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    1. #1
      Sharingdork's Avatar
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      Sharingdork is online now
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      Apr 2010
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      Hidden Maple Leaf Village (Canada)
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      Sharingdork's Custom Jutsu

      My Techniques
      1) (Fuuton: Jōshō kiryū o yon) Wind Release: Hailing Updraft
      Type: Supplementary
      Rank: A
      Range: Short- Long
      Chakra Cost: 30
      Damage Points: N/A (+10 to the hail created by Joki Boi)
      Description: The user focuses their Fuuton chakra into the air above them, creating a strong updraft which carries objects from overhead upwards into the atmosphere, and away from the user when they fall back to earth. If used in conjunction with the hail created by Joki Boi, or other techniques, the hail becomes twice as large and will fall to the earth twice as fast and with twice as much force, doing more damage to the target and their defences.
      Note: ~Can only be used/taught by Sharingdork
      Note: ~Can only be used three times per battle
      Note: ~Takes one turn to fall back down.

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

      3) (Shizen Kaminari no Kyōka) Natural Lightning Enhancment
      Rank: C-Forbidden
      Type: Supplementary
      Range: N/A (depends on jutsu)
      Chakra Cost: N/A (+10 to the new rank's chakra cost)
      Damage Points: +5 to the new rank's damage (+5 to user for C-A; +10 to user for S-rank)
      Description: The user, after forming the handseals for a lightning release ninjutsu, will then add a final handseal (unique from the common 12) and raise their dominant hand to the sky, heavily charging it with negativly charged Raiton chakra. A bolt of natural lightning will come down from the heavens, and upon meeting the same-charge hand of the user, repel into an unfocused lightning mass for a fraction of a second. The jutsu is then completed in the same fraction of the second, and is increased by one rank (changing the rank, chakra cost, and damage points accordingly).
      Note: ~The user cannot use another Raiton jutsu on the same or next turn as this jutsu is used due to strain on the user's body.
      ~This jutsu cannot, under any circumstances, be used on a Forbidden, or can-be-Forbidden-rank (ie. Rank: S-Forbidden) jutsu.
      ~This jutsu cannot be used on a jutsu that causes lightning to strike (ie. Lightning Fang or Kirin), or a jutsu that requires Raiton chakra to be focused within the user's body (ie. False Darkness Spear and False Darkness).
      ~Due to how close it is to his body, the Raikage's armor cannot be used with this jutsu.
      ~This jutsu can only be used by one of a members two bios.
      ~This jutsu can only be used during stormy conditions, and causes the stormy conditions to dissipate afterwards.
      ~This jutsu can only be used three times per battle.
      ~This jutsu can only be used on an S-rank (becoming a Forbidden) jutsu one time per battle, and the user cannot move for one turn afterwards, even collapsing due to the ammont of strain on their body.
      ~This jutsu cannot be used for at least three turns after it has been used.
      ~This jutsu can only be taught by Sharingdork.

      4) (Doton: Daibingu Hebi) Earth Style: Diving Serpent
      Type: Offence, Defence
      Rank: A
      Range: Short-Long
      Chakra: 30
      Damage: 60
      Description: The user focuses doton chakra into the ground beneath them, and creates a large snake out of the earth. Then snake then "leaps" out of the earth in an arc, causing a large ruckus, landing back into the earth, and fusing back into it (as if it were never there). However, sensors are still able to see the snake-shaped chakra signature moving under the ground. The snake can leap out of the ground as often as the user likes, and can be used to defend up to A-rank jutsu (B-rank lightning). If the snake lands on an object which is not a part of the earth (ie. a tree or an opponent), the earth snake will crush it in it's path back into the earth.
      Note: ~Can only be used twice per battle
      ~Lasts three turns each time it's used (or until destroyed)
      ~Can only be taught by Sharingdork

      5) (Futon: Kenshi no Sutaffu) - Wind Release: Swordsman's Staff
      Type: Supplementary
      Rank: B
      Range: Short
      Chakra Cost: 20
      Damage: N/A
      Description: A very simply, yet tricky technique, the user begins by channeling their futon chakra through a staff. The futon chakra within the staff causes the round body to gain a sharp, cutting quality, allowing the rod-like staff to cut like a sword regardless of which point makes contact with an object. The futon chakra causes the staff, regardless of what material it's made of, to cut with the same power as a steel sword, and allows the user to cut through up to A-rank raiton techniques.
      Note: ~Can only be taught by Sharingdork
      ~Lasts 3 turns or until deactivated
      ~Must wait one turn until activating again after deactivation

      6) (Doton: Kyojin no Tsuma Yōji) - Earth Release: Giant's Toothpick
      Type: Supplementary
      Rank: B
      Range: Short-Mid
      Chakra Cost: 20
      Damage: N/A
      Description: A very simply technique, the user begins by channeling their doton chakra throughout the ground and into the dust in the air. The user will then, either in the middle of swinging his staff, thrusting his staff, or even simply holding his staff, gather dust, dirt, small rocks, and gravel around the end of his staff, causing its reach to extend a considerable distance (10 meters, same distance as Chidori Sharp Spear).
      Note: ~Can only be taught by Sharingdork
      ~Lasts for three turns or until deactivation or destruction
      ~Must wait a turn after deactivation before using again

      7) (Katon: Doragon E no Eikyō) - Fire Release: Dragon Impact
      Type: Attack
      Rank: B
      Range: Short
      Chakra Cost: 20
      Damage: 40
      Description: The user will begin by spinning his staff while focusing katon chakra into it. When the user stops spinning his staff, a small flame will be present on the top of his staff (if the staff is double-ended, there may be a flame on both ends). Now, when the staff comes into contact with another object, an explosive burst of B-rank flame will erupt from the point of impact, increasing the damage of a normal blunt staff hit.
      Note: ~Can only be taught by Sharingdork
      ~Lasts for 3 turns or until deactivation
      ~Must wait one turn after deactivation before activating again


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


      Summoning Animal: Bandicoot (Eastern Barred Bandicoot, to be specific)
      Scroll Owner: Sharingdork
      Other Users who have signed contract: N/A
      Summoning Boss if existing:
      1. (Kurasshubandikū) Crash Bandicoot
      Type: Summon
      Range: Short
      Rank: S
      Chakra Cost: 40
      Damage Points: N/A
      Description: Crash is a bipedal, somewhat humanoid Bandicoot about the size of a human. Crash is a very fit creature, and the leader of the Bandicoots. Being a young and physically active Bandicoot, Crash can move quicker and jump higher than average ninja. Crash can use all non-elemental ninjutsu the summoner can up to S-rank, weaving the handseals himself. Once per battle, Crash can spin around, his arms flailing around himself to hit any target within arms reach.
      Note: ~Can only be taught by Sharingdork
      ~Can only be summoned once per battle
      ~Last for 4 turns
      ~Jutsu Crash uses counts towards the users 3 moves per turn
      ~Crash's spin counts as a move

      Other Summoning Animals tied to contract:
      2. (Kokobandikūto) Coco Bandicoot
      Type: Summon
      Range: Short
      Rank: S
      Chakra Cost: 40
      Damage Points: N/A
      Description: Coco is a bipedal, somewhat humanoid Bandicoot about the size of a human, with long hair off her head in a ponytail. Coco is the sister of the leader of the Bandicoots, Crash. Coco is a very intelligent Bandicoot, which allows her to use all genjutsu the summoner can up to S-rank, weaving the handseals herself. Like her brother, Coco can, once per battle, spin around, letting her arms and ponytail flail around her to hit any target within arm’s reach.
      Note: ~Can only be taught by Sharingdork
      ~Can only be summoned once per battle
      ~Last for 4 turns
      ~Jutsu Coco uses counts towards the users 3 moves per turn
      ~Coco's spin counts as a move

      3. (Kuranchibandikūto) Crunch Bandicoot
      Type: Summon
      Range: Short
      Rank: S
      Chakra Cost: 40
      Damage Points: N/A
      Description: Crunch is a bipedal, somewhat humanoid Bandicoot about the size of a human. Crunch is the cousin of the leader of the Bandicoots, Crash. Crunch is a very well-built Bandicoot, with muscles bulging from every part of his body, aiding in his hand-to-hand combat abilities. Crunch is a very adept at taijutsu, able to use all taijutsu the summoner can up to S-rank. He also wears a metal brace on his right arm from his fingertips up to his shoulder. The metal brace allows him to block, deflect, and grab bladed weapons by the blade without damage to himself (unless they are charged with chakra).
      Note: ~Can only be taught by Sharingdork
      ~Can only be summoned once per battle
      ~Last for 4 turns
      ~Cannot use any jutsus related to the eight inner gates
      ~Jutsu Crunch uses counts towards the users 3 moves per turn



      8) (Bakuton: Meidō Fugaku) Blast Release: Rumbling Mt. Fuji
      Type: Offensive
      Rank: S
      Range: Short-Mid
      Chakra: 40
      Damage: 80
      Description: To perform Rumbling Mt. Fuji, the user must focus Bakuton chakra into the ground around them a turn prior to using this jutsu, and not move beyond Mid-range from where they started the jutsu. When enough chakra has collected in the ground, the user claps their hands together to release all of the buit-up chakra from one point up to mid-range from the user. The released chakra then expodes upwards in a beam of energy, which is powerful enough to tear up the ground in the surrounding area up to mid-range.
      Note: ~Can only be taught by Sharingdork
      ~During the turn this jutsu is used and the turn before, the user can only perform doton, raiton, and techniques which consume no chakra due to the chakra concentration required
      ~During the turn before this jutsu is used, only two jutsu may be used (as prepairing this jutsu counts as a move)
      ~No jutsu may be used after this jutsu on the turn it's used
      ~Can only be used twice per battle
      ~If an earth-style jutsu is used which utilizes earth being "charged" with Bakuton, it loses the Bakuton chakra
      ~The user must make contact with the ground while prepairing and using this jutsu

      9) (Bakuton: Kaimetsu-Tekina Fugaku) Blast Release: Devistating Mt. Fuji
      Type: Offensive
      Rank: Forbidden
      Range: Mid(-Long)
      Chakra: 50
      Damage: 90
      Description: The sister technique to "Rumbling Mt. Fuji", Devistating Mt. Fuji follows the basic principals. The user will collect chakra in the ground around them, only now the user cannot move beyond Short-range of their starting point. When the user has gathered the required amount of chakra in the ground around them, they'll weave five handseals and then clap their hands together. As the user claps their hands together, the gathered chakra in the ground explodes upwards, creating a large ring of explosive energy around the user, instead of being released from a single point. Because the explosion does not occur within short-range of the user, it leaves a pillar for them to stand on in the midst of the newly created large crater.
      Note: ~Can only be taught by Sharingdork
      ~Can only be used once per battle
      ~The turn before this jutsu is used the user can only perform one jutsu
      ~The turn this jutsu is used no other jutsu may be used
      ~The turn before this jutsu is used, the user can only perform techniques which consume no chakra due to chakra consentration
      ~This jutsu reaches up to Long-range if the user prepairs it for an additional turn (following the same rules as "the turn before this jutsu is used" for the extra turn)
      ~Earth style jutsu utilizing earth within the boundaries of this jutsu lose explosive properties
      ~The user must be in contact with the ground while prepairing and using this jutsu
      ~Shrapnel from the explosion cuts into the user's body as the jutsu is used
      ~Due to chakra exhaustion, the user will be unable to move for one turn after using the jutsu, and will be unable to utilize chakra for three turns after using the jutsu

      10) (Bakuton: Bakudan Hatsugen) Blast Release: Bombshell
      Type: Offensive/Defensive
      Rank: A
      Range: Short
      Chakra: 30
      Damage: 60
      Description: The user focuses their Bakuton chakra around their body, creating a small aura of Bakuton chakra around themselves, which moves with the user's body. The aura is visible to the naked eye as a distortion of light (much like a distortion created through high heat). Any physical object which comes into contact with the aura (other than the surface the user is standing on when the jutsu is used) will cause the aura to spontaniously combust outwards from the point of impact, rendering an opponents projectiles and taijutsu useless.
      Note: ~Can only be taught by Sharingdork
      ~Can only be used 2 times per battle
      ~The aura lasts for two turns, or until it is used
      ~The aura is in the shape of the user, fits around the body of the user, and is 6 inches away from the user

      11) (Bakuton: Hiji E no Eikyō) Blast Release: Elbow Impact
      Type: Offensive
      Rank: B
      Range: Short
      Chakra: 20
      Damage: 40 (+20 to punches)
      Description: The user focuses Bakuton chakra into their elbow and performs one of the two following actions. The user can either punch their target and release the chakra to push their fist further into the target once contact is made, or establish direct contact with the target with his elbow and release the chakra to generate an explosion from the initial point of contact. Due to the directionality of the blast, the user minimizes any potential repercussions, such as being struck by resultant debris and even recoil appears to be completely negated.
      Note: ~Can only be taught by Sharingdork
      ~Carries all the same advantages, disadvantages, and restrictions as Landmine Fist when used through direct contact

      12) (Bakuton: Jiri Kiki) Blast Style: Landmine Kick
      Type: Offensive
      Rank: A
      Range: Short
      Chakra: 30
      Damage: 60
      Description: After Establishing direct with their opponent through a simple kick, the user utilizes their respective Explosion Release to subsequently generate an enormous explosion from the initial point of contact. This explosion is powerful enough to cause severe physical damage and send the target flying backwards. Due to the directionality of the blast, the user minimizes any potential repercussions, such as being struck by resultant debris and even recoil appears to be completely negated.
      Note: ~This jutsu follows all strengths, weaknesses, and restrictions of Landmine Punch
      ~Usable thrice per battle/conflict.

      13) (Bakuton: Yōsei no Shukufuku) Blast Style: Blessing of the Fairy
      Type: Defense | Supplementary
      Rank: C
      Range: Short
      Chakra: 15
      Damage: N/A
      Description: The user concentrates Bakuton chakra into the air around them as the opponent comes into close-range. As the opponent attacks the user, the user can cause small explosion not large enough to harm the target, but large enough to redirect a punch or kick by "commanding" a small portion of the airborn chakra to explode with concious thought. This allows the user to cancel any physical strike which is noticable by the human eye.
      Note: ~Can only be taught by Sharingdork
      ~This jutsu is not automatic; the user must know the attack is coming and must be able to see the strike

      14) (Bakuton: Monsutā no Dai Abare) Blast Style: Monster's Rampage
      Type: Attack | Defense | Supplementary
      Rank: S
      Range: Self
      Chakra: 40
      Damage: 80
      Description: The sister technique to "Blast Release: Bombshell", the user focuses their Bakuton chakra around their body, creating a small aura of Bakuton chakra around themselves, which moves with the user's body. The aura is visible to the naked eye as a distortion of light (much like a distortion created through high heat). Any physical object which comes into contact with the aura (other than the surface the user is standing on when the jutsu is used) will cause the aura to spontaniously combust outwards from the point of impact, rendering an opponents projectiles and taijutsu useless. However, this technique takes it to the next level of its sister, allowing the shell to explode multiple times in a single use, instead of the lesser jutsu's single explosion per use.
      Note: ~Can only be taught by Sharingdork
      ~Can only be used 1 time per battle
      ~The aura lasts for two turns
      ~The aura is in the shape of the user, fits around the body of the user, and is 6 inches away from the user (the aura does not extend past the soles of the feet)


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

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

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

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

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

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

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

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

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

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

      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

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


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

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

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

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

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

      (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: 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

      (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

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

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

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

      All from this Social Group


      Summoning Animal: Condors
      Scroll Owner: -Yard-
      Other Users who have signed contract: Sharingdork, ReXii
      Summoning Boss if existing:
      (Kchuysei: Joutei Sendo) Summoning: Lord Sendo:
      Type: Supplementary
      Rank: S
      Range: Short
      Chakra Cost: 100 (20 per-turn when Fused)
      Damage Points: N/A
      Description: The user pulls out a small scroll places his hand on it. This summons Joutei Sendo the Lord of the Condors. Joutei Sendo has the unique ability to fuse on it's Summoners back, when fused it appears that the user has wings. This lets the user fly at fast speeds and make it easier to use Raiton Jutsu Joutei Sendo can also use up to S-rank Raiton techniques.
      Note:-This Summoning can only be in play for 4-turns.
      -This Summoning can only be Summoned by someone with the Condor Contract.
      -This Summoning can only be Summoned once per battle.
      -The Summoning can only use a total of 4 Raiton techniques.
      -When fused Raiton Jutsu need one less hand seal.
      -Every jutsu used by the summon counts in the user's 3 jutsu per turn.
      -Can only be fused for 3 turns

      Other Summoning Animals tied to contract:
      (Kchuysei: Senpai Kashou) Summoning: Elder Kashou:
      Type: Supplementary
      Rank: S
      Range: Short
      Chakra Cost: 40
      Damage Points: N/A
      Description: The user claps his hands together. This summoning calls upon Kashou, he is one of the Condor Elders. Kashou is able to shoot A-Rank fire from his mouth up to Mid range. He is also big enough to hold someone on his back.
      Note:-This Summoning can only be in play for 4-turns.
      -This Summoning can only be Summoned by someone with the Condor Contract.
      -This Summoning can only be Summoned once per battle.

      (Kchuysei: Hagetaka Houka) Summoning: Hagetaka Fire
      Type: Supplementary
      Rank: A
      Range: Short-Long
      Chakra Cost: 40 (-5 every turn)
      Damage Points: N/A
      Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Houka" (Meaning Condor of fire). Hagetaka Houka is one of the Giant "Hagetaka Twins" he is able to hold one Person on his back. Hagetaka Houka can also use B-Rank Fire techniques that dont require hand seals.
      Note:-this Summoning can only be in play for 3-turns.
      -this Summoning can only be Summoned by someone with the Condor Contract.
      -this Summoning can only be Summoned once per battle.

      (Kchuysei: Hagetaka Uindo) Summoning: Hagetaka Wind
      Type: Supplementary
      Rank: A
      Range: Short-Long
      Chakra Cost: 40 (-5 every turn)
      Damage Points: N/A
      Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Uindo" (Meaning Condor of Wind). Hagetaka Uindo is one of the Giant "Hagetaka Twins" he is able to hold one Person on his back. Hagetaka Uindo can also use B-Rank Wind techniques that dont require hand seals.
      Note:-this Summoning can only be in play for 3-turns.
      -this Summoning can only be Summoned by someone with the Condor Contract.
      -this Summoning can only be Summoned once per battle.

      (Kchuysei: Hagetaka Suchi-Ru) Summoning: Hagetaka Steel:
      Type: Supplementary
      Rank: A
      Range: Short-Long
      Chakra Cost: 40 (-5 every turn)
      Damage Points: N/A (+40 Senbon)
      Description: The user does the nessecary handseals for the summoning. This summoning calls upon "Hagetaka Suchi-Ru" (Meaning Condor of Steel). Hagetaka Suchi-Ru is One in 3 Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) She is big enough to hold 2 People on Her back. Hagetaka Suchi-Ru fether's are made of a dense still like substance this protects her from most Teijutsu, She can also Shoot her fethers like Senbon at fast speeds, the rain of senbon equal that of an B-Rank technique.
      Note:-Can only be in play for 3-turns.
      -Can only be Summoned by someone with the Condor Contract.
      -Can only be Summoned once per battle.
      -Senbon counts as a move.

      (Kchuysei: Hagetaka Sou) Summoning: Hagetaka Stream:
      Type: Supplementary
      Rank: A
      Range: Short-Long
      Chakra Cost: 40 (-5 every turn)
      Damage Points: N/A (+40 Jet-Stream)
      Description: The user does the nessecary handseals for the summoning. This summoning calls upon "Hagetaka Sou" (Meaning Condor of Streams). Hagetaka Sou is one of 3 of Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) He is big enough to hold 2 People on His back. Hagetaka Sou has The ability to shoot a high powered Jet-Stream of water that equals A-Rank technique.
      Note:-Can only be in play for 3-turns.
      -Can only be Summoned by someone with the Condor Contract.
      -Can only be Summoned once per battle.
      -Jet-Stream counts as a move.

      (Kchuysei: Hagetaka Oizu) Summoning: Hagetaka Noise:
      Type: Supplementary
      Rank: S
      Range: Short-Long
      Chakra Cost: 50 (-5 every turn)
      Damage Points: N/A (+60 Sonic Boom)
      Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Oizu" (Meaning Condor of Steel). Hagetaka Oizu is the leader of 3 Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) She is big enough to hold 2 People on Her back. Hagetaka Oizu Is able to Screech loud enough to create an sonic boom quality, the sonic boom can be used as a shield to block B-Rank technique. or be focussed as a sonic beam that equals A-Rank technique.
      Note:-Can only be in play for 3-turns.
      -Can only be Summoned by someone with the Condor Contract.
      -Can only be Summoned once per battle.
      -Sonic Boom counts as a move.

      (Kchuysei: Senpai Kyokan) Summoning: Elder Kyokan:
      Type: Supplementary
      Rank: S
      Range: Short
      Chakra Cost: 140
      Damage Points: N/A
      Description: The user bite's both thumbs and claps his hands together. This summons Senpai Kyokan, Grand Elder of the Condors. Kyokan is a Giant Condor, He is larger then Gamabunta, he stands at 60 meters (180ft.) high giving him a wingspan of 200 meters (600ft.), because of his size it takes a lot to Summon him, after the summoning the user will feel drained and can't use strong Jutsu the next turn. Kyoken is able to blow High winds with his wings that equal to S-Rank. and Drop large amounts of water from his mouth. providing a water source.
      Note:-Can only be in play for 4 turns.
      -Can only be Summoned by someone with the Condor Contract.
      -Can only be Summoned once per battle.
      -No A-Rank Jutsus or higher next turn.
      -Wind/Water Counts as a move

      (Kchuysei: Hagetaka Uindo) Summoning: Hagetaka Tsuchi
      Type: Supplementary
      Rank: S
      Range: Short-Long
      Chakra Cost: 40 (-5 every turn)
      Damage Points: N/A
      Description: The user forms 2 hand seals and claps his hands together for the summoning. This summoning calls upon "Hagetaka Tsuchi" (Meaning Condor of Earth). Hagetaka Tsuchi is a condor who shows a great mastery of earth techniques. He can use any earth technique the user knows and is big enough to hold 2 people on his back. Hagetake Tsuchi can travel through the ground with great ease even better than "hidding like a mole technique" and of course, this counts as a move.
      Note:-Can only be in play for 4-turns.
      -Moving through the ground counts as one of the users moves.
      -Can only be Summoned by someone with the Condor Contract.
      -Can only be Summoned once per battle.

      (Kchuysei: Hagetaka Kaen Katana) Summoning: Hagetaka Blaze Sword:
      Type: Weapon
      Rank: S
      Range: Short
      Chakra Cost: 40 (-10 Every Turn) (-10 Extend Reach )
      Damage Points: N/A
      Description: The user Draws a small scroll as if it was a sword, the scroll then poofs into Kean Katana, a super sharp Katon sword capable of cutting through Earth and Chakra infused Earth up to B-Rank as if it was butter. Kean Katana is extremely hot and will ignite clothing or other flammable cloth of fire. due to this heat the user will need to focus Katon Chakra in his hand to wield it. This makes it impossible to use Suiton Jutsu. It's natural Katon nature makes Katon Jutsu's stronger then normal and easier to use. the user may add more Katon Chakra to the sword to extend the reach of the blade.
      Note:-Can only be used by someone with the Condor Contract.
      -Katon Jutsu only need one Handseal when holding the sword
      -Can cut through B-rank Earth tech, though it also depends on the size of the earth jutsu
      -The user can't use Suiton Jutsu while welding this Blade.
      -Can only Extend reach by 4 meters, and it only last one turn.
      -Can only extend 4 times per battle
      -Must wait a turn before extending again.

      (Kchuysei: Hagetaka Hanma-Ishi) Summoning: Hagetaka War-Hammer:
      Type: Weapon
      Rank: A
      Range: Short
      Chakra Cost: 40 (-10 every turn)
      Damage Points: N/A
      Description: The user pulls out a small scroll places his hand on it. This Summons Hanma-Ishi, a large hammer capable of smashing through Earth with ease. Hanma-Ishi is really heavy and is able to create small earthquakes that can throw the opponent of balance due to this weight, The user will need to focus Doton Chakra in his hand to wield it. This makes it impossible to use Raiton Jutsu. It's natural doton nature makes Doton Jutsu's stronger then normal and easier to use.
      Note:-Can only be used by someone with the Condor Contract.
      -Doton Jutsu only need one Handseal when holding the Hammer
      -Can crush through B-rank Earth tech, though it also depends on the size of the jutsu.
      -The user can't use Raiton Jutsu while welding this hammer


      (Katon: Hagetaka kaen) Fire Release: Condor Blaze
      Type: Supplementary/Attack
      Rank: Forbidden
      Range: Short-Long
      Chakra Cost: 50
      Damage Points: 90
      Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
      -If the user has signed the condor contract then this jutsu will only require 5 handseals.
      -No Katon for the next 2 turns.
      -Can only use this jutsu once per battle.
      -Can only use 2 jutsu on the next turn.
      -No Katon jutsu before this jutsu.
      -The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
      -If the user is caught in the explosion then he/she will die.
      -Can only be taught by ~Yard~


      All of these gained with -Yard-'s customs via PM


      (Doton: tsuchi heika) Earth Release: Earth swords
      Type: Supplementary
      Rank: B-Rank
      Range: Short
      Chakra cost: 30 (when making the sword)
      Attack points: 40
      Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra. since the earth used is made from the users chakra it can cut through C rank earth.
      -The user cannot use any jutsu that require hand seals while holding the sword.
      -Sword takes 3 seconds to make.
      -Must be taught by ~Yard~

      (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~

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

      (Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
      Type: Attack
      Rank: A
      Range: Short-Long
      Chakra Cost: 30
      Damage Points: 60
      Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
      -Co creator Zen.
      -Can only be taught by Zen and Yard.

      (Raiton: ranpu suicchi) Lightning release: Light Switch
      Type: Supplement
      Rank: B
      Range: Short-long
      Chakra Cost: 25
      Damage Points: n/a
      Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
      - This does not increase the power of raiton techs, only adjusts the brightness.
      - Can only be used twice per match.
      - Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
      - Must skip a turn before using again.

      (Doton: Tsuchi Kurassha) Earth Release: Earth crusher
      Type: Offensive
      Rank: A
      Range: Short-mid
      Chakra Cost: 30
      Damage Points: 60
      Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
      - Can only be used twice per match.
      - Must have mastered at least A rank earth.

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

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

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

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

      Notes:- Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
      - Can only use one element enhancing skill at a time.
      - Each enhancing skill counts as one of the users 3 jutsu per turn.

      (Doton: Shoutaku Kaibutsus) Earth release: Swamp Monsters
      Type: Attack/Supplementary
      Rank: B
      Range: Short range (from the swamp)
      Chakra Cost: 25
      Damage Points: N/A
      Description: After performing Swamp of the underworld the user will make two handseals "Tiger-Boar" and will create four ghouls from the mud of the swamp that rise up from the swamp around the opponent. These Ghouls can perform C rank earth techniques but they must remain on or in the swamp, using the properties of the swamp as a source of their mud. They can move out of the swamp but must stay within short range.
      Note: - Can be used 3X per match.

      (Suiton: Mizu Sattou) Water release: Water Rush
      Type: Attack/Supplementary
      Rank: B
      Range: Short-Mid
      Chakra Cost: 25
      Damage Points: N/A
      Description: The user releases a small amount of water from the moisture in the air and can then control the water that is created. The user can create and control the water created up to mid range in distance. The amount of water created is enough to fill a small bath tub and only lasts for one turn. However this source of water isnt great enough to create S rank level water techniques.
      Notes:- Can only be used 3x per battle.
      - Must skip one turn before using again
      - The water can only be controlled up to one turn
      - Can only use water jutsu while controlling the water or until you release the water from your control.

      All of -Yard-'s customs were given to me (as in, I can use them; they are not mine to teach) via PM


      ( Genjutsu: Kanzen Saimin ) Illusionary Technique: Complete Hypnosis
      Rank: S
      Type: Supplementary
      Range: Short - Long
      Chakra cost:40(+20per turn active)
      Damage points: N/A
      Description: After summoning the Giant Clam, the user holds his palms on to the clam's shell and focus his Yin chakra into it allowing it to exude a powerful mist from its siphons with a stronger chakra concentration than its mirage technique. The genjutsu generated through this stronger mist is capable of wiping both the Clam and the user and any clones of the user from the target's five senses completely, instead of replacing them with mirages, effectively making it seem as if all of them no longer exist. It controls the five senses to the point that it can make the target misinterpret another person's form, shape, mass, feel and smell to be that of the enemy. If the enemies are able to touch the user or Giant Clam they will be able to dispel the genjutsu, this technique however is strong enough to fool average sensor ninjas but not exceptionally skilled ones such as Muu or Karin.
      Note: ~Can only be used once per battle
      ~Only lasts 3 turns
      ~Only A-rank and below jutsu may be used while this jutsu is active
      ~Can only be used with a Second Mizukage bio
      ~Can only be taught/allowed by Professor Sarutobi or Sharingdork


      (Hayaton No Jutsu)- Swift Release: Swift Technique
      Type: Supplement
      Rank: B
      Range: Short-mid
      Chakra Cost: 25
      Damage Points: N/A
      Description: The user through the use of swift release will perform the "Boar" handseal and move from Short to mid range. This technique is similar to that of shadow-less flight and can be used to dodge certain attacks by using swift release to quickly move out of the range of the attack similar to how other jutsus like Doton no jutsu let's you escape certain attacks by moving out of range or out of the way of certain jutsus. This can be preferred over other jutsus that can allow this due it's much faster and is still pretty basic. The user can escape attacks that for one, he can track, attacks that are projectile-ish but not huge attacks like kirin. The user could dodge an attack like fireball jutsu however, the attack that the user dodges cannot be wider than 10meters in diameter. Otherwise the user would still be hit due to the user can only travel by 10meters since this technique is short to mid range so this cannot be used to dodge large scale techniques only small projectile like techniques like fireball jutsu, Fire Style: Exploding Flame Shots and other small scale projectile like techniques, as well as few attacks that are like blasts as long as they aren't large scale as said before due to this has a 10meter range limit so any attack that is 10 meters in diameter would still hit you if you try to use this as a counter.This jutsu would allow someone to dodge small Amaterasu flames, but not large scale flames that are 10 meters in diameter or flames that appear all around/cover you as there has to be away to escape out of it. This jutsu would only allow you to dodge the same type of techniques that Doton no jutsu can allow you to dodge, only this is much faster.
      - Can't use wind or lightning jutsus in the same turn.
      - Can't use any other swift techniques in the same turn.
      - Can only be used 3X per match.
      - Must wait one turn before using again.
      - Must have a swift release bio.

      (Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique
      Type: Supplement
      Rank: A
      Range: Short
      Chakra Cost: 30
      Damage Points: N/A
      Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.
      Notes:- Lasts 3 turns
      - This jutsu doesn't increase the users speed, only senses.
      - this jutsu can be used to speed read/ track movements at inhuman levels.
      - Can only be used once per battle.
      - Must have a swift bio.
      - No wind or lightning jutsus can be used in the same turn as activation.

      Obtained as part of -Yard-'s customs


      Customs Taught to Me
      ( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
      Type: Supplementary
      Rank: A
      Range: Self
      Chakra: 30 (+10 per turn)
      Damage: N/A
      Description: Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them. Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
      No Forbidden-rank Nekura techniques may be used while this is active.

      (Bakudō no Shichijūkyū: Kuyō Shibari) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
      Type: Supplementary/Offensive
      Rank: A
      Range: Short-Long
      Chakra: 30
      Damage: 60
      Description:The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
      This technique may be used only thrice per battle.
      No Nekura techniques above A-rank may be used during the same turn and the next turn.

      (Dark Convergence) - Kuro Shuusoku
      Rank: A
      Type: Supplementary/Offensive
      Range: Short
      Chakra Cost: 50 (+10 per turn active)
      Damage Points: N/A (+15 to opponent for every taijutsu blow landed)
      Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands.
      Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus.
      The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage.

      (Noroidzi Hari no Nami) - Cursed Blood Needle Wave
      Type: Supplemenary
      Rank: C
      Range: Short-Mid
      Chakra: 15
      Damage: N/A
      Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
      Cannot be used on Keigoku attacks of S-rank and higher
      Can only be used four times per battle.

      (Togesuzumebachi no Ame) - Rain of Stinging Wasps
      Rank: A
      Type: Offensive/Supplementary
      Range: Short - Long
      Chakra: 30 ( +5 per turn )
      Damage: 60
      Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
      By sheltering under a suitable defense, the effects of this technique can be avoided.
      The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

      Learned Here


      Genjutsu: Jaaku Shinkan| Illusionary Arts: Wicked Silence
      Type: Offensive
      Rank: B-Rank
      Range: Short-Mid
      Chakra: 20
      Damage: N/A
      Description: This is a simple genjutsu technique, where the user injects their chakra in to their opponent, and then cause the opponent to feel as if their tongue is being rolled inside their mouth and being pulled in to their throat and feel as if they are choking on their tongue.
      -Can only be used 3 times
      -Can only be taught by Cookie..

      Learned Here

      Genjutsu: Bunkai | Illusionary Technique: Disassemble
      Rank: A
      Type: Supplementary
      Range: Short - Medium
      Chakra: 30
      Damage: n/a
      Description:The user will snap their fingers and by doing this they disrupt the targets chakra flow to bring them under a unique genjutsu. once the fingers are snapped - the target will suddenly get bright lines all over their body like a grid. Then their body splits apart in each grid square and making about 40 little who whomever the target it - meaning the target's mind under the illusion is split between the little ones. This causes the target to be confused and feel as if their body has been split into little clones of themselves. The little ones in the illusion are just running around - spouting confusion and being angry that they're small. While under then illusion the little ones cannot use any techniques so the target can't use these little ones as legit clones. In reality, the target is running around due to the confusion.
      Note: Only usable twice per conflict
      ote: Unable to use Genjutsu in the next turn
      Note: Only usable/trainable by Coyote

      Learned Here



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

      Learned Here


      Customs I Taught Others
      Taught Diving Serpent, Hailing Updraft, and Natural Lightning Enhancement
      Taught Diving Serpent
      Taught Blessing of the Fairy, Elbow Impact, and Landmine Kick
      Taught Blossoming Kunai

      Open Spaces (Of My Own Techniques)
      Diving Serpent - 4/6
      Hailing Updraft - 5/6
      Natural Lightning Enhancement - 5/6
      Blessing of the Fairy - 5/6
      Blossoming Kunai - 5/6
      Elbow Impact - 5/6
      Landmine Kick - 5/6
      All Others - 6/6
       
           
      Last edited by Sharingdork; 04-21-2013 at 10:32 PM.

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