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  1. #1
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    Scaze's Voclanic Vault V. End

    Fire | D | C | B | A | S |
    Water | D | C | B | A | S |
    Earth | D | C | B | A | S |
    Wind | D | C | B | A | S |
    Lightning | D | C | B | A | S |
    NinjutsuTaijutsuGenjutsu
    Inuzuka Techniques
     
         

  2. #2
    Scaze's Avatar
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    Re: Scaze's Voclanic Vault V. End




    Custom Jutsu Created By Me:



    1) (Kasai Ha Suto-Mu) Fire Leaf Storm
    Rank:A
    Chakra:30
    Damage:60
    Range:Short-Mid
    Type:Attack
    Description: The user builds up their katon chakra in their mouth and blows out a storm of embers that are sent spiraling towards the opponent at high speeds.Each ember is shaped like a leaf and thus that is where the justu gets its name.The leaf shaped flames are incredibly sharps they have serrated like edges and can easily cut through trees and rocks leaving cinders where it was sliced,the embers cover a large area both vertically and horizontally and thus can be difficult to avoid.
    ~Can only be used 3x
    ~Can only be used by -Scaze- and those who he allows
    ~No forbidden rank water justus that turn

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

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

    Code:
    - Erzo
    - Lili-Chwan
    21) (Katon: Basuteto no Tsume) | Fire Release: Bastest's Claw
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40 (-10 Per turn)
    Damage: 80
    Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.

    Note:
    - Can only be used 3x
    - No Fire techniques above S rank for the rest of the turn.
    - Can only be taught by Scaze


    24) (Katon: Aguni no Iki) | Fire Release: Angi's Breath
    Type: Offensive/Supplementary
    Rank: A
    Range: Short - Mid
    Chakra: 30 (-10 per turn for contact based sustained usages)
    Damage: N/A (+20) (60)
    Description: Through the rapid release of chakra, the user is capable of coating an object or weapon within their possession in a flow of pure fire chakra. Alternatively, through the formation of a single handseal, the chakra can be spewed towards a desired object - in which case it will neatly wrap around the intended target upon contact. The fire chakra can be created with two distinct properties.
    The first is that the chakra can be made to radiate intense heat - all focused outwards so as to not compromise the integrity of the coated structure - with the heat allowing the structure in question to burn and melt through the opposition - adding to lethality. This usage adds +20 damage points to coated projectiles, constructs or weapons, and can be used on solids, and liquids.
    The second usage is that, the chakra can be utilised to grant the explosive aspect utilised in some fire techniques to an object. In which case, the fire coating will have more physical substance; and upon contacting with opposition of significant resistance, or upon command, the chakra surrounding said object will erupt outwards to produce a forceful and sudden burst of flames. When utilised on a weapon that the user remains in contact with, the bursts can be adjusted so that the explosive potential is either released all at once in a single, larger and stronger burst - or a bit at a time in the form of multiple, individually weaker eruptions. In the case of being utilised on a object near or within the users possession, the eruptions will always be angled away from the user to prevent back-fire. This usage coats objects in eruptive chakra that is equivalent to 60 damage points, with damage split among multiple coated structures or explosions.

    Note:
    - Each usage can only be used 3x
    - Same usages cannot be used on consecutive turns
    - No fire techniques above S rank next turn.
    - Both usages can also be applied to the human body.
    - This technique is based off of the principles of Phoenix Nail Crimson - in which shurikens are coated in non-inflamed chakra to increase their lethality by manifesting the properties of fire.
    - Can only be taught by Scaze



    Custom Jutsu Learned After The New Rules:


    Learned Here

    (Katon: Yomi Doki) - Fire Style: Underworld's Wrath
    Type: Offensive
    Rank: A-Rank
    Range: Mid
    Chakra: 30
    Damage: 60
    Description: This is an advanced katon technique. The user preforms two hand-seals, and utilizing their chakra, they focus it into the ground anywhere, mid-range from the user. The user preforms one more hand-seal, and using shape manipulatio, they form a large fireball that rises from the ground. The user constantly sends chakra into the fireball while compressing it at an incredible rate, so it looks like an expanding sphere of intense flames. On the users command, they can cause it to explode, creating a giant explosion that covers entire short range and the shockwave will reach mid range.

    - Can be used three times per match
    - No fire techniques in the same turn
    - Can only be taught by Toshiro


    Learned Here

    (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.



    Learned Here

    (Katon: Kushizashi No Za Moeru Shokushu & Muchi)-Impalement of the Flaming Tentacles & Whips
    Type: Offensive/Attack
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: By focusing the users chakra into an existing fire source, with no chakra infused or your own chakra infused, the user manipulates the current existing fire source, preferably rather large, and changes its shape. Wherever he wishes, the user can cause a huge amount of fire tentacles and whips to spring forth from the fire source, like Water Dragon Whip, that are sharp, and fiery, and they then race towards the opponent. Despite their sharpness, it would usually be used to impale the opponent, but the intense heat of the whip does not necessarily need to pierce through, impaling your opponent, but its heat can cause burns also. However, the whips are still strong enough to pierce through flesh, burning a hole through and skewering through. The whips can be controlled individually.
    Restrictions:

    Can only be taught by Baldy..
    Only usable 3 times per battle
    There must be a pre-existing fire source to create these technique, the tentacles and whips cannot be created out of nowhere
    Flaming tentacles and whips travel at a fairly fast pace
    This technique cannot be created with the opponent's fire, since the opponent's fire has his own chakra in it. Can only manipulate regular fire. The fire source used must either be created by the user, or is naturally created, with no chakra within.


    Learned Here


    (Katon: Shinku Nesuto)- Fire Release: Crimson Nest

    Type: Offensive/Supplementary
    Rank: S
    Range: Short-Long
    Chakra: 40 (-10 per turn)
    Damage: 80
    Description:
    The user of this technique will focus huge amounts of katon chakra into a single hand, compressing all the chakra greatly which takes the form of a red glow around their hand. Then the user will simply touch the earth and with that fire will blaze through the earth underground and create a huge network of tiny tunnels in all directions. In these tunnels there is contained one thousand small beetles made of pure fire. These beetles are controlled by the user and can perform various tasks for them. When to directed they can burrow up out of the ground to attack the opponent, flying or climbing up their body while biting and burning them from their intense heat. The beetles can be used as a wide range attack, rising up from underground all over the battlefield or at one or multiple points, all up to the users will. After they attack the beetles will disperse harmlessly.

    Note:
    ~When employed the user cannot use katon techniques above S rank in the same turn or the next
    ~Beetles can only be triggered once per use of the technique
    ~Technique can only be used 2 times per battle
    ~The beetles are present for 4 turns if not eliminated or used
    ~Can only be taught by xHoudinii


    Learned Here

    (Katon: Makuro kasō) - Fire Release: Macropyre
    Type: Offensive, Supplementary
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: User of the technique will release katon chakra in radius of up to 7 meters around opponent heating up the ground to the points of melting (depending on the terrain that is in question) whilst emitting heat waves with a redish hue to them. Just touching the heated ground would make damage to the opponent. The heat waves would give a mirages so to say, similar to the wavy lines that could be seen whilst looking at longer distances in deserts. The katon chakra around opponent would be capable of staying there up to two turns before dispersing and thus loosing its effects. Interesting to the technique is that in the case of either opponent or user using technique based upon wind, the heatwave would burst into flames because of oxygen feeding fire.

    Note: Lasts for two turn or until an explosion occurs
    Note: Can only be used twice per battle
    Note: Can only be Taught by Akasha


    Learned Here

    (Katon: Irikuchi Bieuchi II) ♌ Fire Release: Gate of Babylon II
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: After performing the Tiger → Ox hand seals, the user will release huge amounts of fire chakra into the air within range. The user will open either one-three fiery walls(s) ten by ten meters in dimensions. These ten by ten meter fiery red wall(s) can be created at least ten meters away from the desired target, or three meters behind the user himself to be used as frontal protection. The wall(s) can be created in any direction imaginable, slanted, behind, above, aides etc, as long as they stay "flat" like a wall and not curved. These walls are unable to be created underneath the opponent. As the wall(s) are created, countless ripples can be seen, as fire-based weapons emerge from within each individual ripple, ranging from long double edged swords to spears, maces, and even halberds, retaining their average size. The user has complete control of where the weapons will emerge within the portal, this is to avoid self inflicted damage should he choose to utilize the wall(s) behind him. The fire-based weapons will be seen emerging very slowly as if in slow-motion, however at any moment, the user can release all weapons simultaneously as a wave of projectile attacks by causing the ripples to "burst" sending them at increased speed. The speed in which the projectiles travel can be compared to "Fire Release: Great Dragon Fire Technique". Although tangible, the fire-based projectiles can punch through concrete like other similar fire techniques.

    Notes:
    - Can be used three times per battle
    - No other A ranked or above fire techniques in the same turn
    - No other Gate of Babylon techniques in the same turn
    - No fire techniques above S rank next turn
    - Must be taught by Mathias


    Learned Here

    (Katon: Nibai Batsu) Fire Release: Double attack
    Type: Attack
    Range: Short - Mid
    Rank: A
    Chakra: 30
    Damage: 60
    Description: The user concentrates his Katon chakra and slams his hands into the ground releasing the fire chakra where it then comes out from his opponents side (3 meters away from each of the opponents side) the fire then forms into two hawks -each roughly the size of the hawk sasuke summoned against danzo- to come out and shoot off towards the opponents location from both his sides (his left and right side) trapping the opponent in the center of the attack. Upon collision with each other and the opponent in the middle of them, the birds explode and create a giant fire viciously burning the opponent between them. These birds can shoot out of the ground to a maximum height of 3 meters before clashing with each other and exploding.
    Note: Can be used 3 times.
    Note: Can only be taught by Erzo
    Note: No S-rank Fire in same turn and previous turn
    Note: After using it once, must wait another turn before using it again.



    Kagutsuchi


    (Katon: Kajihiru) - Fire Style: Fire Leech -

    Rank: B
    Type: Defensive/Supplementary
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user focuses katon-based chakra into Kagutsuchi and, when facing an enemy katon Jutsu, swings the daggers and hits the jutsu. The result is that the jutsu instantly disappears and looses all its power. 50% of the damage it would originally have done is sucked up into Kagutsuchi and is automatically added to the damage of the next katon jutsu the user will use (regardless of what type it is).

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


    (Katon: Kaji Bo-ringu) - Fire Style: Fire Bowling -

    Rank: A
    Type: Offensive
    Range: Short/Medium/Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses katon-based chakra into Kagutsuchi and then makes a stabbing motion with the daggers. A round object, with the size of a basketbal, made out of fire, materializes at the tip of the daggers as its swung, releasing itself at the apex of the motion, shooting out at great speeds. The ball has the unique ability to bounce off solid structures, so that it bounces extremely fast towards the opponent, using the initial momentum of the throw and the ground as a means to propel towards the target without slowing down. Though it seems a harmless ball it can easily bounce itself through larger, though weaker, jutsu's without much effort. Then at the command of the user it explodes releasing hundreds of small fire senbon in all directions, except towards the direction of where the user is standing.

    ☛ Does not get the damage boost from the God of Fire


    (Katon: Kaji Jaggurumatsuri) - Fire Style: Fire Juggling Festival -

    Rank: S
    Type: Defensive
    Range: Short
    Chakra Cost: 40 (+5 each turn)
    Damage Points: N/A
    Description: The user focuses katon-based chakra into Kagutsuchi and it releases fire which forms three orbs around the user. These three orbs then keep hovering around the user. When the opponent attacks the user with a jutsu, one of the orbs can be sacrificied at the command of the user to stop the incoming attack. The orb then goes straight for the attack and neutralizes it completely without any visible damage.

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


    (Katon: Kobushi Kajitenshu) - Fire Style: Fist of the Firegod -

    Rank: S
    Type: Offensive
    Range: Medium/Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user starts to focus katon-based chakra into Kagutsuchi. As a result the daggers start to release fire, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a fire-replica of Kagutsuchi. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the earth fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The fire arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

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


    (Katon: Kazan Guriddo) - Fire Style: Volcanic Grid -

    Rank: Forbidden
    Type: Offensive
    Range: Short/Medium/Long
    Chakra Cost: 60
    Damage Points: 120 (-20)
    Description: The user impales the two daggers Kagutsuchi into the ground side by side, making the earth around immediately melt, and starts to focus an enormous amount of katon-based chakra through them below the surface, causing a straight upwards flame to appear in front of the user. Two smaller flames then appear from under the earth where Kagutschi stabbed the surface, which then start traveling towards the opponent, leaving a line fire behind. After a while new lines of fire start to separate from the main branch to the left and to the right, always in a 90° angle, on which turn new branches again start to appear into 90° angles to the left and/or right. The final result is that a grid made out of flames has appeared. Most of the katon chakra is still concentrated below the surface, which after the grid is complete starts to go upwards, making the grid and earth swell up, eventually melting the surface and erupting along the lines of the grid, causing a large upwards column of fire to appear in a grid formation. After the attack is finished a crater is left with molten rocks and a burned pattern of a grid.

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




    Custom Jutsu Recieved Before New Rules:



    (Katon: Kasai Shishi)Fire Style:Fire Lion

    Typeffence
    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.
    Allowed by Darijan
     
         
    Last edited by Scaze; 12-04-2014 at 01:41 PM.

  3. #3
    Scaze's Avatar
    Status
    Scaze is online now
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    Join Date
    Apr 2011
    Posts
    14,561
    Location
    In ur mum fam
    I'm not inactive. Just
    preoccupied.
     



    Re: Scaze's Voclanic Vault V. End




    Custom Jutsu Created By Me:
    3) Doton:Botoukai Kujo(Earth Style: Sphere demolition)
    Rank:A
    Typeffense
    Damage: 60
    Chakra Cost:30
    Description: The user preforms two handseals, causing one and a half dozen dense spiked sphere like rocks to violently erupt from the ground, each rock having a diameter of at least a foot. The Spiked balls orbit around the enemy at mutiple angles and directions essentially surronding the enemy in a "greater orb" through their orbiting keeping roughly 10 feet away from the enemy at all times, and upon forming a second handseal, all of the rocks converge in on the enemy, crushing him inbetween he massess of spikes.
    ~No S Rank or above earth jutsu for the rest of the turn.

    Code:
    - Vision
    - Ushiro
    - McKnockout
    9) (Doton: Shinku Bohi )- Earth Release: The Scarlet Tombstone
    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause a abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s), the mass of mud quickly forming into a tombstone like shape while clinging to the target. The mud then quickly hardens, encasing the whole of the opponent in solid rock, the rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.

    Note:
    - Can only be taught by Scaze
    - No Earth jutsu above S rank for the same and next turn.
    - Can only be used 3x.


    Custom Jutsu Learned After The New Rules:



    Taught By Erzo


    (Doton: Hebi Kyouran) - Earth release: Snakes Frenzy
    Type: Offensive
    Rank: B
    Range: Short-Long
    Chakra: 20
    Damage: 40
    Description: After using Swamp of the underworld the user does one hand seal and concentrates his chakra on the swamp to make several (Maximum of 7) snakes to emerge from the swamp and head towards the target at fast pace, these snakes are roughly around 1 meter long and have the strength of an average snake, meaning they can bind the opponent and easily stop him from moving but they can also be destroyed easily with the appropriate technique.
    Note: Can only be used 3 times.
    Note: can only be used after Swamp of the underworld.
    Note: User can make the snakes emerge from anywhere in the swamp.
    Note: No S-rank Earth technique next turn.



    Taught by Kerrah

    (Doton: Ishi Kiwa) Earth Release: Stone Edge
    Type: Attack
    Rank: B
    Range: Mid
    Chakra Cost: 25
    Damage Points: 40
    Description: The user stomps the ground and lifts up a number of stones the size of a coconut, the stones will be lifted and aligned in front of the user. Then the user performs a single hand seal and sends them off with a great force.
    Note: Can only be used once every 2 turns.
    Note: Can only be used by Kerrah and those who he allows.
    Image of how it looks: ]

    Learned Here

    (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.


    Learned Here

    (Doton: Gareki no sakusei)- Earth Release: Rubble Creation
    Type: Supplementary
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: N/A(+20 if used in combination with other techniques)
    Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

    Note:

    -Can only be used 4x per battle


    Learned Here

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

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


    Learned Here

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

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


    Learned Here

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

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

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

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

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

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


    Learned Here

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

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


    Learned Here

    (Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
    Rank: A
    Type: Supplementary/Offensive
    Range: Short (Earthquakes can have up to a mid-range area of effect)
    Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
    Damage Points: N/A (10-80)
    Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques (used by him) which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a S-Rank would inflict 80 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time. If the user is within the radius of the technique, he will also be affected by the earthquake.

    Note: Lasts three turns
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight
    Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
    Note: Can only be used on S-Rank and below Earth techniques


    Custom Jutsu Recieved Before New Rules:


    Premium CJ Well.

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



    Doton: 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



    (Doton: Yurasu Bakura) Earth Element: Rock Explosion


    Type: Offensive
    Rank: B
    Range: Short – long
    Damage points: 25
    Chakra cost: 40
    Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
    When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
    Note: Can only be taught by Wesobi
    Note: Can only be used twice per battle
    Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
    Note: No Doton attacks in the same turn.



    Earth Release: Sand Trap (Doton: Sandotorappu)
    Rank: B
    Type: Supplementary
    Range: Short-, Mid-, and Long-Ranged
    Chakra Cost: 25
    Damage Points:N/A
    Description: The user changes the constancy of the earth below the target to have the constancy of wet clay, allowing the target to sink while it hardens. They will sink until their hands and the body below the waist is submerged, when it will harden. If used successfully, the opponent will be unable to use hand seals.
    ~The target must be standing on an earth source.
    *the user does not manipulate sand in any way.


    (Tsuchi Kabe-Tama) Earth Wall-Bullets:
    Type: Attack/Defense
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage points: 40
    Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
    Notes:
    -This Jutsu can only be taught by Serpent



    (Doton: Ishi Sekkou) Earth Release: Stone Scout:

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



    (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: Kuroi Kurohyou) - Earth release: Black Panthers
    Rank: S
    Type: Attack
    Range:Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
    Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
    Note: Can only be used 2 times.
    Note: Panthers must be destroyed with an approperate jutsu.
    Note: Panthers disperse after 3 turns if they are not destroyed.
    Note: No S-rank Earth jutsus next turn.
    Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.

     
         
    Last edited by Scaze; 09-14-2014 at 10:25 PM.

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    Re: Scaze's Voclanic Vault V. End




    Custom Jutsu Created By Me:





    12) (Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous
    Type: Offensive
    Rank: S
    Range: Short - Mid
    Chakra: 40
    Damage: 80
    Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

    Note:
    - Can only be used 2x
    - No Fuuton jutsu above S rank for the next two turns.
    - Can only be taught by Scaze

    Code:
    - Erzo
    - Negative Knight
    - XHoudinii
    - Akasha
    13) Fuuton: Yokaku Tatsumaki | Wind Release : Foreboding Tornadoes
    Type: Offensive/Defensive
    Rank: A
    Range: Short - Long.
    Chakra: 30
    Damage: 60
    Description: The user release their Fuuton chakra, and by performing the "Snake" handseal creates four tornadoes in a square formation around the opponent; the Tornadoes being capable of being as big as "Four Pillar Bind". The four tornadoes generate a fair amount of pushing force that is all released center-wards towards the opponent. The pushing wind has little offensive capabilities but it does make it much harder for the opponent to move as they're constantly being pressured by opposing conflicting winds. The tornadoes quickly begin to release the Wind blades that they are comprised of towards the opponent, over the space of a few seconds the Tornadoes release all of their wind blades, resulting in the Tornadoes completely disappearing. The countless blades slicing through the practically immobilized opponent leaving nothing but minced meat. Projectiles that enter the Tornadoes domain are sped up due to the pushing winds. By performing the "Ox" handseal, the user can make the Tornadoes move, they all move along the "square" either to the left or the right. Alternatively this can be used as a defense, creating the tornadoes around yourself, in which case the Tornadoes wind pushes outwards, while the blades are also released outwards.

    Note:
    - Can only be used 3x
    - No wind jutsu above S rank for the next two turns
    - Projectiles speeds are still traceable by the naked eye, albeit it might be just barely and only affects basic ninja weapons

    Code:
    - Shuusai
    - Ushiro
    - Erzo
    - Mockingbird
    - McKnockout
    - Negative Knight

    Custom Jutsu Learned After The New Rules:



    Taught By Vision

    (Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra: 20
    Damage: N/A
    Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast.

    Note: User has to be moving to use this jutsu.
    Note: Can be used two times per battle.
    Note: Can't use to move in the air or fly around
    Note: Can use it to change direction, but will count towards the users 3 moves per turn
    Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions)
    Note: If ran into something the user will take -50 damage as a result of the great speed
    Note: Can only be taught by NineVision


    Taught by Blizzard

    [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 taught by -Blizzard-


    Taught By Baldy

    (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.


    Taught by Kryptiic

    Fūton: Kakusareta Burēdo| Wind Release: Hidden Blade
    Type: Attack
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: The user creates a disk of spinning wind in one of their hands, the disk being two meters in diameter. Once it is formed the user slams that hand onto the ground and the disk spins so fast that it can easily slice through the earth, creating slight tremors as it slices. The user directs it to the opponent and when it's close makes the disk shoot out from the ground either in front or behind the opponent. The disk can only travel to mid range while travelling through the ground. When the disk is underground a soft humming sound can be heard and when it re-emerges a loud whizing sound can be heard. When the disk is shot out from the ground it is equivalent to a B rank jutsu.

    Restrictions
    - Only usable three times per match
    - No wind jutsu above A rank in the same turn
    - Can only be taught by Kryptiic



    Taught By Erzo


    (Fūton: Ōbu hakai) – Wind Release: Orb Destruction

    Rank: S
    Type: Attack
    Range: Short – Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart.
    Note: Can only be used twice.
    Note: No other wind jutsu in same turn.
    Note: No Wind jutsu higher than S-rank, next turn.


    Learned Here

    (Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex

    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description:The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.

    Notes:
    ~ Can only be used 3x per battle
    ~ Works on techniques up to A rank.


    Learned Here


    (Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale

    Rank: B
    Type: Supplementary/Offensive/Defensive
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: N/A (+20 damage to anything which moves through the portal)
    Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.

    Note: Lasts for two turns
    Note: Can only be Taught by Negative Knight
    Note: Can only be used four times per battle
    Note: Cool down time of two turns in between uses
    Note: Does not enhance speed of projectiles/techniques
    Note: Only amplifies cutting capabilities of solid or liquid constructs
    Note: Does not affect Fire or Wind-based techniques
    Note: Portal of wind can be created a maximum of ten meters away from the user


    Learned Here

    (Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale

    Rank: B
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.
    ~Can only be used three times per battle.
    ~Cannot be used for offensive purposes.


    Learned Here

    (Fuuton: Henka no Kaze)- Wind Release: Winds of Change

    Type: Attack/Defense/Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 40 (+15 each turn active)
    Damage: 80
    Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
    -Usable twice per battle
    -No A-rank or higher wind jutsu for the next 2 turns
    -Can only be taught by Shin-Akira


    Learned Here

    (Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze
    Rank: S
    Type: Attack/Defence/Supplementary
    Range: Short - Mid
    Chakra cost: 40
    Damage points: 80
    Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the [b]hummingbirds] allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
    ~ Can only be used 2 times
    ~ Can only be taught by Erzo
    ~ Lasts 3 turns unless destroyed
    ~ Once used, must wait 1 turn before re-using.
    ~ No other wind jutsu higher than A-rank in same turn or next turn
    ~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.


    Learned Here

    (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

    Learned Here

    (Fuuton Seppaku: Kakou no Washi) - Wind Pressure style: Decent of the Eagle

    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra Cost: 40
    Damage: 80
    Description: The user concentrates his Fuuton chakra throughout the air and by using their mastery of charka control and Fuuton Release, the user manipulates the air pressure (number of air molecules) of a chosen area. Manipulating the air pressure alters the force per unit area exerted on the target by the weight of air above them - and to perform this technique, the user creates a large low pressure column around their target. After the low pressure area is created, the pressure gradient (difference in air pressure) in the atmosphere around the target proceeds to fill the void created by this technique. That is, the air in the atmosphere flows (from high to low pressure) at a very rapid pace downwards onto the target in an attempt to balance out the variation (i.e. due to equilibrium). The result is that a powerful, yet artificial, downburst of wind/air that crashes down and expands outward on the target with a force that could level buildings and trees. This technique can be considered the Fuuton analogous of "Kirin" since it utilizes natural wind, as opposed to Fuuton chakra (the chakra is used to set up the jutsu but once in affect nature takes over).
    *Note: Can only be used once.
    *Note: No S rank or above wind techniques the same and next turn.
    *Note: No technique above S-Rank for 2 turns
    *Can only be taught by McKnockout



    Custom Jutsu Recieved Before New Rules:



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



    More Premium Customs.

    (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: 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: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: 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: 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..



    Wind Release: Typhoon Tyrant (Futon: Taifū Tairanto)
    Rank: B-Rank
    Type: Supplementary
    Range: Whole Field
    Chakra Cost: 25
    Damage Points: -
    Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.

    Note:
    If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.



     
         
    Last edited by Scaze; 12-04-2014 at 03:52 PM.

  5. #5
    Scaze's Avatar
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    Re: Scaze's Voclanic Vault V. End




    Custom Jutsu Created By Me:



    4) (Suiton:Kashou) Water Style: Scald
    Rank:A
    Range:Short-Long
    Chakra Cost:30
    Damage:60
    Typeffensive|Defensive
    Description:The user sends their suiton chakra into the ground, resulting in a large amount of water erupting from the ground bursting upwards into a large wall of water meters across meters thick and meters tall. The water being from deep within the ground, and thus being extremely hot, capable of causing burns, the water then begins to cascade forwards and downwards upon command, crashing down onto the opponent much like a huge wave. The size of this technique depends completely on how much chakra is used, but can be large enough to buffet a large summoning such as Gamabunta.
    ~Can only be used 2X
    ~No Suiton jutsu for the rest of the turn.
    ~Can only defend jutsu up to A-rank and up to B-rank earth.

    Code:
    - Blizzard
    - Kerrah
    - Tybone
    - Erzo
    - Kryptiic
    7) (Suiton : Sawarabi no Shubyou) Water Release : Dance of the Seedlings
    [I]Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: The user will spew a large drilling water bullet from their mouth, the water bullet travelling towards the opponent at fair speeds similar to that of Drilling Wind Bullet. During its flight, the water bullet will seperate into 20 smaller pebble sized drilling water bullets, diverging far from the path that their predecessor followed, and flying in arcs at great speeds, approaching the enemy from several directions and angles above ground, and striking the enemy in quick succesion. As they strike the enemy, they expand to the size of a bowling ball, dealing severe damage to the opponent. The division of the bullets timing, is pre-determined by the users intentions upon spewing the bullet.
    -No Water above S-Rank for 2 turns
    -Can only be used 4x.

    Code:
    - Kryptiic
    - Tybone
    - Erzo
    - Ichigō
    - Ushiro
    11) Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from.

    Restrictions
    - Can only be used 2x
    - No suiton jutsu S rank or above for the rest of the turn and the next turn.
    - Can only be Taught by -Scaze-

    Code:
    - Erzo
    - Mockingbird
    - Negative Knight

    25) (Suiton: Poseidon no Paradokkusu) | Water Release: Poseidon's Paradox
    Type: Offensive/Supplementary
    Rank: B
    Range: Short - Long
    Chakra: 20
    Damage: +20
    Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy.

    Note:
    - Can only be used 3x
    - Cannot be used on consecutive turns
    - No water techniques above S rank for the rest of the turn.
    - Can only be taught by Scaze
    - Cannot be used on sustained fire techniques (Such as flamethrowers)
    - Can only be used on the turn as the targeted fire technique



    Custom Jutsu Learned After The New Rules:


    Learned Here

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


    Learned Here

    (Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation

    Rank: S
    Type: Attack/Supplementary/Defence
    Range: Short - Long
    Chakra Cost: 40 (-10 per turn)
    Damage Points: N/A
    Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.
    Note: Can only be used 2x
    Note: Can only be taught by Erzo
    Note: Web lasts until either destroyed, or four turns pass.
    Note: No Water jutsus higher than S-rank, in the same turn.



    Learned Here

    (Suiton: Omoi tatchi ) Water Release: Heavy Touch

    Rank: S
    Type: Supplementary/Defence
    Range: Short - Mid (Mid when released from palms as a burst)
    Chakra Cost: 40
    Damage Points: N/A
    Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses.
    Notes:
    ~ Can only be taught by Erzo
    ~ Can only be used three times
    ~No Suiton jutsu higher than A-rank in the next turn
    ~Must wait one turn after use, before using it again.


    Learned Here

    Suiton: Mori Hando) Water Release: Helping Hands
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user will perform the Tiger – Ox hand sequence, whereas the user will pour their chakra into an existing water source which contains at least 3 cubic meters, and by doing so the user will perform the tiger hand seal and the water will when coming into contact with an object or person explode outwards with a surge of water. This surge of water will blast out and entangle, strangle, crush and drown the person.
    Note:
    - Can be used twice per battle
    - Can only be taught by Gutsy Jiraiya
    - Needs a water source


    Learned Here

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

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


    Learned Here

    (Suiton: Suijou Souhou) – Water Release: Aquatic Touch
    Rank: A
    Type: Supplementary/Defensive
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

    Note: Lasts two turns
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight
    Note: Follows elemental strengths and weaknesses



    Custom Jutsu Recieved Before New Rules:



    (Suiton: Suiton kobushi) Water Style: Water fist

    Rank: B
    Type: Offensive/deffencive
    Range: Short/Mid
    Chakra cost: 20
    Damage points: 40
    Description: the user chanels a decent amount of suiton chakra in his fists and after he collects enough he starts punching it out so that he creates a mid sized water vortex which will go towards the opponent and push the user back.
    (this jutsu is very similar to the huricane fist jutsu)
    Notes:
    ~No other suiton the same move this one was used
    ~Usable 3 times per battle
    Allowed by Darijan
     
         
    Last edited by Scaze; 10-09-2014 at 02:23 AM.

  6. #6
    Scaze's Avatar
    Status
    Scaze is online now
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    Posts
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    Location
    In ur mum fam
    I'm not inactive. Just
    preoccupied.
     



    Re: Scaze's Voclanic Vault V. End




    Custom Jutsu Created By Me:




    5) (Raiton): Tenkou| Lightning Release Spotlight
    Type:Supplementuary
    Rank:A
    Range:Short-Long
    Chakra Cost: 30
    Damage:N/A
    Description: The user compresses a large amount of raiton chakra in their hand creating a bright light orb that radiates a large amount of momentarily blinding light. The user then releases the raiton ball, the ball floating high into the air, and acting as a lightsource illuminating the battle field. The floating ball of energy can float to a new position on the users command.
    ~Can only be used 2x
    ~Last for 3 turns
    ~Blinding flash of light doesn't affect dojutsu users

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

    Notes:
    - Can only be used 2x
    - Lasts for two turns
    - No Raiton jutsu above A rank for the rest of the turn.
    - Can only be taught by Scaze


    Custom Jutsu Learned After The New Rules:

    Learned Here

    (Raiton: Tori Dageki) Lightning Release: Bird Strike
    Type: Attack/Supplementary
    Range: Short - Mid
    Rank: A
    Chakra: 30
    Damage: 60
    Description: The user concentrates his lightning chakra in the the sky in the area behind his opponent and uses shape manipulation to create a hawk -which is the same size as the one summoned by sasuke against danzo- the hawk then flies downwards at an angle towards the opponent with its extremely sharp beak pointed at the opponents neck area/upper back aiming to piercing him from behind. After peircing the opponent the bird disperses in all areas short range from it acting like chidori nagashi and paralyzing any opponent(s) within its vicinity. If needed the user can disperse the bird before it pierces the opponent so that the opponent(s) are only paralyzed.
    Note: Can only be used 3 times.
    Note: No S-rank lightning same turn and previous turn
    Note: After using it once, must wait another turn before using it again.


    Learned Here

    ( Raiton: Kaminari kattā no nami ) - Lightning Release: Wave of the Lightning Cutters

    Type: Offensive/supplementary
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user first sends a surge of lightning chakra throughout his whole body and creates a slightly larger Lightning Cutter than the usual with both hands, but then quickly grasps the lighning and pulls it apart into two hands. Then the user claps his hands together releasing a huge amount of lightning chakra in the form of a wall that has a (4) meters width, and a (8) meters height that has a high killing potential which travels in a rapid speed towards the target.

    •Note: Can only be used (3) times per battle.
    •Note: Can only be taught by Vasto Lordé


    Learned Here

    (Raiton: Abarekuru no Te Nori Taigā) Lightning Release: Rage of the Palm Top Tiger

    Rank: S
    Type: Offensive
    Range: Short – Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will begin by channeling his ration chakra to one hand, blanketing the entire hand, the lightning taking on a form similar to a glove. The chakra is refined and highly focused, comprised of excessively vibrating particles equally as potent as the Lightning Cutter, but more destructive. With the chakra surrounding his palm, the user can then hit or slap something (including the air) with his open palm, releasing the built up chakra the instant he does so. When released, the lightning will surge through the object in question in the form of a regulated attack. For more emphasis, the attack gets more powerful the farther it travels form the initial point of impact, somewhat similar to the Rasengan. For example, if there was an earth wall in between the user and the enemy, the user could slap the earthen wall with his hand and disperse the lightning through the earth. As the lightning travels through the earth, it can be regulated to completely destroy the opponent’s side of the wall earlier than the users side – Being stronger the father away it moves. Once used, the lightning will disperse in the form of innumerable, minute, excessively vibrating particles projected both forwards and outwards, covering a near 180 degree field in front of the user. The intense vibration disperse in an almost explosive manner as they get farther away, near instantly bluntly and barbarically reducing everything within the immediate vicinity of its trajectory to rubble. The chakra can also be sent through the ground itself in order to eliminate an opponent who may be hiding within the earth itself, but causing more damage the deeper it travels, destroying the structural integrity of the earth itself and causing more than fair amounts of damage. The jutsu does not necessarily paralyze unless the user literally slaps the opponent, otherwise, it just destroys.

    Note: Can only be used three times per battle.
    Note: In the following turn, the user cannot utilize Raiton at all.
    Note: Once used, this technique cannot be used again for a full three turns.



    Custom Jutsu Recieved Before New Rules:


    (Raiton: Raikou X)Lightning: Lightning X
    Type: Offence
    Range:Mid
    Rank: A
    Chakra cost: 30
    Damage: 60
    Description:The user 1. makes 2 hand seals and then he starts gathering up a huge amount of raiton chakra in his palms and as he collects enought of the raiton chakra he releases it creating a quite big amount of electricity come out of his palms, and then he uses the electricity to create a big X shaped lightning which he will push forwards at high speed, if it clashes against any other electricity this jutsu will explode destroying ewerything what is close to it.
    Notes:
    ~Can only be tought by me.
    ~Usable 4 times a battle.
    ~No other lightning jutsus the same move as this jutsu was used.
    ~Allowed by Darijan


    More Premium CJ's

    (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 Bu-meran Ashinami) Boomerang Lightning Step
    Type:Attack
    Rank:S
    Range: Short-Long
    Chakra Cost:40
    Damage Points:80
    Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

    ♦ Can only be used 3 times per battle.
    ♦ Must have mastered lightning.
    ♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
    ♦ Can only be taught by Mathias

     
         
    Last edited by Scaze; 10-06-2013 at 04:16 PM.

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    Re: Scaze's Voclanic Vault V. End




    Contracts







    Summoning Animal

    Rays (Batoids)
    Scroll Owner
    Scaze
    Other Users who have signed this contract
    Kryptiic, Baldy, Tybone
    Summoning Boss if Existing


    Other Summoning Animals Tied to this Contract

    Kodai no mizūmi Sting Rays
    Torpediniformes
    Pristiformes
    Rajiformes
    Myliobatiformes

    Origin
    The Rays are from a hidden secretive and mysterious lake found in a valley within a obscured mountain range called Kodai no mizūmi, translated to Lake of Antiquity.

    General Description
    Batoidea is a superorder of cartilaginous fish commonly known as rays and skates, containing more than 500 described species in thirteen families. They are closely related to sharks, from which they can be distinguished by their flattened bodies, enlarged pectoral fins that are fused to the head, and gill slits that are placed on their ventral surfaces. Some species of Rays being able to naturally generate a eletrical discharge used as a self defense or offense mechanism to stun a predator or prey. While others have what could only be describe as a tail with a barbed stinger on the end, that can literally be launched, the stinger containing naturally produced toxins that are usually protein based, and can be used to alter respiratory and heartbeat rate. Some even having what could be described as a long "Saw" like nose used for slashing at prey and predator alike.

    Summon General Abilities

    Kodai no mizūmi Rays vary in size, being as small as a plate to being as large as gamabunta, and other great summons.
    Like all Rays, Rays that hail from Kodai no mizūmi also known as Lake of antiquity or sometimes referred to as Lake of the past or Lake of time, have their natural abilities, such as having a barbed stinger at the end of their "tail", or even naturally being able to generate eletrical discharges, however it is usually the case that their abilities are much more developed and "Heightened" than a standard Ray, the Protein-toxins being much more potent, naturally discharged eletric currents being much more harmful, and the strength of the Saw like noses being increased ten or even one hundred fold.Furthermore, Kodai no mizūmi Rays are aquatic animals, swimming with great agility and speed (and beauty) but some can even use their chakra to "swim" through the air for a limited amount of time (turns). Rays that can swim through air have a unique adaptation that allows them to breathe in air for a period of time before being forced to return to water to breathe properly. Some Rays can keep this up for only a few minutes, while others have trained to be able to utilize this ability for hours or even days.

    Summon Land History


    Kodai no mizūmi being a epitome of beauty, nature untouched and unspoiled by the average human, however unfortunately the Rays that reside in the Lake of Antiquity, are segregated due to a civil cold war brought about due to triplets being born as heirs to the throne, and no record remaining of which is older, thus they both strived to establish dominance resulting in a stalemate and the Ray population being separated.
    As such the triplets are all bosses of the three segregation keeping a level of peace, but still regarding eachother as traitors, leading to much tension between the three segregation. Something that every signer since has been striving to amend.



    Wolf Summoning Jutsu:



    Wolf Contract Signer

    (Kuchiyose: Inu Daishi Shikon)- Summoning: Dogs of Mount Fang
    Type:Suplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage:N/A
    Description: The user summons small to medium size dogs from Mount Fang that can attack and defend for the user. The medium-sized dogs can shoot balls of wind, and can only use up to B-rank wind jutsu that the user knows. The dogs disperse after being hit once.



    Wolf Contract Techniques:



    Taught by Kirabi

    Shikon Mo-Do (Fang Mode)

    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra: N/A
    Damage: +15 to Ninjutsu, +10 to Taijutsu
    Description: Shikon Mo-do was developed by the elder nin-dogs/wolves who once lived on Mount Fang. Much like the toad's Sage Mode, Fang Mode, is a unique and powerful mode only usable by those who have either the Dog or the Wolf Contract, and show a great determination and loyalty. Being granted this Elder Chakra, it functions much like Nature Chakra, and therefore this makes using this technique while on the move impossible, taking nearly 20 whole seconds for the chakra to be distrbuted in the user's body, but when the user enters the mode, he will nearly triple his amount of chakra from his surroundings, and his Ninjutsu would change drastically, becoming more powerful plus added strength although not as great as Sage Mode, the user can still break concrete with a poke of the finger, and more speed and agility that only MS can track. The elder chakra also allows for the a form of taijutsu called Claw Katas, that when trying to physically strike an opponent, if the attack is out of reach or is missed the user still hits the opponents causing deep claw mark gashes to the opponent. There are some differences between Sage Mode and Fang Mode though, instead of the user being able to sense where the opponent is by chakra, this mode focuses on the user's senses allowing the ability to be able to sniff/hear them out no matter where they are and refine his search so that he smells/hears only the opponent, preventing an attack on his olfactory/auditory system. The user also gains a unique ability that's very much similar to how a canine can detect a storm before it arrives. Using a off-shoot of this ability the user is granted the ability to sense a chakra type before it's even released giving an extremely great reaction time to the opponent's ninjutsu. Lastly, the users vocal chords grow much stronger a simple "Bark/Howl" can send an opponent flying backwards.
    (Must Have Dog/Wolf Summoning Contract)
    (Usable Once)
    (Last 4 turns)
    (User becomes extremely exhausted after usage)



    Ray Summoning Jutsu:



    1) (Kuchiyose:Batoidea:Sting)- Summoning:Batoidea:Sting
    Type: Summon
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: Sting is a mediocre sized Stingray, being roughly 24 meters from top to tail tip, and having a pectoral fin span of 32 meters, Sting is dark turquoise in colour and has a large scar on his underbelly running from his left pectoral fin all the way to his bottom right side. Sting is the student of the weapons specialist of Kodai No Mizuumi, and as such excels at the use of weaponry. On the edge of Stings pectoral fins is a metal platelet, the metal platelet being honed to a fine edge and being extremely light and fitted perfectly. This allows Sting to slice his enemies in two as he swims past them at great speeds. Like all Stingrays, Sting has a large barbed stinger at the end of his tail that is roughly 15 inches long, the barbed tail enhanced with metallic blades, allowing it to pierce through even the most fortified defenses. Sting is able to shoot his stinger at a opponent, the stinger equating to a A rank non elemental projectile when launched. Sting specialises in the fuuton element being able to use up to and including A rank fuuton jutsu, slapping his pectoral fins against his sides in replacement for handseals and swinging his pectoral fins to execute the jutsu if need be. Sting can coat his Stinger and fins in fuuton chakra, making it equivalent to a S rank elemental jutsu. If an opponent is hit by Sting’s Stinger, the Stinger will begin to release its protein based toxins, resulting in their heart rate drastically slowing, the wound bleeding profusely, parallelization in the wounded area due to muscle cramps, and in three turns the user will surely die due to heart failure unless the enemy can counter its effects. Additionally, he can speak being able to communicate with its summoner easily.

    Restrictions
    -Sting’s stinger regenerates after one turn and can only be shot twice
    -Sting can fly through the air by applying basic chakra for 3 turns, he then must return to water or return to kodai no muzuumi
    -Sting stays on the field for 3 turns
    -Sting can only be summoned once per battle


    2) (Kuchiyose:Batoidea:Krieg)- Summoning: Batoidea : Krieg
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: n/a
    Description: Krieg is a mediocre sized Ray who resembles a torpedo Ray in both looks and abilities, Krieg is roughly 18 meters long from tip to tail, with a pectoral wingspan of 24 meters, and his skin pattern resembles that of a cheetah, vibrant yellow with black spots. Krieg is fairly adept in the use of Raiton, and is able to use all Raiton jutsu up to and including S-rank without the use of handseals, albeit slapping his pectoral fins together to replace handseals and using his Pectoral fins to execute the jutsu if need be. Krieg is also immune to all Raiton jutsu B rank and below, absorbing the lightning into his electric glands, and using the lightning to produce a large spherical omnidirectional blast of lightning that is released from all directions of his body, effectively creating a lightning bubble that spans out to mid range, stunning and blasting everything, the blast being equivalent to A rank. Krieg is able to choose to make gaps within the blast. Kreig's tail stinger is very resistant. Additionally, he can speak and thus is able to communicate with its summoner easily.

    Restrictions
    -Krieg can only be summoned once per battle
    -Krieg can only stay on the field for 4 turns.
    -Krieg can fly through the air for three turns through the use of chakra, on the fourth he must either be in water or he disappeared in a poof of smoke
    -Omnidirectional Blast can only be used 2 times per battle after absorbing a lightning attack.
    -All of his moves count towards the users move count


    3) (Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A
    Description: Atlantia is a small eagle sting ray, between the size of a Frisbee and a basketball. Atlantia is one of the three bosses of the Ray summons, and is usually looked upon as the weakest due to her size. Atlantia is a vibrant deep sea purple with turquoise/blue spots. Like all eagle rays, Atlantia has small electroceptors in her snout that allow her to detect the exceedingly weak electric signals generated by prey, or in most cases enemies, within a mid range radius of her. Atlantia is extremely smart, and what she fails to make up in bulk, she makes up for in intelligence, skill and tactics. Atlantia must be summoned in water. Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu. Atlantia is also capable of creating a forbidden ranked exoskeleton of water to surround her, the water being a exact replica of her, except enlarged. The exoskeleton of water can be as large as, if not larger, than gamabunta, and responds solely to Atlantia's will, for all of which Atlantia requires a equally large water source. Atlantia is incapable of flying through the air, however she can gain small periods of hang time by launching in and out of the water. Atlantia is capable of speaking fluent english, japanese, and greek.

    Note:
    - Atlantia can only be summoned 1x
    - Atlantia is capable of staying on the field for four turns.
    - Atlantia is capable of creating the water aura only 1x per match, and it lasts for only three turns.
    - Atlantia is capable of sensing living animals within a mid range of her, using her passive electroception.
    - Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures.


    4) (Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: n/a
    Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.

    Note:
    - Slip-Stream can stay on the field for 4 turns.
    - Slip-Stream can only be summoned Once per Battle.
    - Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move.
    - Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle


    5) (Kuchiyose No Jutsu:Batoidea: Kagutsuchi)- Summoning: Batoidea: Kagutsuchi
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description: Kagutsuchi is a rather small sized eagle like ray, being roughly 15 feet long (not including tail length), while his skin colour is deep orange with red ringed black spots. Kagutsuchi is unique among the rays, in the fact that he prefers heat, opting for warm water springs rather than cold water. His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like all Stingrays, Kagutsuchi has passive electroreception, his electroreception working through water, or using the moisture within the air as a medium. Kagutsuchi is capable of speech. Kagutsuchi’s venom results in the enemies heart and breathing rate slowing, not to mention that they begin to feel pain on the afflicted area as the enzymes take effect, this is proportionate to the amount of venom taken in, anything more than 30 mls leads to the next step. If enough venom is spewed, the cells in the contact area begin to die, resulting in the enemy experiencing a decline in health over the next few turns before dying of heart failure due to the heart and breathing rate lowering exponentially.

    Note:

    - Kagutsuchi can only be summoned once per battle and stays for four turns.
    - Kagutsuchi is capable of spewing his venom normally three times per battle and counts as a move.
    - Kagutsuchi is capable of using his Venom/Fire combo once per battle which counts as a move.
    - Kagutsuchi’s electroreception spans out to Mid range.
    - The user is relatively unaffected by the enzymes within the poison, however will still be marred by the offensive capabilities of the substance itself.
    - Kagutsuchi is capable of flying through the air, and water, however while submerged under water he cannot use any of his techniques, and his strength is slowly sapped. Leaving him bedraggled after resurfacing, and causing a -20 damage deficit to his techniques for the remained of the turn. Though he has to be submerged for a good while and not simply a quick dip before exiting.
    - Due to Kagutsuchi's fire nature he is susceptible to water based attacks and takes half extra damage when hit by one.


    6) (Kuchiyose No Jutsu:Batoidea: Ophelia)- Batoidea: Ophelia
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.

    Note:
    - Ophelia can only be summoned once per battle and stays on the field for four turns.
    - Growing elemental enhanced Stingers counts as a move and can only be done three times.
    - Ophelia is capable of both swimming and flying through the air.
    - Ophelia's Electroreception spans out to Long range through water or air.


    7) (Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A
    Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.

    Note:
    - Hydra can only be summoned once per battle and stays on the field for four turns.
    - Hydra is capable of both swimming and flying through the air.
    - Hydra’s electroreception spans out to long range through medium of water or air.
    - Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.
    - Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
    - Hydra’s abilities are loosely based off of Pein’s dog.
    - Tail size manipulation can only be used three times per battle.




    8) Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A
    Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform.

    Note:
    - Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less.
    - Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques..
    - Krieg can swim at commendable speeds through both water and air.
    - Krieg can only be summoned once per battle.
    - Krieg stays on the field for four turns.
    - Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu.



    Ray Contract Techniques:



    8) Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: The user swipes their thumb across their mouth, drawing blood from their thumb, the user then slides the blood across their summoning tatoo, calling forth dozens of stingray stinger barbs into their mouth at anyone time and spewing the stream of stingers that each contain a sac of intense toxin. The stingers ranging from the size of small needles to that of senbon. The volley of stingers being comprised of hundreds of stingray stingers that are harder than steel while being exceptionally aerodynamic, the stingers are also serrated, meaning once they are lodged in something, they are increasingly hard to pull out. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing them to "die". A few (ten or so) stingers are capable of incapacitating half a limb and any organs contained within the period of two turns. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the need for prior movements. If used by a Kodai boss, the stingers will be the size of a shortsword.

    Note:
    - Can only be used once ever two turns.
    - Can only be used 3x by a Human, and 2x by a Boss. Can only be used maximum of 3x per battle regardless of who the user is.
    - Can only be used by a Ray or signer/owner of the Batoidea contract.


    8) Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy

    Type: Offensive
    Rank: B
    Range: Short - Long
    Chakra: 20
    Damage: 40
    Description: By drawing blood, the user is capable of calling forth stingray barbs, ranging from dozens upon dozens of small needle to senbon sized barbs, to a few larger spear sized barbs, each containing their own sac of intense venom. The stingers being harder than steel and exceptionally aerodynamic, allowing them to be launched at high speeds through propulsion spewing should they be released from the mouth, or similarly propelled/thrown if called forth into the sleeves, similar clothes folds, or even the crevices between fingers for exceptionally small ones; done in a similar manner to 'Hidden Snake Hands'. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing intense searing pain. The potency of the venom follows a combinational size to effectiveness ratio, therefore a single four cm stinger, or four one cm stingers, would be capable of incapacitating a limb and any organs contained within the period of two turns via paralysis. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the blood requirement, or alternatively call forth the Stingers to release them in a manner orientating around a specific body part/area, for example releasing them through a whip of a tail, via a flap of pectoral fins or etc.

    Note:
    - Can only be used once every two turns.
    - Can only be used 3x by a Human/Ray.
    - The stingers are dark tan in colour.
    - Can only be used by a member of the Batoidea contract.


    16) Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Aerial Burst
    Type: Supplementary
    Rank: B
    Range: Self
    Chakra: 20
    Damage: N/A
    Description: A simple technique developed by the Rays so as to make aerial maneuvers easier as well as much faster. A Ray will release chakra throughout their body so as to give a non-forceful augment to their physical strength while allowing some of the chakra to seep outwards so as to coat the outside of their body. The chakra that is released serves to temporarily decrease, or increase the wind resistance around the Stingray, allowing for more advanced, powerful and finessed aerobatic maneuvers. By increasing the resistance; it allows for the Stingray to pull up, and ascend into the air easier as the wind beneath their wings becomes amplified. While the strength augmentation puts them just above their physical peak, allowing for them to cope with the increase in force. Likewise if air-resistance is decreased it allows for the Stingray to pull off sharper and more intense diving movements. In short, this technique effectively allows a Stingrays to further enhance their aerial maneuverability and speed for a short period of time by increasing or decreasing air-resistance in conjunction with aerial moves. Allowing for fast paced barrel rolls that allow the Stingray to dodge to the left or right, or for high speed ascents or descents. The technique also leaves behind an aesthetically pleasing glowing trail of sorts, which acts much like a slip-stream that allows other Rays to follow the leads movements albeit to a lesser extent. Allowing flocks to move with immense grace, speed and unity. This also works underwater by affecting water-resistance and buoyancy.

    Notes:
    - Useable by all Rays
    - Lasts momentarily. (For that turn only)


    Learned Here

    Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Electrostatic Surge
    Type: Supplementary/Offensive
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: The user draws blood and then continues to slides the blood across their summoning tattoo so as to summon five identical rays around the opponent in a pentagonal formation. These Rays specialize in an immensely potent and powerful variation of Active Electrolocation, which produces a field that directly interferes with the opponents nerves. Shinobi two ranks below the user will find performing even hand seals to be an immensely difficult task, while those of equal or higher rank will suffer from a state of slowed movement, and sluggish bodily control. The field doesn’t affect the enemies reaction times, as they can still think and strategize as normal, and thus perform handseal-less jutsu with only a slight deficit in initiation speed. However it does affect motor skills and function, making movements, reflexes and the like slower and more difficult. On being summoned, these rays continually dart and whiz around the opponent, following them if need be. The rapid sometimes orbital movements of the rays causes for countless minute non-damaging sparks of electricity to materialize over the opponent's body, giving them a strong electrostatic charge which is oppositely charged to that of ordinary lightning. As a result, whilst the opponent is surrounded by the rays, raiton jutsu become incredibly difficult to dodge and Raiton jutsu used by the opponent often suffer from the habit of discharging back into the opponents body, shocking them, or perhaps doing worse depending on the nature and power of the technique. (Unfocused bursts would be heavily affected, while immensely focused, directed and projectile like lightning techniques would work almost as normal; Eg Spear of Darkness) Due their speed, these rays can be incredibly difficult to escape from. Alternatively, the user can simply summon the Rays so as to ‘sniff’ out and surround the opponent, making them exceptionally useful for finding hidden enemies due their abilities.

    Note:
    - These Rays disappear when either killed, or three turns pass.
    - Each time a ray is killed the technique becomes weaker. Once at least three of these Rays are killed the technique ends.
    - Can only be used twice per battle
    - No Ray jutsu can be performed by the user for the rest of the turn.
    - A ray can summon these Rays simply through the use of chakra and a high pitched call.
    - Must have signed the Ray Contract


    Learned Here

    Batoidea Jutsu: Sutingā no kakudai | Batoidea Arts: Stinger Expansion

    Type: Supplementary/Offensive
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: A technique which allows the user to expand Stingers through use of chakra, allowing them to become larger in size, weight, and potency in a similar manner to the ‘Giant Shuriken Technique’. The expansion size is proportionate to the size of the targeted Stingray barbs, for instance a senbon sized barb could be expanded to reach a maximum size large enough to skewer a small summon such as Sasuke’s Hawk. Several Stingers can be targeted for this technique, or alternatively the user can target a specific area for this technique, enabling expansion for all Stingray barbs within that specific area. Naturally, this technique also expands/duplicates venom, allowing ratios to stay intact. Unfortunately, the expansion area is limited to a 3 meter radius, limiting the amount of barbs that can be expanded without having to visually single them out.

    Note:
    - Can be used by both Contract signers/summoners, and Stingrays. If used by a Stingray boss the size increase and expansion area can be up to 2x as large.
    - Can only be used 2x by a boss, and 3x by a human/normal Ray. Can only be used a maximum of 3x regardless of the user.
    - Stingers, shards can all be expanded.


     
         
    Last edited by Scaze; 02-09-2014 at 06:48 PM.

  8. #8
    Scaze's Avatar
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    Re: Scaze's Voclanic Vault V. End






    Custom Hyouton Techniques Created By Me:


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

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


    Custom Inuzuka Techniques Created by Me:




    6) (Jakou)-Musk
    Rank:B
    Range:Short-Mid
    Chakra:20
    Damage:N/A
    Type:Supplementry
    Description:The users Ninken releases a large amount of pheromones mixed with chakra that spreads out across the battle field, the chakra used so as to make the pheromones react with human skin. The chakra mixed scent reacts well with the oils on the skin of humans marking them with a potent scent that is nigh on impossible to get off, in a similar way to how dogs mark their territory with the pugent scent that they produce naturally. The musk also can make the opponent nauseas, however it also allowers the Ninken and their human companion to track them by smell with ease. Inuzuka clan members are usually immune to this musk as they produce their own naturally. Doujutsu users will also see the release of the pheromones due to it being melded with chakra.
    -Nausia lasts for one turn disrupts the opponents sense of balance.
    -The pheromones will not be able to use the air as a medium if it is raining.



    19) Fenriru No Gimuzuke | Fenrir's Oblige

    Rank: S
    Type: Supplementary
    Range: Short
    Chakra Cost: 40 (+200) (-40 per turn)
    Damage Points: N/A
    Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that surpasses that of the Silver-Tip Grizzly's, capable of easily distinguishing concentrations of parts per hundred millions from tens of meters away, a sense of hearing rivalling that of owls, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to C rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. It could even be argued that the mental pain is increased three or even four fold with the mental link working as more of a duplication rather than an addition. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of C rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

    Note:

    - Can only be used 1x
    - Lasts up to 4 turns
    - While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (Drastically in terms of senses), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky, more four legged forms will be faster and more instinctual, while two legged forms with adaptations will specialize in balance and agility.
    - Can only be used by an Inuzuka, and requires at least one Ninken
    - Can only be taught by Scaze


    22) Fenriru No Hikō | Fenrir's Claws

    Rank: S
    Type: Offensive
    Range: Short - Mid
    Chakra Cost: 40 (-10 per turn)
    Damage Points: 80
    Description: A heavily ninjutsu orientated Inuzuka technique in which the user releases an abundance of silverish chakra that coats their fingers, forming talon like claws of highly condensed chakra. The claws being exceptionally sharp, can be utilised to slash and dice the opponent, holding enough physical prowess to easily slice through a Katana, or even a war hammer for that matter. The true prowess of these chakra claws however is that, through a thrust or slash, they can be released forwards as projectiles, following a pattern similar to that of their release method. For example a straight thrust would result in five straight lined streaks being released, or five arching crescent streaks if released through a swing. With the user capable of releasing four sets of such attacks, dividing the power among them, or alternatively releasing it all in one go for a more powerful singular attack. The released chakra waves can be made to naturally expand so as to prove more of an offensive threat, capable of growing to sizes just slightly greater than that of a human body over a short period of time. However when these claws strike something solid, instead of puncturing, slicing, and blasting through them as they would intangible elements, they instead forcefully erupt, separating into dozens of tiny whirling claw shaped chakra structures that rampage forth outwards at any direction forwards of a 210 degree angle of the chakra streaks original direction, thus preventing them from backlashing onto the user. This of course only applies to solid techniques, should the technique clash with a water, fire, or wind technique it would not erupt, with the claws capable of overpowering A ranked elemental techniques to play equal against S ranked elemental techniques. Thankfully, the sharpness of the claws are minimised when they're not being used offensively, allowing the user to still utilise their hands to perform handseals, wield weapons and so on.

    Note:
    - Can only be used 3x
    - No Inuzuka techniques above S rank for the rest of the turn.
    - Can only be sustained for a maximum of three turns.
    - Can alternatively be performed by a Ninken to coat their paws.
    - Can only be taught by Scaze


    23) Keruberosukuranchi | The Cerberus Crunch

    Rank: S
    Type: Defensive/Offensive/Supplementary
    Range: Self
    Chakra Cost: 40 (-10 per turn to sustain)
    Damage Points: N/A (80)
    Description: A technique invented by the Inuzukas, whereby channelling chakra to ones neck and jaw they're capable of ushering in a dense coating of chakra that protects the interior of their mouth and gullet, coating every region of the mouth - especially the teeth. The chakra serves to forcefully reject and pressurize any foreign material that it comes in contact with, whether it be matter or chakra, and in turn essentially grants the user the ability to chew on, well, anything. Well, almost anything. Things that possess the power to override the chakra coating - for instance higher ranked elemental techniques, would be capable of powering through the coating so as to deal damage, while the indestructible would be capable of resisting deformation. Nonetheless, the otherwise omnipotent protection that this technique grants, can, for the feral Inuzukas more or less directly translate into power, allowing them to crunch through a range of materials, especially when in their more gigantic Inuzuka transformations. And, as long as they do not exhaust this technique they need not fear self-harm when doing so, being quite capable of chewing upon and swallowing blades should they so wish, with the chakra protection sometimes focusing at particularly stressed spots - making it near impossible for piercing techniques to undermine the chakra based defence.

    Note:
    - Can only be used 2x and lasts a max of 3 turns each time.
    - No Inuzuka techniques above S rank for the rest of the turn
    - Could also be used by a Ninken
    - Can only be taught by Scaze



    Custom Jutsu Learned After The New Rules:




    Jutsu Recieved Before New Rules:



    (Boushi Nokogiri) - Spinning Saw
    Rank: B
    Type: Offensive
    Range: Short
    Chakra cost: 15
    Damage points: 30
    Description: The user and his Canine run at high speeds side by side and then jump while turning different ways combing each other into a spinning saw attack. The saw attack is capable of Breaking through B-rank Rock.If hit the enemy will suffer body damage and will be launched back a few meters
    ~Need to be member of the Inuzuka clan to use
    ~Must be used with a canine
    ~Must be taught by Daiki
    ~Must use All fours or beast clone jutsu first to use
    ~Can only be used 4 times per match


    (Sanjuu Fuu Shuuren) - Triple Wind Drill
    Rank:S
    Type:Attack
    Range:Short
    Chakra Cost:35
    Damage Points:70(-20 if not hit but near attack )
    Description:The User creates a clone of himself and then runs with his clone and Canine. While doing this they build up Fuuton chakra.They then jump into the air and spin around similar to Gatsuga,The user spins so fast they cannot see so dynamic marking is best used with this jutsu.They release the Fuuton chakra encasing the triple drill in a Blue glow.The Drill will swiftly glide through the air at the opponent and then hit then with piercing and rotating power causing considerable damage.Even if the attacks misses the opponent still Takes considerable damage.The attack is so powerful it can easily plow through A-rank rock and Water, if hit the enemy suffers extreme damage and will be hit back 10 meters
    ~Need to be member of the Inuzuka clan to use
    ~Must be used with a canine
    ~Must be taught by Daiki
    ~Must use All fours or beast clone jutsu first to use
    ~Cant use Inuzuka moves for 1 turn after using
    ~Can only use Twice in Battle
    ~Clone needs to be present for attack to work



    (Hibana Shikon) - Spark Fang
    Rank: A
    Type:Attack
    Range:Short
    Chakra Cost:25
    Damage Points:50
    Description:A taijutsu and Ninjutsu combination attack where the user must first use All Fours Jutsu or Beast clone to use.The user will focus gathering up katon chakra.He will then launch at the Enemy with his Ninken spinning at high speeds similar to the Gatsuga attack.He will then release the katon chakra causing the Gatsuga to turn hot red with sparks flying of.If hit the enemy will suffer Fire damage
    ~Need to be member of the Inuzuka clan to use
    ~Must be used with a canine
    ~Must be taught by Daiki
    ~Must use All fours or beast clone jutsu first to use
    ~Can be used 4 times in battle

     
         
    Last edited by Scaze; 02-06-2014 at 06:52 PM.

  9. #9
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    Re: Scaze's Voclanic Vault V. End




    Custom Jutsu Created By Me:




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

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

    Code:
    - Lili-Chwan

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

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

    Code:
    - Lili-Chwan
    - Senketsu

    Custom Jutsu Learned After The New Rules:




    Learned Here

    (Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image
    Rank: B
    Type: Supplementary
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user would release his chakra into the opponent's brain after doing 3 hand seals and disrupt his chakra flow, catching him in this genjutsu which affects the the opponent's vision, making him see the battlefield and the user of this jutsu exactly as they are, making it seem as if the world suddenly stopped like in a still image. Furthermore, the user would manipulate the chakra further, so that if the opponent turns around, it'd still look exactly as it was, due to the user linking his vision within the chakra, and making his opponent see the same thing he was seeing. This allows the user to throw Kunais or perform hand seals without his opponent being aware of what's going on/being performed, which in return would slow down their reaction time greatly, since they (opponent) would have no idea something is even coming towards them. However, this genjutsu only affects vision, so every other sense the opponent has is still intact and can be used to figure out that they have in fact been put in a genjutsu.
    Note: Can only be used 3 times.
    Note: No S-rank Genjutsu next turn.


    Learned Here

    Genjutsu: Zōfuku | Illusionary Arts: Amplification
    Type: Supplementary
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description: The user performs the Monkey hand seal and places his opponent in a genjutsu. The genjutsu makes the person under it feel as if their respiratory system has been pushed to incredible limits. It makes the persons muscles feel heavy and hard to move all the while making them feel they are out of breathe all the time, just like the day after an intense workout. They also become incredibly fatigued and all movement is slowed considerably. When they try to move they will think that they are stiff around the body and their limbs. The effects gradually build up over the coarse of three turns. On the first turn the effects aren't really noticeably however the opponent does feel slightly more fatigued, the opponent will think it's only battle fatigue. The second turn they feel more fatigued, feeling stiff all around the body making them think it's harder than it really is, however it's an illusion of feeling within their body and they are able to move like they would normally would. On the third turn these effects are amplified to such a degree where they have shortness of breath and struggle to perform rapid movements, with it, making the opponent harder to concentrate. For example performing hand seals alone takes considerable time to perform as their concentration is completly over taken by the fact that they can not breathe.

    Restrictions
    - Only usable twice per match
    - No Genjutsu in the same or next turn.
    - Full effect takes three complete turns unless broken
    - Genjutsu lasts 4 turns
    - Can only be taught by Kryptiic


    Learned Here

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


    Learned Here

    (Genjutsu: Shinkan )- Illusion Technique: Silence

    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description: The user performs one hand seal and releases his chakra, inserting it into the brain of his opponent, the chakra would remain dormant until an Earth jutsu which comes from the ground is used, which will activate the genjutsu that is within the opponent like a switch. Once that happens, instead of hearing the normal sounds of the Earth braking, alerting the opponent that there may be an attack from the ground, complete silence falls upon the opponent, leaving them vulnerable to the incoming attack.
    Note: Can only be used thrice.
    Note: No Genjutsu next turn.


    Learned Here

    (Genjutsu: Taigo Sendai Yaburetayume) Illusion Technique: Ranks of the Irrevocably Shattered Souls

    Rank: S
    Type: Supplementary
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: This is an advanced Non-Sharingan Genjutsu that can only be activated if and when the user can see the opponent’s body, or at least his upper torso. Within the illusion, the opponent believes that large amounts of water burst out of the ground and materialize from thin air to completely envelop and wash them away. The water will converge on and physically touch him no matter what methods of evasion are used, or whatever defense he has established. As the imaginary water washes him away, the opponent is exposed to a more powerful hallucination in which they, as a ninja, witness the pain and numerous deaths inflicted on others throughout history, during past wars and battles – The illusion manifests as a representation of the pain that war brings. The hallucination is excessively intricate and detailed, as the irrevocably shattered souls of the damned reciprocate the damage and pain that was once dealt to them in the past, using the water as their medium. While witnessing this, the water will thoroughly burn away the skin as if it was a potent acid. While this is not happening in reality – It’s nothing more than an illusion – the enemy is faced with such perceived agony and fear that his muscles will begin to uncontrollably convulse, and he will scream out in pain, unable to fight, or even remain completely still as the pain washes over him while under the influence of this jutsu.

    Note:This technique can only be used twice per battle.
    Note:The user cannot use any Genjutsu at all within the following turn.
    Note:The user must wait a full three turns before using this technique a second time around.
    Note:The user must remain focused over the genjutsu through the entirety of the technique.


    Learned Here

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


    Learned Here

    (Genjutsu: Raitoningu O Gyakuten) - Illusionary Technique: Reverse Lightning

    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user performs the Tiger ~> Rat and Ox hand seals whilst releasing their chakra into the opponents brain, activating this genjutsu which stays dormant until the opponent uses a Lightning jutsu, however, the moment that happens, the user would see his own Lightning jutsu turn back and form into several Lightning ropes which go on to bind his whole body, wrapping tightly around it, numbing the opponents whole body completely preventing him/her from continuing with whatever was planned. Despite this being a genjutsu, the opponents jutsu wouldn't go on to happen due to the sudden interruption, which would prevent the focus of chakra into the specific jutsu, causing the chakra to simply disperse not doing any harm to anyone.
    Note: Can only be used 3 times.
    Note: Can only be taught by Erzo
    Note: No A-ranked genjutsu in same or next turn.
    Note: It stays active for 2 turns if not released by the opponent, or it has completed it's purpose.
    Note: It only works on lightning techniques that are released from the opponent's body, if the opponent utilize a lightning technique that comes from the sky or the ground it won't be affected by the genjutsu, but it won't deactivate the genjutsu either.


    Learned Here

    (Genjutsu: Saru no Sobaeru) Illusion Technique: Prankster Monkey

    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.
    *The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above*


    Learned Here

    ( Genjutsu: Hyakujuu ) Illusion Technique: Animalia

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


    Learned Here
    Genjutsu| Sunadokei - [Illusion Technique| Hourglass]

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


    Learned Here

    (Genjutsu: Kanchi O-ba-ro-do) - Illusionary Arts: Perception Overload

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



    Custom Jutsu Recieved Before New Rules:



     
         
    Last edited by Scaze; 02-04-2014 at 12:43 AM.

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    Re: Scaze's Voclanic Vault V. End




    Custom Weapon's Created by Me:


    # Warukyūre no keshin | Valkyrie's Incarnation
    Type: Weapon
    Rank: S
    Range: Short - Long
    Chakra: - 5 per turn
    Damage: N/A
    Description: Valkyrie's Incarnation, a Ray relic passed down through time. Transcending from battlefield to battlefield; ever roaring its zealous berserker war-cry. Its feral howl forever emanating throughout the bloodshed of time, the prideful weapon crushing the wills of swine. Forged from the severed tail of a battle genius; Valkyrie, used as a replacement for her prided extremity. Upon her death the weapon was reforged, her organs containing fading life fabled to be sealed within. Thus she became reincarnated, forever to live on the battlefield. A Ray turned immortal deity, forever to march with the Rays, to transcend through antiquity. The weapon itself, a unique hybrid between a staff and a whip. But it could not simply be called a weapon for it was alive, it's bloodthirsty malice sent shivers down many a warriors spine. But beneath it's thick exterior of demented carnage, lay a vivacious personality; wise, bubbly, and filled from crest to to bottom with courage. And so the weapon fell into the hands of a person of which she favored, and thus unto it her secrets she mastered. In the hands of the user the weapons sobriquet's came to light, the Black March, The Green April, thus the weapon was further esteemed and held in delight.

    Abilities:
    Valkyrie, often dubbed The Green April is a two meter long weapon. At its core lies a expertly worked structure of tough, thick and strong Ray Shagreen. Interwoven into the core are numerous lengthy wires which are likewise woven into countless stingray barbs which shield the interior, around which is layered a second layer of specialized Shagreen which forms the weapons exterior. Due to the way the weapon is forged, it allows for immense versatility in terms of flexibility and tautness. The inner layer of Shagreen being tempered to a point in which it rivals even the toughest of metals, the wires confirming the integrity of the leather while adding the immense strength of the specially chosen barbs, while the exterior forms a surface that remains to be incredibly difficult to cut, and is perfect for displacing the force of attacks across a larger area; the placoid scales of the hide contributing to the toughness of the exterior surface, and while to the user it seems like smooth Shagreen, to another gripping the weapon would create an effect similar to rubbing a sharkskin the wrong way.
    Valkyrie constantly drains chakra from the user to remain functional, being self capable of manipulating its unique interior so as to alter flexibility and other similar aspects. Due to Valkyrie's thirst for chakra, it seeks the user, and when not held it often wraps around the users body rather than being sheathed. Alongside adjusting her flexibility, Valkyrie can make the barbs hidden within her exterior stand upright, the spikes protruding forth from her seemingly smooth outer layer without compromising the integrity of the weapon, the new exterior being perfect for flaying and shredding. Lastly, the user and Valkyrie posses an innate ability in which the user is capable of wielding Valkyrie from range through use of chakra. While this ability costs a one time activation fee of 30 chakra, it's maintained through use of the transmitted and leached chakra, therefore the user is capable of manipulating the weapon to float, move and attack within a mid range radius, the force and speed of the weapons attacks equating to that of the users current physical capabilities to a max effect similar to that of of A-Rank Taijutsu.

    The real special ability of The Green April, is that by drawing blood unto the weapon and then swinging it, the user is capable of summoning a ray while releasing an elemental wave like stream of wind or water, in which the summoned Ray rides in/on. This is a capability similar to Temari's Summoning: Quick Beheading Dance, requiring no handseals and being offensive. Other elements can be used in the summoning, but only if that element corresponds with the affinity of the summoned Ray. Alternatively, the user can summon a small swarm of basic flying vulture sized Rays which ride the wave to the target, so as to flock and consume them.

    The advanced summoning ability is the result of something called Authority. A wielder of Valkyrie's Incarnation has a stronger bond with their Summoning Contract, and as a result Rays are more comfortable in their presence and will seek the users acknowledgement when attempting to return home (Doesn't alter turn restrictions). Ultimately, this prevents many Summon-Dismissive techniques from undermining the Summon - Summoner bond; in which both parties display immense loyalty and devotion to each other. At any point in time, the user can transmit and release a pulse of chakra from Valkyrie that will affect any Rays within a Long range vicinity. A Ray, coming to forced recognition of the revered heirlooms presence, will fall back into alignment with the user while being dispelled of the majority of adverse mental stimuli; such as unease, or even Genjutsu (A reflexive, Genjutsu-releasing surge of chakra is released by an affected Ray in response to the pulse). This effect counts as a jutsu (A-Rank), and any Ray affected by this technique will experience positive effects for the remainder of that turn and the next, in which they will gain a boost in morale and bonus of +10 to their techniques.

    Finally, through movement Valkyrie is capable of manifesting and releasing completely intangible and life-like bestial projections of chakra. These projections are in essence, a variation of the E-Rank clone technique (And are therefore harmless but can serve distraction based purposes), being chakra projected illusions passively created through the infusion of small amounts of chakra (5 per projected beast). Traditionally used to create false images of Rays - in aims to confuse an enemy between usages of fake and real summons, this capability extends to encompass the passive illusionary production of absolutely any beast that the user is familiar with or can vividly imagine. However the requirement of motion means that Valkyrie must be in constant motion for the projections to remain active - thus projections can be forcefully dismissed by an enemy by simply halting the momentum of Valkyrie; although Valkyrie's remote control makes undermining this requirement a difficult task.

    Notes:
    - Summoning Wave counts as a jutsu. The wave being equivalent to A rank in power, with extra chakra sacrificed for the summon. The flock of Rays are also equivalent to A rank.
    - Wave summoning can only be done 3x, after that it's simply a faster summoning process.
    - Valkyrie's Incarnation is near indestructible, and can only be cut perpendicularly through use of a Forbidden ranked piercing/slicing technique.
    - Valkyrie's Incarnation is sentient, it can communicate to the user, but it cannot speak, thus it communicates through an unknown method, presumably a mental/spiritual/emotional link. It is not aware of its surroundings to a human degree, but instead simply reacts to the users will.
    - The barbs do not contain any poison whatsoever.
    - Activation of remote manipulation counts as a jutsu.
    - Chakra pulse is intangible, fluorescent and slightly visible, is extremely quick and it and its response signal create an aesthetically pleasing, yet relatively inconspicuous effect.
    - Projections can be created every other turn - they move, look and seem realistic, but may variate depending on the users wishes.
    - Can only be wielded by a signer of the Ray Contract.



    Custom Weapon's Taught to me by Others





    Dropped



    # Boukyaku (The Oblivion)
    Rank:S
    Type:weapon
    Chakra cost:0/40
    Damage:40
    Description:It is a sword said to be forged long ago by the student of the very man who made the seven swordsman of the mist's swords, on the day that his teacher died he forged this sword in blinded rage and sorrow.It is said that this sword has many dormant abilities.The swords blade is about 4 and a half feet long and its hilt is roughly a foot long(including the guard and the pommel) the width of the blade is roughly 10 inches and a shallow groove runs along the middle of the flat of the blade on both sides.The sword was forged from a special alloy mined in the depths of a dormant volcano this alloy allows the user's fire chakra to be poured into the sword.The sword can also be repaired by pouring normal chakra into the sword which counts as a move,the sword also has

    ~All nature chakra's can be used with the sword however the sword prefers fire chakra
    ~The sword can only be infused with one nature chakra at a time
    ~The sword is not indestructible but is slightly stronger than your average sword due to its size and denseity
    ~It takes one turn for the sword to finish repairing
    ~While fire chakra is channeled into the sword the sword gains extra abilities giving the user:
    ~+5 to all kenjustu and fire justu
    ~Sword can only be infused with a nature chakra for five turns afterwards the sword requires a two turn cooldown before it can be infused again
    ~No water justu above B rank can be used while holding this sword.
    ~Can only be wielded by white flash and people he deems worthy


    # (Akenomyōsei)The Morning Star
    Rank:S
    Damage:N/A
    Type:Weapon
    Range:Short-Long
    Chakra:40 for abilities
    Description: The Morning Star is a legendary silvery snow white Fuuma Shuriken made of a lightweight yet immensly strong metal. It can be thrown with immense dexterity and accuracy and due to its light-weight build and heightened equilibrium the Fuuma Shuriken rotates at high speeds when thrown, easily reaching 400 rotations per minute and traveling at extreme speeds. Its blades are tapered to extremely sharp edges being able to slice through rocks with a level of grace beauty and strength unmatched by any sword. When traveling, because of its pure colour, it often reflects the suns rays making the blade dazzle with the colours of the rainbow, however because of its high rotation levels and speed of travel, it is often seen as a bright whitish light that can blind the enemy if they were to look directly at the blade, earning it the name of The Monring Star.The Morning Stars four blades are easily detachable and can be wielded like daggers if neccesary for close combat. Legend has it that upon creation, while being forged each each of the four blades were pre-infused with one of four elements, wind fire water and lightning.
    The Morning Star comes with a silver chain that can easily be wrapped around and unwrapped from the inner rings of the blades for dislodging and retrieval of the Fuma Shuriken, or use the chain in conjunction with a single one of its blades creating a sword-chain effect.

    -Abilities.
    -Since the Morning Star's blades were preinfused with a element, the user can add basic chakra to the shuriken that will activate the element(s) producing the same effects as elemental chakra that manifests with a white or silverish tint that coats the Shuriken as it spins. This however can only be done with Two elements at a time and the elements cannot be at the opposite spectrum to eachother (Eg.Fire&Water)
    -Fire coating causes the shuriken to burn and scald
    -Wind coating heightens its cutting abilities rotation and speed
    -Lightning coating causes it to vibrate making it sharper and cause slight paraylsis
    -Water coating heightens cutting and causes target to become wet upon contact area.
    -Coatings also allows the Morning Star to cut through B Rank(+Elemental dis-/advantages) Jutsu
    -The chain was forged with its own abilities, the user through the use of basic chakra can make the chain extend and shorten or stiffen and harden to the extent that it resembles a rigid iron bar.

    The abilities of The Morning Star makes it a very versatile weapon, that can be used for both close and long range fighting.Such as by detaching two of the blades and attaching them to either end of the chain which is then hardened the user can create a Naginta like weapon.

    -Restrictions.
    -For the Fuuma Shurken to be thrown, all Four blades must be attached and intact.
    -Once thrown, the Shuriken has to be retrivied by physical means such as throwing it so that it loops around much like a boomerang, or via the use of the chain.
    -Making the Chain rigid counts as a move. Chain can only be destroyed by S rank piercing and cutting techniques. Blades are indestructible (Doesn't mean it can cut through anything).
    -Infusions count as moves.
    -Can only cut through B-Rank techniques within reason and only up to 4 times per battle.
    -Can only be taught by Scaze.

     
         
    Last edited by Scaze; 04-01-2014 at 03:26 PM.

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    Re: Scaze's Voclanic Vault V. End




    Created Custom Fighting Styles



    Genkotsu Kamakiri | The Mantis Fist

    Type: Nin-Taijutsu

    Background: The Mantis fist was developed long ago by a man who constantly found that in fights his movements were too easy to read, and became predictable and easy to dodge since he often swung too wide or in a pattern, also he found that upon dodging he would often lose his footing or simply leave himself open for a quick follow up due to the fact that his movements were not controlled enough, they were to bodacious, too outgoing, they were overreactions. After learning this and trying to learn from several great teachers whom he all failed, the man turned to nature, hoping that it would provide the answers he needed. Indeed it did, the man soon came across a Mantis, and upon seeing its rigid jerky movements, movements that were precise and were always in for the kill. Seeing how controlled and meaningful each of the Mantises movements were, the man started to study the Mantis, mimicking its movements. This birthed a new Taijutsu, the Mantis fist, however it still was not complete, although it granted the user the means of great physical control, being able to dodge attacks taking the easiest least time consuming route possible. Only making the movements that were absolutely needed, leaving very little room for openings and allowing quick controlled yet rigid and inhumane like counterstrikes, that were so bizarre that it usually forced for the opponent to block through the use of reactions or dodge through the use of instinct rather than dodging by predicting the path of trajectory. Also the fact that its prowess was equal to that of a adept strong fist punch if not greater, but due to the force being applied to a smaller area than a punch its effects were more devastating. Eventually after several years of wandering, passing down this way of fighting to many students, he came across a certain teenager, after learning the Mantis Fist, the man was able to identify with it, and soon added the use of chakra to the Mantis Fist, completing the art, or so he thought...

    Description on the Abilities and Inner Workings of the Style:


    The Mantis Fist is a taijutsu style that involves the user striking the enemy with one or more of their fingers in rapid succession and specific places alternating between hands for each strike, the speed of hand movements rivaling that of the gentle fist . While striking the enemy, the user focuses a large amount of Raiton chakra on the tops of their fingers, when they strike the enemy they allow the chakra to penetrate into the enemy's body. However even though it is a very pinpoint strike done with the fingertips, its effects are devastating as when the user makes contact with the opponent, the chakra diffuses outwards in a sort of "V" shape or "Cone" shaped pattern, granting it a wider horizontal and vertical spread range as it travels further from the source of release, yet also growing less potent while being further from the source of release. The user doesn't actually have to strike the target for the attack to be successful but rather just give consent of "Release" as the chakra diffusion affect allows the Chakra Aspect of Mantis Fist to travel up to 3 inches forward through mediums of air, water or earth. It does travel further, but after the 3 inch mark its potency drops so exponentially that it has very little effect in most cases. The area covered gaining a diameter of 1.5 inches for every one inch away from the source, becoming wider and less potent as it reaches away from the original release point. The effects of the Mantis Fist can be increased further by targeting certain spots on the body, such as pressure points or nerve endings or utilization of Shape Manipulation.


    Raiton is the core elemental aspect of the Mantis Fist. Used to try and incapacitate the opponent or simply make them a easier target to prey on. When a raiton chakra charge is used, the chakra will diffuse outwards, entering into the opponents body and affecting nerves within the afflicted area; which may affect motor and sensory neurons with its static charges, this can cause various effects which include, paralysation in the surrounding area due to forced muscle contraction (The same way Nagashi works), and loss of feeling and pain the the affected area due to the raiton chakra charges countering the opponents sensory neuron static charges, this proves disadvantageous to the enemy as they will be oblivious to any damage done upon the affected area.


    The Mantis Fist physical part however isn't so easily overshadowed by the chakra half. The Mantis fist itself contains stances that are strange and unusual, and usually unprecedented to the enemy. Making a mantis fist users movements hard to read. Due to the Mantis Fist involving mimicking the actual movements of a Mantis, a Mantis Fist User moves unlike any mammal with extreme precision and speed. Also unlike a average human a mantis fist users reactions are not fueled by fear or instinct leading them to overreact and make unnecessary movements but the mantis style involves the slightest movements so as to evade and thus avoid unnecessary reflexes making Mantis Fist users extremely proficient at dodging. While also giving them room for a swift counterattack. Furthermore unlike a normal ninja, the Mantis Fist allows the user to reduce their traceability by simply not giving off signs of their next movements. Eg, if a person right shoulder were to twitch, even in the slightest, a adept taijutsu user would possibly notice this, or a doujutsu user would under most circumstances definitely notice this and use it to predict the opponents next action. However by having a stance in which allows the muscles to constantly contract and relax, in such a way that it simply looks like the users body is constantly rippling, not only does it allow for unusual and immensely swift movements to be launched but also allows the user a high level of unpredictability. This is where the Mantis Fists inhumane movements stem from, Stances that allow the user to incorporate their great muscle and bodily control that they have built up through the years by simply being as still as a Mantis and waiting, taking up the stance of a Mantis, or attempting to strike at the speed of a Mantis or practicing explosive circular whip like motions. In effect a Mantis fist stances and movements are usually rigged; swift; patient; precise; inhumane and in their own unique and bizarre way; gracefully fluid.

    In effect, the Elemental attacks of Mantis Fist are similar to Gentle fist in the aspect that they have both a physical attribute; the strike itself, and a chakra attribute; the release of lightning chakra. However there are a few things that separate the gentle fist from the Mantis Fist. The first being the reliant use of elemental chakra and not normal chakra, possibly the most obvious differentiation. The second aspect in which they differ, is that while Gentle Fist relies on striking specific places on the chakra pathway system, the tenketsu; with such precision that without a doujutsu it wouldn't be possible as the target itself is invisible to the naked eye, and presumably different for each person, the Mantis Fist however works by striking a pinpoint area, but allowing margin of error, or there simply being no margin of error due to the diffusion effect of the chakra release. It isn't necessarily that Mantis Fist users don't have great precision, as they do, but rather as long as they strike within the vicinity of a vital spot, which is always in the same place and usually takes up a fair space, the user will always gain the desired effect, eg striking the left part of the chest to target the heart. Whereas if a Gentle Fist user were even a inch off of the mark, the effects they desire may not be achieved. Not only that, but there's the difference in target itself. The Gentle Fist does damage by sealing or overflowing the opponents chakra pathway system that is said to be closely intertwined with organs, causing them to suffer as well. While the Mantis Fist directly targets cells within a vicinity, resulting in large bodily damage. Another difference is the stance itself. While a Gentle Fist user usually has a more loose stance, a stance of a Mantis Fist user is more rugged and "stiff" in a sense. Regardless of the physical or chakra attributes, this style follows under the ruburic to Add something, or remove something. Eg dodging or deflecting so as to remove something and create space, and adding a strike so as to inflict a blow. The last and final difference is that while gentle fist needs contact to deliver damage to the chakra circularity system in most cases, a Mantis Fist user simply needs to get their striking finger or palm close enough to the opponents body so that the Diffusion can reach penetrate into their flesh.

    Example of Techniques:



    Genkotsu Kamakiri | Mantis Fist
    Rank: B
    Type: Offensive/Supplementary/Defensive
    Range: N/A
    Chakra cost: 30
    Damage points: N/A
    Description: Genkotsu Kamakiri is a Taijutsu style, based around the principle of adding or removing. The style itself revolves heavily around explosive whip lash movements combined with a state like stance that allows for a Genkotsu Kamakiri users movements to be practically unpredictable. To enter the Genkotsu Kamakiri state, the user will course chakra all throughout their body which in a way acts like a non forceful augmentation to put the user near their physical peak. The user will then, by utilizing their finessed and exceptional muscle control cause their bodies muscles to repeatedly contract and relax, which therefore serves to mask any traces that would serve to allow the opponent to predict how and where the user will strike next. While styles like the Gentle Fist resolve around fluid and gracefully smooth movements, a Mantis fist users movements become rigid, swift, patient, precise and in a way incredibly inhumane. By continually tensing and relaxing their body, the user also begins to build up their own fighting tempo, which in a way makes the users movements graceful in the most alien of ways. Of course the user is fully aware of what this state allows him to mask, and therefore seeks out the very things he tries to hide in his opponent. Looking for the slightest twitches, taking note of the opponents stance and attempting to read the opponents rhythm so as to gain an unparallelled insight into how the opponent will strike next, which allows the user to dodge or block with precision granted by their reading capabilities and immense muscle control so as to make sure that not a single movement or moment is wasted. Fully removing the enemies strike and any chances of counteraction with their explosive whip like strikes or unworldly dodges to then attempt to land their own blow. Strength and speed also increases, with the user being able to go from a stand still to a strike in mere instants, or being able to build up enough force to deliver powerful blows within just a few inches.

    ...
    Rank: B
    Type: Offensive/Supplementary/Defensive
    Range: Short
    Chakra cost: 30
    Damage points: N/A
    Description: A technique that involves increasing the destructive capabilities of a Mantis Fist users strikes. The user will channel a fair amount of chakra into their hands, using the chakra to forcefully empower their hands to above their physical peak, specifically targeting the muscles. When the user strikes their opponent, simple finger jabs will be capable of piercing into, and scooping out the flesh of the opponent. In effect this effectively makes the users fingers much like a sword being able to leave exceptionally deep indents in even steel thanks to the enhancement of chakra combined with immense practice of finger techniques.

    Decapitation Strike
    Rank: B
    Type: Offensive/Supplementary/Defensive
    Range: N/A
    Chakra cost: N/A
    Damage points: N/A
    Description: The user will strike at the opponent, releasing their Raiton chakra as they thrust. The chakra will diffuse outwards into the opponents body. Rather than being a linear diffusion as is characteristic, it'll instead be more of a branching web like diffusion that quickly attempts to effect the nerves within the struck area. When a limb is struck, such as an arm, the strike will quickly disrupt the nervous system within the struck area. Resulting in complete loss of feeling of said limb. Therefore the opponent will feel as if their arm has actually vanished, or been sliced off, and unless they affirm with one of their other senses, such as their sight, they will continually feel as if it has indeed been removed completely. Even when reassured that the limb is in fact there, the opponent will be incapable of moving the limb for the next two turns. This can be a particularly dangerous technique, as the panic often induced by the sudden loss of a limb can be more physiologically damaging than Genjutsu. Especially if the user was to target the neck, which would leave the opponent feeling as if they are a floating head, and prevent them from moving their neck to actually reaffirm if their body is in fact there.

    ...
    Rank: B
    Type: Offensive/Supplementary/Defensive
    Range: N/A
    Chakra cost: N/A
    Damage points: N/A
    Description: The user will strike at the opponent, however rather than striking with the fingers the user utilizes a palm thrust so as to target a larger surface area. The chakra diffusion is released from the whole of the palm, and into the opponents body. As the raiton chakra enters into the opponents body, upon reaching a certain point it rebounds backwards, towards the point of entry before once again rebounding. The diffusion surge continually reverberates back and forth until all of the chakra is eventually used up. What it does is targets the nerves in the afflicted area, and by continuously rebounding it forces the muscles and tissue within the afflicted area to continually contract and retract in a way that resembles a spasm. Not only that but the charge also effects the nerves, sending signals for pain on each spasm, resulting in the afflicted area continuously spamming in the most excruciatingly painful of ways. Because a palm thrust is used, the user can target a broader area so as to try and strike a or multiple pressure points with a high chance for success, while the diffusion is much larger allowing it to penetrate deeper and affect a wider area.



    Additional effects and Restrictions:

    - Although the above effects are the core of the Mantis Fist Elemental Style, in the techniques themselves shape manipulation can be applied to the diffusion to produce varying effects similar to how the Gentle Fist can do the same. (Will be explained in later submitted jutsu)
    - This style of fighting is called mantis fist,since it mostly involves striking your opponent with the tip of your finger(s) in rapid succession,and since mantis have scythe like fingers instead of hands and move in rapid rigid jerky like motions i thought the name was befitting.
    - Anyone other than -Scaze- must be taught to use the mantis fist justus
    - Precise chakra control is needed to benefit from the full offense of the mantis fist. (Sannin Rank or Above)
    ~Requires the user to have mastered Taijutsu/strong fist and started Raiton training.
    ~Someone who has learned the foundation of The Mantis Fist (Basically this description thingy), is capable of preforming free-form Mantis fist, the effects are that of the styles basic description.

    Users of this Style are also ranked, the rankings go as followed:

    Apprentice:
    People who have are still relatively knew to the style; they've just begun learning and gain very few of the inherit benefits of Mantis Fist. All techniques that they do know suffer a -10 damage deficit. The range of their chakra diffusion's is also only 2/3 of what it should be. They know some of the techniques and gain a few of the inherent bonuses.

    Southern Praying Mantis:
    Someone who has undergone intense training in the style, they've been a student of the style for more than two months, and have shown great promise. They have however slanted towards the offensive "adding" side of Mantis Fist. Their raw power also exceeds that of a "Northern Praying Mantis". They know quite a lot of the techniques of Mantis Fist. and gain most of the inherent bonuses.


    Northern Praying Mantis:
    Someone who has undergone intense training in the style, they've been a student of the style for more than two months, and have shown great promise. They have however slanted towards the evasive and defensive "removing" side of Mantis Fist thus gaining exceptional foot work and being able to dodge or remove a opponents limb to the side while using the velocity to launch a continuous barrage of counterattacks. Their raw speed also exceeds that of a "Southern Praying Mantis", They know quite a lot of the techniques of Mantis Fist and gain a good amount of the inherent bonuses.

    Legendary Praying Mantis:
    As the name indicates, a practitioner of this level is truly a thing of legends. Their footwork and movement reading capabilities are immense, while their power also lives up to expectations. A Legendary Praying Mantis knows most of the techniques of the style, and having been versed in intense training and been a either a Southern or Northern Practioner of the style for 4 months they've reached the highest level that they can attain. They gain almost all of the inherent bonuses of Mantis Fist.

    Founder:
    The founder is on a slightly higher level than a Legendary Praying Mantis, they know all of the techniques of the style. They also gain all of the inherent bonuses of Mantis Fist.
    Code:
    - Nathan
    - Lili-Chwan

    Learned Custom Fighting Styles



    Oversoul : - Tairei

    Type:

    NinTaijutsu

    Background:

    The style was created by a little girl who was born from a mother and father that came from prestigious Taijutsu and Ninjutsu backgrounds. The girl was constantly pressured to excel in aspects of close and mid to long ranged fighting. However she was engrossed and obsessed with her countless stuffed toys and clothes, often forsaking practice to carry out her hobby. Eventually the pressure from her parents became unbearable, and in desperation she sought solace in her addiction. It was then that she thought of imbuing her clothes with chakra. By doing so she managed to create a style that allowed the user to warp and manipulate their clothing to their liking, such an ability made the girl exceptional at close combat, and rather adept at mid range combat. However she had yet to live up to her parents expectations. Thus she decided to experiment with imbuing chakra within her stuffed toys, and upon succeeding she realised that her style was complete. She had successfully created a way to dominate in both close, mid and long range combat while not having to physically overexert herself. Many years later, she came across three male Shinobi who were in search of a man Hiruko. They had heard of his ability to manipulate bandages, and sought to make it their own. However upon seeing the girls abilities they sought to learn from her instead, and thus the style was passed on.

    Description on the Abilities and Inner Workings of the Style:

    The style itself remains to be fairly ninjutsu orientated, revolving around the concept of manipulating cloth. By doing so not only would the user be capable of manipulating their own clothes. Whether it be a patch of cloth or individual strings, but would also allow the user to animate and utilize stuffed toys or sack toys for offensive purposes.

    The basis of cloth manipulation would involve utilizing chakra to move the cloth, while also using the chakra to enhance and empower the cloths basic abilities. Advanced users of this style would be capable of passively manipulating basic cloth such as string or sleeve ends to a minor extent, mainly for strengthening and movement controlling purposes; although reinforcement, strength and speed would never exceed that of basic ninja weapons such as Kunai or ninja wire.

    However cloth manipulation can be taken a step further through utilization of elemental chakra. Elemental chakra would allow the cloth to assume certain properties, for instance water chakra could be used to drench cloth, making it more resistant to being ignited, and adding mass so as to make the force of the attacks heavier. Fire chakra could possibly be utilized to heat a cloth, perhaps to sterilize it, or maybe to scald the skin of a ensnared opponent. Lightning could be utilized to strengthen the overall cutting and piercing abilities, as could wind. Earth chakra could be utilized to enforce the physical durability of the cloth, or perhaps make them taut and hard. While elemental infusions can be done in a free form manner, as with basic weapons, the effects achieved would be rather minor. For instance a free form water chakra drenched cloth, would be incapable of resisting chakra infused flames. However jutsu techniques can take infusions to a new, powerfully advanced level, that would allow for effective combat against Ninjutsu.


    The animation of stuffed toys would be a rather unique process. In a way it could be perceived as similar to the Shadow clone technique, but would likely be much more akin to Sai’s Ink Ninjutsu. By channeling chakra into a teddy or sack puppet, or any stuffed toy for that matter, the user would be capable of animating the toy. Granting it basic sentience, and usually a savage and violent persona. While the toy would more or less have the ability to attack and defend of its own volition, orders can be transferred via a chakra link. Animation of puppets can lead to various effects, sometimes the initial animation may result in size expansion, resulting in human sized, or perhaps summon sized toys. While the features of the stuffed toy may have effects on its usefulness and abilities, for instance a cheetah shaped stuffed animal may be exceptionally fast. The user would also be capable of creating a puppet with wanted effects on the spot, although this would require the necessary materials and would likely need to be done manually, but they can also carry around preprepared toys. Stuffed toys generally attack with their physical traits, eg a human sack puppet would use freeform Taijutsu or perhaps weapon play should they have a weapon. However they can also manipulate their bodies for offensive purposes, such as attacking with threading, stitches and filling. Naturally, animating a truly offensively viable toy would count as a jutsu, and would require the suitable technique to do so. However the user is capable of applying basic movement to small teddies, they would never have any particularly offensive abilities, they would not change in size, but could be useful in surveillance or mundane tasks, such as scattering explosive tags.

    Example Techniques:

    (Tairei: Sode Hórudo ) - Oversoul: Sleeve Hold
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra cost: 20
    Damage points: N/A
    Description: Sleeve hold is a jutsu which requires the user to simply focus his chakra in the clothing near his arms and manipulate it so that it suddenly extends outwards, towards the opponent, aiming to trap them completely as it forms into two snake like ‘monsters’, with the front of the sleeve used as if it were a mouth, allowing the clothing to swallow the opponent whole, whilst constricting their body, causing them to slowly suffocate as well as preventing any movement. The sleeves could be channeled with elemental chakra so that they have a distinct edge to them, as they perform their tasks.

    (Tairei: Kakushiken’ Oninotsume ) - Oversoul: Hidden Blade
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: Hidden blade is a simple jutsu which allows the user to add chakra to his clothing and/or any other cloth in his possession and manipulate it so that they become sharpened, allowing the user to create swords, kunais and any other weapon he/she could imagine out of simple clothing. This can be used to create sharp spikes out of the users whole body (all parts covered by clothes), or it could be used to allow the sleeves to extend and form into two Katanas, axes (weapons in general), allowing a lot of flexibility.

    (Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: N/A
    Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them to even rival boss summons in size. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, while Gorilla shaped ones would possess uncanny brute strength.



    Additional effects and Restrictions:


    - Requires mastery of Ninjutsu.
    - Users of this style generally have increased dexterity due to their work with needles, stitching, strings, and other fiddly things.
    - All users of this style are capable of creating a stuffed toy within moments if they have the raw required materials, this generally showcases their master craftsmanship; although more complicated or intricate stuffed toys may require more time for creation.
    - Bio can either be from Sunagakure, have biography history in which they at one point have been in Sunagakure or simply have been to Sunagakure within the NW, in a non violent visit.





    Kyu Doragon Jutsu | Nine Arts Dragon
    Type: Nin-taijutsu
    Background:
    Centuries ago lived 9 monks in which all were known widely through lands for their knowledge and understanding of Martial Arts, along with a vast amount of information embedded into their minds about the physical capabilities of shinobi lineages through witness of war. They had never condoned violence nor the principle lust for power, knowledge to them was power and the key that would carry the future. In knowing this, the Monk 9 gathered in secrecy and shared their logical ideals with one and other along with sharing their foundation of each Martial Art they had mastered. Each of them trained with the mentality of peace set in their stone hearts. A child of prophecy came along in which had no home, no family nor friends; no hope. They harboured this child, raising him in the serene surroundings of lush mountains. Pouring into him everything they knew, good, giving him a complete understanding of everything and thus converting this child unto a Shinobi. He eventually mastered each individual fighting art in which he merged into one of perfection, thus giving birth to the Nine Arts Dragon. It has been passed down only to those who are worthy of such.

    Description on the Abilities and Inner Workings of the Style:

    The idea of this particular art is based on the foundation of fuuton. The user will constantly distribute fuuton chakra to certain points throughout the body in which will aid the user with drastic movements. May it be for evasive, offensive or defensive abilities. The fuuton chakra would be released from the body at each point it is channeled to. It will be released in the form of controlled explosions of air in which will ultimately propel these parts of the body. If the user were to channel fuuton chakra to the underside of their feet and jump while releasing said chakra, they would be repelled higher, as the fuuton forced from the bottom of their feet will add a drastic amount of momentum. This same principle will be applied to the rest of the body. No-matter where that part is, a stabilized burst would aid, adding momentum or using an abundance of chakra to force them to move though it would be extremely hard to control if the explosion is too large. Applying these small bursts along side synchronized movements adding momentum can cause the user to reach a much more stable, and increased speed with specific maneuvers and/or overall movement in certain circumstances such as supplementary techniques or evasive techs.
    This image is too big to show without a spoiler:
    In this image shows a burst of a air-like technique. This Art will work like this. This is how it would look if someone who knows this Custom Style attempted to punch another person using their right arm. The user would bring up their arm in a hook like motion while they channel their chakra into their elbow and release the burst as they throw the right hook. The burst will speed the persons punch drastically also.


    Example Techniques:

    Name: Kyu Doragon Jutsu: Bikkuribako | Nine Arts Dragon: Jack-In-The-Box
    Rank: C
    Type: Offensive
    Range: Short
    Chakra Cost: 15
    Damage Points: 30
    Description: The user proceeds to punch the opponent while channelling a small amount of fuuton chakra to the back of their forearm, close to the elbow. As he begins to punch, he releases a small burst of fuuton chakra from his elbow that speeds up the attack dramatically, making it harder to avoid.
    • Can only be used 3 times per battle


    Name: Kyu Doragon Jutsu: Sukai Foabooru | Nine Arts Dragon: Sky Walk
    Rank: B
    Type: Defensive
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user creates continuous bursts of fuuton from the bottom of their feet as they kick in any logical direction of their position. This gives them the ability to basically jump or walk in mid-air with each step at a great speed.
    • Can kick upwards, backwards or forwards.
    • Can be used as an evasive technique
    • Can be used to move or maneuver in mid-air.
    • Can only be used 3 times per battle



    Additional effects and Restrictions:
    - This CFS gives the user increased speed and reaction time, that above of a normal strong fist user. Due to the constant fast motion, and quick changing of direction.
    - Users must have Mastered Fuuton.
    - Users must have Mastered Taijutsu.
    - Can only be taught if approved by the original creator, Nathan.




    Custom Fighting Style Techniques



    Mantis fist

    Learned Here

    Genkotsu Kamakiri: Dangan Ari: Kunō | Mantis Fist: Paraponera Clavata: Torment
    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely.

    Note:
    Can only be used 3x
    Can only be used once every two turns.
    A maximum of four strikes can be delivered per use.
    Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)
    - In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain.
    Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)
    - The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc)



    Oversoul

    Learned Here

    (Tairei: Nuno chūnyū): - Oversoul: Cloth Infusion

    Type: Offensive/Supplementary/Defensive
    Rank: B
    Range: Short - Long
    Chakra: 20
    Damage: N/A +20
    Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power.
    ~ Can only be used 4x
    ~ No Tairei techniques above S rank next turn.
    ~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached.



    (Tairei: Kōdona nuno Sōsa) : - Oversoul: Advanced Cloth Manipulation
    Type: Offensive/Supplementary/Defensive
    Rank: A
    Range: Short - Mid
    Chakra: 30 (-10 per turn if Elemental chakra is infused)
    Damage: 60
    Description: A multi-purpose Oversoul technique which stands as an embodiment of the basis of the Oversoul style. By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel thinner pieces of cloths from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or defences. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster (By reducing air resistance and streamlining it), Water will make it more resilient to being ignited, while also making it more damp. Fire and Lightning infusion works by coating the element in the aforementioned elements, as compared to letting the cloth taking the natural elemental effects (e.g putting the cloth on Fire). The effects of having Chakra infused Cloth results in the cloth becoming scorching hot without actually being set on Fire, whilst the Lightning infusion greatly increases cutting abilities as well as making cloth move faster, in the same way Wind does (by reducing air resistance and streamlining it). However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements. - Can only be used on cloth which the user is in direct.
    - Cannot be used on opponents clothing
    - Can only be used 4x
    - No Ninjutsu above S rank for the rest of the turn


    (Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra cost: 30 (-10 per turn)
    Damage points: N/A
    Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally.
    - Can only be used 5x
    - Cannot be used on consecutive turns
    - Can only be used to bring one toy 'alive' at a time
    - No Oversoul techniques above S rank for the rest of the turn.
    - Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)


    Nine Arts Dragon

    Learned Here

    Kyu Doragon Jutsu: Teisei Orijin Tsuppari! | Nine Arts Dragon: Whisper Origin Thrust!
    Type: Supplementary
    Rank: C-rank
    Range: Short
    Chakra: 15
    Damage: N/A
    Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.
    Notes:
    - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon



    Kyu Doragon Jutsu: Burakku Orijin Arashi | Nine Arts Dragon: Black Origin Tempest
    Type: Offensive
    Rank: A-rank
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user concentrates his wind chakra and focuses the chakra into every point of their body. The user can then cause the wind chakra to surge outwards suddenly, to propel the user towards the opponent. However, unlike other jutsu of the style, the wind surges multiple times. With each propulsion by the wind, the user accelerates. These accelerations, and the constant propulsions cause the opponent to see afterimages of the user appearing behind him. These can be mistaken for shadow clones, and makes it difficult to find the user's actual positioning. The user when he reaches the opponent, will then deliver a powerful uppercut at the opponent. As the uppercut happens, the user causes a sudden burst of wind chakra emanating from the bottom of the user's elbow. This causes the uppercut to do much more damage than normal to the opponent.
    Notes:
    - Can only be used three times per-match
    - Have to wait a turn before use again
    - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon



    Kyu Doragon Jutsu: Koushoku Orijin Kakutou | Nine Arts Dragon: Lust Origin Grappling
    Type: Defensive
    Rank: B-rank
    Range: Short
    Chakra: 20
    Damage: 40
    Description: This technique can only be used as a counter, the user will wait till the opponent has thrown a fist towards the user, the user will channel wind chakra into his hands, and both of his elbows, allowing him to catch the oncoming fist quicker, able to react faster. As the user grabs hold of the fist he will use his infused hand to crush opponents fist by squeezing it whilst leaping to the right, grabbing the shoulder and pushing it to the front whilst having the fist in the users other hand pulling it towards the user ready to dislocate the arm by the pressure and impact of the wind destroying it, and even capable of ripping it off by the enhanced wind if the user chooses to.
    Notes:
    - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon
    - Can only be used every two turns.



    Kyu Doragon Jutsu: Burakku Orijin Genkaiten | Nine Arts Dragon: Black Origin Threshold
    Type: Supplementary
    Rank: B-rank
    Range: Short
    Chakra: 20
    Damage: N/A
    Description: The user initiates the inner fuuton chakra to release through the pores of the users body. This in turn gives the user the ability to use the Nine Arts Dragon principle and incorporate it into free form taijutsu. While this technique is active, the user is only able to use fuuton based techniques, Nine Arts Dragon techniques, free-form taijutsu and normal taijutsu techniques. The free-form damage is equal to a standard D-rank taijutsu technique. Speed is sightly increased to match the standard of Nine Arts Dragon style as well.
    Notes:
    - Free-form damage is increased to D-Rank.
    - Last for 5 turns.
    - Once this technique ends, the user is incapable of using any Nine Arts Dragon techniques for 4 turns.
    - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon.


    Kyu Doragon Jutsu: Kurayami Orijin Shikichi | Nine Arts Dragon: Darkness Origin Threshold

    Type: Offensive, Defensive, Supplementary
    Rank: S-rank
    Range: Short – Mid
    Chakra: 40
    Damage: 80
    Description: The user applies the basic principles of the Nine Arts Dragon but on an advanced and much more chakra taxing level. Building off the basic usages of Whisper Origin Thrust the user can release bursts of wind at any time from any point on their body with varying usages. The technique can be used to evade physical attacks or to propel themselves at incredible speed in any direction be it forwards, backwards, left, right, or up. Of course, as with the basic technique, the user must use this technique again to change their direction. Unlike the original technique, this version if far stronger and far more deadly when used offensively. To begin with, this technique happens much faster than the previous iteration. The speed at which the bursts of wind carry the user occur in the blink of an eye (a non-enhanced eye). The user can control the amount of wind released and depending on their use will utilize stable wind or incredible bursts of wind that are unstable but very powerful. For example, if the user wishes to evade an attack they can simply use this technique to throw themselves into the air or backwards in the blink of an eye with an incredible burst of wind that is unstable. While unstable the user will be carried off to safety at a far distance. Similarly the user can use the wind bursts in close quarters combat similarly with how they do with other Nine Arts Dragon techniques. This can cause a punch, which is normally traceable with the naked eye, to happen in the blink of an eye. The damage of course is much deadlier and can cause very severe injuries if the opponent doesn't counter it properly. The technique is incredibly versatile and allows the user very powerful methods of evasion, attack, and other uses. Additionally, the user can simply release large bursts of wind from their body at any point. These are unfocused blasts of wind that can carry off debris and other objects as well as simply throw an opponent off balance and carry them away. This however, requires the user stand perfectly still making it dangerous to use in close range. If the user does not stand perfectly still when releasing these huge blasts of unfocused wind they run the risk of being blown back themselves and causing severe damage to their own body. The possible uses for this technique are up to the user’s own imagination and limitations.
    Notes:
    - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon
    - Can only be used three times per battle.
    - Can only be used once every three turns.
    - After being used the user may not use Nine Arts Dragon techniques above A-Rank for 2 turns.


     
         
    Last edited by Scaze; 12-08-2014 at 01:22 PM.

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    Re: Scaze's Voclanic Vault V. End




    Custom Jutsu Created By Me:



    14) Doton/Fuuton: | Earth Release/Water Release : Seeds of Anihilation
    Type: Offensive
    Rank: Forbidden
    Range: Short - Long
    Chakra: 50
    Damage: 90 (+20 if combined with Fire)
    Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.

    Notes:
    - Can only be used 2x
    - No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
    - The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
    - Can only be taught by Scaze


    Custom Jutsu Learned After The New Rules:



    Learned Here


    (Katon/Raiton: Ho-Masubi's Raiden ) - Fire/Lightning: God of Fire's Thunder

    Rank: Forbidden
    Type: Attack/Supplementary/Defence
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 90 (-10 to user)
    Description: An advanced Fire and Lightning combination. The user releases their fire chakra from their body, manipulating it so as to create several rings of flame that are arranged in a concentric circular pattern. The rings orbit the user at all angles, acting as a spherical defense. However the user quickly releases their raiton chakra outwards from their body, while performing two brisk handseals. The chakra creating dozens of threads comprised of lightning that branch outwards, coiling around the already rampant flames. The user then sends the flames forwards, the former rings breaking into large crescents which can be sent racing towards the opponent. The fire and lightning combo both incinerates and slices through anything within its path; carving a blazing path of destruction through the land. Alternatively the user can perform a single handseal, thus instead of sending the attack in a single direction, the user is cable of making the attack expand outwards up to mid range. As it does so the rings begin to spin faster and faster, to the point that the rings seemingly form a visually impregnable sphere.

    Notes:
    ~ Can only be used once.
    Note: Can only be taught by Erzo
    ~ No Fire or Lightning Jutsu above A-rank in the same and next turn .
    ~ This technique leaves the user lethargic while the users experiences painful pins and needles in their extermeites due to the overuse of chakra. This lasts for the rest of, and the next turn. Inhibiting the users resourcefulness.
    ~ Counts as two moves from the users move count

    Learned Here


    (Raiton/Suiton: Kihou no Borute-ji) - Lightning/Water Release: High Voltage
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user starts by focusing a large amount of suiton chakra infront of his/her hand which is pointed at the opponent by converting the highly focused suiton chakra into water, materializing a large amount of water before their hand and as the water appears the user starts channeling his raiton chakra into his hand till the point it's a pure mass of focused lightning chakra than the user will blast it right into the water infront of him/her, exploding inside the water and creating a lightning/water combination, with lightning coiled around the water blast and inside it in a form of a dormand bomb. The user will direct this at the opponent and being fired in an "V" pattern and as it makes impact it will explode leaving a large mass of steam an a crater behind.

    Appearance; Link

    ♦ Note: Can only be taught by Ichigō.
    ♦ Note: This jutsu can only be used four times per battle.
    ♦ Note: The user can't perform any lightning or water jutsu the following turn.


    Learned Here

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


    Learned Here

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

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



    Learned Here


    ( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard

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



    Custom Jutsu Recieved Before New Rules:

     
         
    Last edited by Scaze; 12-04-2014 at 03:50 PM.

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    Re: Scaze's Voclanic Vault V. End



    Kiyoshi Custom Clan Techniques



    (Konki Kashou: Inpurovaizexishon)- Energy Song: Improvisation

    Type: Supplementary
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage: N/A
    Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
    ~Must be a Kiyoshi Warrior and up


    (Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
    Type: Supplementary
    Rank: N/A (D-A)
    Range: Long-Short
    Chakra Cost: 30
    Damage: Depends
    Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
    ~Must be at least a Kiyoshi Novice to use.



    (Konki Yari)- Energy Spear
    Type: Supplementary
    Rank: C
    Range: N/A
    Chakra Cost: 15
    Damage: N/A
    Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
    ~Must be at least a Kiyoshi Warrior



    (Konki Shuuha)- Energy Wave

    Type: Attack
    Rank: B
    Range: Short-Long
    Chakra cost: 20
    Damage: 30-40 (depending on rank within the clan)
    Description: This chakra wave can shoot short or long and causes the opponent to be burst away from the user while taking severe damage.
    Note: Must be a member of the Kiyoshi Clan to use
     
         
    Last edited by Scaze; 10-05-2013 at 10:00 PM.

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    Re: Scaze's Voclanic Vault V. End

    [IMG][/IMG]


    Custom Jutsu Created By Me:
    [IMG][/IMG]








    Custom Jutsu Learned After The New Rules:




    Custom Jutsu Recieved Before New Rules:







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


    Learned Here

    ( Ninjutsu: Ryousei Kanshou ) Ninja Arts: Amphibian Intervention

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

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

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

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



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

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


    Code:
    - Lili-Chwan
     
         
    Last edited by Scaze; 12-04-2014 at 03:52 PM.

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    Re: Scaze's Voclanic Vault V. End





    Custom element Japanese name: Magunisuton|マグネシウム|
    Custom element English name: Magnesium Dust Release
    The element is based on: Fire + Earth + Advanced Chakra Control



    Facts that prove the element to be possible (in the manga context):
    In the manga it has been seen that there are metallic weapons such as kunai and shurikens that are used on a day to day basis which must mean that the ores and the makeup of the rocks present within the crust of the Narutoverse are similar to that of our planet Earth. Furthermore, it has been seen on a few occasions that certain people have a KG that allows them to produce steel from their body, and manipulate steel using their chakra, not only that, but explosions have been seen extremely often in the Narutoverse, from the humble explosive tags, to the elusive Explosion release shown in the most recent chapters. We have also seen highly combustive materials such as Oil which is often spewed by Myobakuzan toads and when set aflame would most likely react violently with water. All of these observations can back up the hypothesis of a metal which is fairly light yet strong and malleble and is also highly combustive and when alight and in contact with water can produce a violent explosion, Magnesium, possible. Also Magnesium is a extremely common element, being the Eighth most common in the Earths crust, Nineth most common in the universe as a whole, third most abundant in Sea water, and Fourth in the Earth as a whole, making up 13% of the earth, it is thought that the Planet on which Naruto is set, is extremely similar to that of ours. On several occasions camera's were used in the manga, similar to ones used in the nineteenth-twintieth century that released a blinding flash because of magnesium dust that got combusted. This indicates that there is magnesium dust in the Narutoverse (seriously if you just wrote that everything else wasn't even needed).

    How it works:
    The user generates both their Fire and Earth chakra, using their chakra control to bond and mold the two elements together allowing their earth chakra to take slight dominance over their fire chakra forming Magnesium Dust. The user can carry around a gourd filled with magnesium dust if he wishes, but this gourd must be included in the biography first.

    The user can however use their chakra to gather/form Magnesium Dust from Earth. After creating magnesium dust, the user can through the use of a fire or lightning technique ignite the magnesium dust, the magnesium dust is so highly combustible, that it can be ignited through the slightest spark or flame. He can also make the dust come together, to compact (when the magnesium dust unites and makes it more of a condensed object in a similar way of Sand Release). However, doing this makes the magnesium dust unable to ignite or explode. The Magnesium dust produces a bright, white almost flare like sparks and flames when ignited, the ignition process furthers Magnesium's offensive capabilities and of course separates it from most other metals, the temperature of the flame being able to reach up to 3100'c however staying relatively close to the metal itself (300mm). If ignited magnesium dust makes contact with water, an explosion will be created.

    Usage Examples:

    ‡‡ Magunisuton: Magunesiumu Chiri |Magnesium Release: Magnesium Dust ‡‡
    Type: Offensive
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user channels his/her earth and katon chakra to their mouth. With advanced chakra control and manipulation, they combine both chakra, with great concentration. He/she will then release a field of magnesium dust. He can also gather magnesium dust from Earth below, whichever method the user prefers.
    This dust can then be further manipulated by the use of Magunisuton: Magunesiumu Kaibyaku|Magnesium Creation.


    ‡‡ Magunisuton: Magunesiumu Kaibyaku|Magnesium Creation ‡‡
    Type: Offensive | Defensive | Supplementary
    Rank:B
    Range:Short-Long
    Chakra:20
    Damage:40
    Description: The user manipulates magnesium dust to form/create compact objects of Magnesium that can be used for both offensive or defensive purposes.


    Is weak to:
    • Wind and some CE variants: Cuts through the magnesium and is capable of easily blasting away the dust[Against the compact magnesium dust]
    • Water and CE variations: Under normal circumstances, Water is capable of undermining the density formed by compacting the Magnesium dust particles together, resulting in the dust simply being washed away while also reacting with the Magnesium causing the water to bubble slightly and the magnesium to eventually dissolve. However if the Magnesium is Ignited or the Water is hot/surroundings are hot, a violent reaction will occur causing the water to explode and possibly allowing the Magnesium to continue.
    • Storm Release: Blasts through it


    Is strong against:
    • Lightning and some Ce variants: Lightning is conducted into it, causing it to vibrate and giving it a electrical charge.
    • Earth and some Ce Variants (no metal variatons): Compact magnesium has more mass and piercing ability and is able to overpower Earth similar to how Sand overpowers earth
    • Basic fire: The fire will ignite Magnesium, the flames of Magnesium being hotter will combat the flames of the opposing technique while the solid magnesium pummels through, effectively overpowering fire with both Solidity and intangibility at the same time.


    Co-creator: Scaze
    Students I passed this custom element on to:





    [Magunisuton: Magunesiumu Kaibyaku] - Magnesium Dust Release: Magnesium Creation
    Type: Offensive | Defensive | Supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30 (-10 per turn to maintain)
    Damage: 60
    Description: The user creates objects of magnesium. The user is capable of creating pillars, shields, walls, waves and tools of magnesium to aid as either an defense, attack or supplement. The user is capable of making constructs rise from the ground, manipulating already existing sources of magnesium, or expelling objects of magnesium from their mouth/body and directing them towards their opponent. Objects created with this technique can be made to float regardless of mass, and can be moved/launched into long range. To control the technique the user needs to do hand gestures to direct and control the magnesium constructs.

    Note:
    - Can only be used 6x
    - Only one object per use



    [Magunisuton: Magunesiumu Kaibyaku] - Magnesium Dust Release: Greater Magnesium Creation

    Type: Offensive | Defensive | Supplementary
    Rank: S
    Range: Short-Long
    Chakra: 40 (-15 per turn to maintain)
    Damage: 80
    Description: The user creates stronger and larger objects of magnesium. The user is capable of creating pillars, shields, walls, waves and tools of magnesium to aid as either an defense, attack or supplement. The user is capable of making constructs rise from the ground, manipulating already existing sources of magnesium, or expelling objects of magnesium from their mouth/body and directing them towards their opponent. Objects created with this technique can be made to float regardless of mass, and can be moved/launched into long range. To control the technique the user needs to do hand gestures to direct and control the magnesium constructs.

    Note:
    - Can only be used 4x
    - Can create up to 2 objects per use.
    - No Fire and Earth techniques above S-Rank same and next turn.
     
         

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