noble House; don’t fill out this field.
    Title: Your character’s official title, following the guide below. Your character’s title depends on how much land he or she controls personally, not how much the family controls. If your character controls a city or a castle you’re free to choose between Shishaku and Viscount, as they signify the same status, but most Houses will pick one ‘title tree’ and stick to it
    Lands: All the lands your character controls should be put here. You should list larger areas first, then castles and cities. Alternately you can name and mark your area off on the ‘Map of Ancrath’ and post the link. You’ll have to make up some names for your lands and a short description of how the lands, castles and cities look is encouraged. If you need a little help finding the right name for an area, castle or city; try visiting (http://fantasynamegenerators.com/) and clicking ‘Place Names’.
    Alignment: The general moral standpoint of your character. Are you a villain, or perhaps a hero? Use (http://easydamus.com/alignment.html) to learn about the different alignments and put one of them here. It’s perfectly fine if the alignment you choose doesn’t fit your character perfectly. If you’re unsatisfied with your alignment you can put a ‘+’ or a ‘-‘ at the end of it to respectively mark a tendency towards the lighter or darker side of the alignment.
    Renown/Infamy Level: See 'Renown/Infamy Levels.'
    Important Information: General information about your character that you feel should be mentioned. You should only add information that is to be common knowledge about your character.

    Example Templates
    House Template (example)
    Name: House Hawke
    Motto: Whatever It Takes
    Public History: A very new noble House that came to Ancrath with the Brotherhood, which the current patriarch leads. The House has made a small fortune through the Brotherhood’s activities, but the internal struggle between the patriarch and his daughter has kept the House from using the money to expand.
    Heraldry/Sigil: Two black, twining birds facing each other on a field of matte grey. (http://nerdfitti.com/images/nono/rem...mell-Crest.png)
    Family Head: Garrett ‘Inuzuka’ Hawke
    Family Members: Garrett Hawke, Lucinda Hawke (deceased), Laura Hawke (former).
    Lands: All of Tenkaichi
    Alignment: Lawful Evil
    Renown/Infamy Level: Infamous 7

    Character Template (example)
    Given Name: Garrett
    Family Name: Hawke
    Title: Lamane
    Lands: All of Tenkaichi
    Alignment: Lawful Evil
    Renown/Infamy Level: Infamous 7
    Important Information: Hawke is the current leader of the Brotherhood and a member of the Akatsuki


    Renown/Infamy Levels:
    0) Completely unknown. You’ve never done anything, or you’ve purposely kept yourself, or been kept, out of sight.
    1) Recognized domestically. Your family and their closest friends know about you.
    2) Recognized around town. You’re known around town, like every run-of-the-mill farmer is.
    3) Recognized in the region. You’re known in the area, but only on a part of the island.
    4) Recognized on the island. You’re known to most people who live on the island.
    5) Recognized in the cluster. Whether you’re a northerner or a southerner; your name is known by most in the cluster.
    6) Recognized in the archipelago. Your name is known to most in the Ancrath Archipelago.
    7) Recognized in the surrounding nations. Beyond the islands of Ancrath; the people of nations close by know of you.
    8) Recognized in most nations. Except for a few countries far away; most nations and their people know your name.
    9) Recognized globally. The whole world knows you.
    Note that infamy is simply a generally negative, fear-related type of fame, whereas renown is a generally positive, admiration-related type.

     
         
    Last edited by Zero Kelvin; 01-12-2014 at 08:33 PM.

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