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    Sara is the best!
     



    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

    17) (Suiton: Kiri no Asashin) Water Release: Assassin of the Mist
    Type: Offensive | Supplementary
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user forms three handseals and channels their chakra through an already-existing mist, either natural, or technique-made (the user of the technique doesn't matter). Then, by using shape manipulation, the user can form the mist into various bladed weapons at any point in the mist up to mid-range, and then control the weapons much like they can real weapons with "Manipulate Advancing Blades", moving them through the mist with simple mental commands. This technique is most effective when used in thick mists, and especially chakra-infused mists such as "Hiding in Mist Technique", as it makes the condensed mist hard to see, and a sensor-type has to concentrate to feel the changed density of chakra within the mist, especially if it's behind them, away from the user where one's attention would be in a battle.
    Note: ~Can only be used by Sharingdork
    ~Can only create one tool (kunai, sword, shuriken, etc.) per use
    ~Tools only last the turn they were made


    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

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


    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)


    1. ( Kaijuku ) - Obscuring Void
    Rank: Forbidden
    Type: Offensive
    Range: Short - Long
    Chakra: 50
    Damage: 90
    The most powerful offensive technique of the Nekura clan, the Nekura will make 5 handseals and focus, opening a large portal ( 5 metres in diameter ) about a metre above the opponent. The portal will then spew out so much Keigoku that it looks like a dark beam at high speeds. The beam blankets the whole area under it with Keigoku, causing any sentient being caught under it to suffer from severe mental pains, causing the victim to suffer from dementia from prolonged exposure to dense concentrated Keigoku.
    The beam is fast enough that only very speedy techniques involving quick motion ( or a fast, suitable defense ) can avoid it - such as the FTG, EIG etc. However, simple motion, like pushing off with wind is not fast enough.
    The technique can be used only once per battle. After using this technique, the Nekura is so exhausted that he cannot use any jutsu that require high concentration including fuuinjutusu, kinjutsu, medjutsu, and any elemental jutsu of S rank and higher for 2 turns, though he and his opponent suffer this drawback. Only one other Keigoku jutsu can be used the same turn this is used and the subsequent two turns as well.


    Quote Originally Posted by Sharingdork View Post
    Shakujo no Kyū-Setsu (The Nine Verses of Shakujo)
    Type: NinKenjutsu
    Background: The Sage of Six Paths was a wandering monk who carried with him a type of staff known as a Shakujo. The Shakujo was a staff, normally used as a walking stick, with one end consisting of a large circle with other rings placed on the circle. As the Sage was preaching his teachings of chakra and ninjutsu, a small group of students noticed that the Sage carried with him his Shakujo, and were inspired to follow the path of the great man who was teaching them. The group of students each fashioned their own Shakujo and practiced their usage of hand-to-hand combat along with the usage of chakra, as taught to them by the Sage of Six Paths. While training for combat with the Shakujo, one of the members of the group discovered that by channeling his chakra through the staff, he could manipulate the rings on the end of his staff. Utilizing this new discovery, the group of men developed a fighting style based upon utilizing their chakra with their Shakujo. They then taught this style of fighting to others, who passed it down for generations.
    After the first generation of Shakujo users passed on, the second generation began to notice a pattern in the people they met on their travels. It appeared that each one of them used ranged applications of chakra, allowing them to fight at a distance so as to preserve their bodies and health. This second generation of Shakujo users, scared at the fact that all practitioners of chakra they had met were either soldiers or soldiers-in-training, left the way of the monk. No longer were they to be peaceful, but instead the Shakujo users went into practice to make their fighting style more versatile. It was the third generation who eventually discovered that chakra, in concentrated amounts, could cause a ring to simply move through the Shakujo to which it was bound, and cause the ring to float in the air around them. This gave birth to a new fighting style based upon a Shakujo's rings as controlled projectiles. As the generations advanced further and further, the style became more and more refined, slowly becoming the powerful style it is now.

    Description on the Abilities and Inner Workings of the Style: Shakujo no Kyū-Setsu is a fighting style based around manipulating the rings of a Shakujo with chakra for both offensive and defensive purposes. The way the user manipulates their rings generally fall into one of two main categories:
    Bound Style - The Bound Style of The Nine Verses of Shakujo is based around the use of a Shakujo's rings while bound to the Shakujo. The user uses the staff itself as a regular staff while using the rings on it to augment attacks. By manipulating the rings with their chakra, the user can create multiple desirable effects such as rotating the rings at speeds great enough to allow them to cut clean through solid objects, causing the rings to clasp down on a sword so as to prevent its movement, among other uses.
    Ranged Style - The Ranged Style of The Nine Verses of Shakujo is slightly more unorthodox than the Bound Style, and was developed after the first generation of Shakujo users had passed away. This style allows the user to fill each of the rings of their Shakujo with their chakra, and then cause the rings to separate from the staff and to hover in their air of their own accord. The user's chakra is constantly being drawn into the rings as they float in order to keep them suspended in the air, and as such, each ring is capable of generating chakra seemingly from itself, while actually being the user's chakra sent to it through the air. The floating rings can then be manipulated by specific techniques to achieve effects such as deflecting projectiles, joining together to form a shield, and many other uses. Because of the users of this style being drawn towards power and being able to fight at distances rather than up close, the Ranged Style has been preferred over the Bound Style, and as such has been perfected with many more techniques designed for it than the counterpart.

    While both forms of Shakujo no Kyū-Setsu draw from the user's chakra reserve, the Ranged Style is more prominently ninjutsu-based, while the Bound Style is based off of the mechanics of kenjutsu.
    Example Techniques:
    (Saisho no Uta: Kaiten Burēdo) - First Verse: Rotating Blades
    Rank: B
    Type: Offensive
    Range: Short
    Chakra Cost: 20
    Damage Points: 40
    Description: The user channels their chakra through their Shakujo, which causes the loose rings at the end of their staff to appear to "stand up", as if they were repelled by some force at the center of the ring which binds them to the staff. Each ring then begins to spin at high speeds, and as each ring spins the sheer speed the metal material gains appears to give it a sharp quality, allowing the spinning rings to easily cut through C-rank and below Wood Style techniques, and even more solid materials such as Earth Style and steel swords or Steel Style.
    Note: ~Can only be taught by the owner of Shakujo no Kyū-Setsu
    ~Can only cut C-rank and below techniques and objects without chakra

    (Saisan no Uta: Dansu Ringu) - Third Verse: Dancing Rings
    Rank: C
    Type: Offensive | Supplementary
    Range: Short-Long
    Chakra Cost: 15 (-5 per turn)
    Damage Points: 30
    Description: The user channels their chakra through the rings of the Shakujo and causes the rings to separate from the main staff and float around themselves. The user can then manipulate the six rings in the air to deflect average weapons or to advance on the opponent and spin to cut them with the sharpness of an average sword. Each ring individually has no more strength than a freeform kunai, but they may be manipulated freely and can hang in the air as the user performs other techniques.
    Note: ~Can only be taught by the owner of Shakujo no Kyū-Setsu
    ~Lasts 3 turns, or until the user calls the rings back to their Shakujo

    (Saishū-Tekina Uta: Rengoku) - Final Verse: Purgatory
    Rank: Forbidden
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 50
    Damage Points: N/A
    Description: The user releases the rings of their Shakujo, which leave the main staff and fly through the air, each to a separate location in order to create a sort of "box" around the user and his opponent. Then, each ring will begin to spin and release the user's chakra from itself, the chakra being drawn to the four rings immediately adjacent to it (chakra will not travel from, say, the ring to the left relative the user, to the right relative the user) in order to form a barrier in the form of a black sphere of chakra around the user and his opponent. While inside the barrier, the only techniques which can be used are those which originate from the user; earth release techniques that manipulate the ground, water release techniques which require a water source, and wind release techniques which manipulate the wind in the atmosphere are a few examples of techniques which cannot be used within the barrier. The user may also manipulate the barrier to rotate or roll at their will, allowing the user to spin the barrier in order to shift either their own or their opponent's position (assuming their standing on the barrier's surface) in order to dodge to be hit by attacks. The sphere can move so fast that techniques which aren't large-scale can easily be avoided by simply adjusting the barrier's, and therefore the people standing on the surface of the barrier's, position.
    Note: ~Can only be taught by the owner of the Shakujo no Kyū-Setsu style
    ~Must be a practitioner of Shakujo no Kyū-Setsu for at least two months before learning the Final Verse
    ~Only lasts 2 turns
    ~The barrier can only be destroyed by a Forbidden-ranked technique shot at the barrier, meaning all other techniques are contained within the barrier, making wide-scale attacks dangerous for the user as well as the defender
    ~Can only be used one per battle
    ~When the barrier disappears, the Shakujo's rings shatter, making it impossible for the user to use Shakujo no Kyū-Setsu for the rest of the battle

    Additional effects and Restrictions: -Can passively control the rings while bound to the Shakujo, not floating, in free-form
    -The Ranged Style of the Nine Verses of Shakujo is bound by techniques, making it impossible for the rings to separate from the Shakujo without a jutsu
    -Must have mastered kenjutsu
    -Must have at least begun Ninjutsu and mastered the Tree Climbing and Water Walking exercises for proper chakra control


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

    Sharingdork, our loyal member, gave on the 5th of February 2014 a request for a Patent on custom fighting style (Shakujo's no Kyū-Setsu ) Nine Verses of Shakujo. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


    Shakujo's no Kyū-Setsu | Nine Verses of Shakujo
    Powered by Madāra Uchiha
    Copyright 2013, Sharingdork, NarutoBase.net

    Techniques for Nine Verses of Shakujo

    (Saisho no Uta: Kaiten Burēdo) - First Verse: Rotating Blades
    Rank: B
    Type: Offensive | Supplementary
    Range: Short
    Chakra Cost: 20
    Damage Points: 40
    Description: The user channels their chakra through their Shakujo, which causes the loose rings at the end of their staff to appear to "stand up", as if they were repelled by some force at the center of the ring which binds them to the staff. With each individual ring flattening against the fixture they're bound to on the end of the staff (so that it looks similar to the picture below, with no overlapping rings), each ring then begins to spin at high speeds. As each ring spins the sheer speed the metal material gains appears to give it a sharp quality, allowing the spinning rings to easily cut through C-rank and below Wood Style techniques, and even more solid materials such as Earth Style and steel swords or Steel Style. Kenjutsu of any rank may be used with the "sharp", spinning rings, but if a section of the staff rather than the rings makes contact with something, obviously there will be no cutting power.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
    ~Can only cut C-rank and below techniques and objects without chakra


    (Wasurete Saini no Uta: Mokṣa) Forgotten Second Verse: Moksha
    Rank: S
    Type: Offensive
    Range: Short(-Long)
    Chakra Cost: 40 (+10 per turn) (20 to launch a single ring)
    Damage Points: 80
    Description: An ancient technique, sealed in a scroll from the time of the second generation of Shakujo no Kyū-Setsu users, it wasn't until many generations later that the Forgotten Second Verse was discovered. Building upon the First Verse, the Forgotten Second Verse was a testament to those who left the way of the monk and entered the way of the soldier, learning how to weaponize the Shakujo, yet not knowing how to manipulate the rings as projectiles.
    To begin the technique, the user charges chakra through the Shajuko, which will cause the attached rings to spin around wildly. The rings will perk up in a similar manner as the First Verse, but the chakra coating them will acquire different properties. As they spin, they will create a great drag and friction around the brim of the staff's head and the air around. In a fine balance between self-preservation and output of energy, the ring portion in contact with the staff, and the staff's head will glow past the hues of red to become a scorching white light, with the vibration around the rings and staff acquiring powerful repellent barrier of displaced air and a deafening metal on metal friction sound. The user is then able to swing the blazing hot staff, using the heated air barrier to stun and repel any target in close proximity, the air not only pushing way the target before it can actually come in contact with the heated ring, but also heavily burning the target as it is being repelled. If in close proximity with mechanical sensible organs, such as the inner-ear, the metal sound will disrupt and pierce, adding deafness to the burning damage. In practical terms, this hot barrier suffers no elemental weakness or strengths, a combination between energy damage (heat) and physical damage (displaced air), allowing the user to imbue Kenjutsu and Taijutsu techniques that use the Shajuko with the barrier's power. The scouring rotation lasts for 3 turns, after which the rings will simply become limp and cool down, for 2 turns. The radius of the barrier is half a meter, which is the distance the user must remain from the staff's head, in order not to be affected by it, making the motions of the style looser and wider, as the practitioner will usually wield the staff from it's very bottom, creating distance from the head.
    Additionally, the user is able to focus chakra on the staff's head during the technique, forcing the rings to infuse their chakra onto a single one, which will embody all the power of the verse. The user is then able to shoot this ring off the Shajuko, towards the opponent, at the speed of an arrow. This will forcefully end the verse and begin the cooldown at the end of the turn, where the projectile will fly back towards the Shajuko, after it dealt damage (counts as a move). As the single ring has gained all the chakra, and therefore speed and power, of the other rings, the barrier of heat it gives off as it flies slowly expands as the chakra cannot contain the heat in such a localized area, causing the barrier to grow six times its original size; three meters in radius.
    Note: ~Can only be taught by the master of the Shakujo no Kyū-Setsu style
    ~After the barrier finishes, during the cool down, the user is unable to use Shajuko techniques
    ~Can only be used once per battle

    (Saisan no Uta: Dansu Ringu) - Third Verse: Dancing Rings
    Rank: C
    Type: Offensive | Supplementary
    Range: Short-Mid
    Chakra Cost: 15 (-5 per turn)
    Damage Points: 30
    Description: The user channels their chakra through the rings of the Shakujo and causes the rings to separate from the main staff and float around the stationary ring which previously bound them. The user can then manipulate the six rings in the air to deflect average and basic chakra-infused weapons, the ring returning to the staff on its own afterwards. Each ring individually has no more strength than a freeform, chakra-infused kunai, but they may be manipulated freely and can hang in the air around the Shakujo as the user performs other techniques.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
    ~Lasts 3 turns, or until the user calls the rings back to their Shakujo

    (Saishi no Uta: Roku-Ten Kanma) Fourth Verse: Six-Point Barrier

    Rank: A
    Type: Defense | Supplementary
    Range: Short (of user)
    Chakra Cost: 30 (-10 per turn)
    Damage Points: N/A
    Description: The user, after either having their rings already released from the Shakujo for a separate technique, or by releasing them specifically for this technique, will have each ring align itself in a hexagonal formation in front of them. The rings will then release chakra from themselves towards the other rings, creating a thin barrier of condensed chakra with advanced enough shape manipulation that the barrier can withstand up to A-rank attacks. The barrier may be adjusted as the user wishes, gesturing with the staff portion of their Shakujo where the rings, and by extension the barrier, will move, and can even be used to lift the user into the air and hover so long as they wish. The barrier's diameter is wider than the user's height by only a few inches.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu

    (Saigo no Uta: Rin'ne) Fifth Verse: Saṃsāra
    Rank: A
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: Building upon the Shuriken Shadow Clone Jutsu, the user will release the rings from their Shakujo (or manipulate them once already released) towards the opponent. Then the user will strike the ground with the Shakujo's staff and clap the fist holding their Shakujo with their free hand. After making the improvised handseal, the rings will multiply and create a large wall of thousands of rapidly rotating projectile rings flying towards the opponent. After the barrage of rings, all but six will disappear, and those six will fly back to the Shakujo, reconnecting and falling limp afterwards.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
    ~Can only be used twice per battle
    ~The user cannot use any Shakujo no Kyū-Setsu techniques for two turns after using this jutsu

    (Sairoku no Uta: Inga) Sixth Verse: Karma
    Rank: A
    Range: Short-Long
    Type: Supplementary | Defensive | Offensive
    Chakra: 30
    Damage: 60
    Description: The user, after having the rings of their Shakujo separated either from an earlier technique or specifically for this jutsu, will have their rings begin to spin at high speeds before sending them directly at their opponent. It would appear as though the rings had the goal of slicing the opponent once they got there because of the speed and direction they take, but this is not the case. Once they reach the opponent, they begin to orbit the person in an elliptical fashion. This can best be described by looking at how an electron orbits its nucleus. Because of the number of different rings orbiting, the opponent is essentially trapped in one location for moving would ensure a dismembered limb or two. After activation of the jutsu, the technique becomes self-sustaining, like the Rasengan, freeing the user to do as they wish. Because of the metallic nature of the rings, the technique is even more dangerous as it conducts lightning extremely well - so well, in fact, that unfocused lightning used by the one trapped in the technique will be conducted between the moving rings, interconnecting all of them and shocking the target (who is within the orbit of all the rings) to death.
    This technique can also be used by the user around himself. If the Shakujo's staff is at the epicenter of the orbital paths of the rings, they will move with the Shakujo's movements, allowing the user to move without cutting himself. The high-speed movement of the rings allow them to defend against larger-scale solid assaults (the hand of the Stone Golem, for example) while it's useless against smaller or intangible attacks (a barrage of senbon or water/wind/fire attacks, for example), as well as being able to defend against close-combat fighting. However, this defensive property applies if used on an opponent as well, though the rings don't move with them.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
    ~Lasts for two (2) turns before the rings return to the Shakujo automatically

    (Sainana no Uta: Jigoku) Seventh Verse: Naraka
    Rank: A
    Type: Offensive
    Range: Mid-Long
    Chakra Cost: 30 (-5 per turn)
    Damage Points: 60
    Description: The user will release the rings from their Shakujo (or manipulate them further if they're already released), and will send the rings into the sky. From there, the rings will all begin to spin as the user channels his Katon chakra into the rings. As the rings spin, they will generate a multitude of small fireballs, about the size of a ping-pong ball, which will fly in every direction and rain down on the ground. Due to the spacing of the rings and the range of the fireballs from each ring, the only safe place is a meter radius circle around the Shakujo's staff, which will cause the floating rings to move with it (meaning if the user, holding the staff, walks forwards, the rings above will move so that the user remains safe). When the technique ends, the rings will remain in the air for a second after they finish spewing flames before returning to the Shakujo.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
    ~Can only be used twice per battle
    ~Requires two turn minimum in between usages
    ~Lasts 3 turns, or until canceled
    ~The user can only use Katon and chakraless techniques while active

    (Saihachi no Uta: Kāma-Dhātu) Eighth Verse: Desire Realm
    Rank: S
    Type: Offensive | Supplementary
    Range: Short-Long
    Chakra Cost: 40 (-5 per sphere per turn) (-20 per sphere regeneration)
    Damage Points: 80
    Description: The user, after having the rings of their Shakujo separated either from an earlier technique or specifically for this jutsu, will have their rings begin to spin, but differently than normal. Normally, the rings spin along their own circular formation, which would make the ring appear to not be moving at all if one doesn't look closely. This is normally done to make the edges hot with friction and cause it to gain a type of cutting quality. The Kāma-Dhātu has the rings spin on a different axis so quickly that it almost looks like they've formed into small spheres instead of being simply rings from the blurring effect from the high-speed rotation (as if you took a ring or coin and spun it on its side on a table top) [see video below for further explanation]. As the rings spin, the users chakra is sent out to each ring equally and creates a field of chakra around the outside of each ring. As the rings spin, they move at a speed so fast that the chakra cannot cling to the physical being of the ring effectively, which creates a drag-like effect where the chakra from each ring is curved to such a high degree that the other end of the ring connects with the chakra "flowing" from the opposite end, creating a true sphere of chakra surrounding the spinning rings. Each sphere may then be controlled individually with strength granted by the constantly-rotating spheres of chakra equal to a B-rank technique of any element. When these spheres are damaged by C-rank and below techniques, the user may send more chakra to the damaged sphere to regenerate it and raise its strength back up to B-rank.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
    ~Can only be used twice per battle
    ~Must wait a three turn gap between uses
    ~Rings may return to the Shakujo at any time. Rings are forced to return if damaged by a B-rank technique. If they are damaged by an A-rank or above technique, the user must physically collect the ring as it can't "fly" back to the user being out of chakra
    ~Regeneration of spheres is a choice of the user's and counts as a move of their turn . Returning to the Shakujo staff if damaged by a C-rank or under technique (including no damage) is also a choice but doesn't count as a move. Rings which are returned to the staff or are damaged by A-rank and above techniques no longer count to the "-5 per sphere per turn" chakra cost


    (Saikyū no Uta: Ku) Ninth Verse: Dukkha
    Rank: S
    Type: Offensive | Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user, either by manipulating his rings as they are floating or by separating them from his staff first, will cause the six rings to touch together, transferring all of their chakra to a single ring. This ring will then emit a chakra coating over itself as it spins, the chakra acting to help protect and strengthen the ring. The single ring, carrying the chakra of the other five, will then be able to move faster than an average kunai with as much precision as the user wishes, controlling it's direction with the end of their Shakujo. The ring may pierce through up to A-rank techniques without so much as losing momentum due to its small size, high rotation speed, and powerful protective chakra coating, allowing it to pierce through a great deal of defenses to pierce an opponent's body. Even if the opponent dodges, the user can control the direction of the ring with their empty Shakujo. The user may also, as all the chakra is transferred to a single ring, choose to imbue said ring with an elemental nature, giving it the strengths and weaknesses of said nature, as well as basic effects of the element on contact with an opponent (burning with fire, cutting with wind, numbing with lightning, etc.). When the technique has ended, the user must touch each of the fallen rings with their Shakujo to recollect them, as they have lost their chakra.
    Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
    ~Can only be used once per battle
    ~The user cannot use any other jutsu while controlling the rings.
    ~If elemental natures are imbued, then jutsu above S rank for that element cannot be used next turn.
    ~No Shakujo no Kyū-Setsu techniques may be used for two turns after this technique's usage

    (Saishū-Tekina Uta: Rengoku) - Final Verse: Purgatory
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user releases the rings of their Shakujo, which leave the main staff and fly through the air, each to a separate location in order to create a sort of "box" (more akin to a sphere or ellipse) around the user and his opponent. Then, each ring will begin to spin and release the user's chakra from itself, the chakra being drawn to the four rings immediately adjacent to it (chakra will not travel from, say, the ring to the left relative the user, to the right relative the user) in order to form a barrier in the form of a black sphere of chakra around the user and his opponent. While inside the barrier, the only techniques which can be used are those which originate from the user; earth release techniques that manipulate the ground, water release techniques which require a water source, and wind release techniques which manipulate the wind in the atmosphere are a few examples of techniques which cannot be used within the barrier. Because the sphere is comprised of the user's own, dense chakra, seals created by a foreign chakra (that of an opponent or ally), including those required to perform a summoning (ie. the ones that spread out from the hand), need to be of equal or greater potency to take effect, otherwise being "swallowed up" and diluted by the user's chakra. This is to further aid the purpose of the technique, which is to sever the user and the opponent from the environment, and any allies or other enemies nearby. Because the dense chakra also blocks light, it causes the interior of the sphere to be pitch-black, and such renders regular vision useless.
    Note: ~Can only be taught by the owner of the Shakujo no Kyū-Setsu style
    ~Only lasts 3 turns
    ~The barrier becomes self-sustaining after forming completely
    ~The barrier can only be destroyed by a concentrated S-ranked technique, or unfocused Forbidden-rank technique, shot at the barrier, meaning all other techniques are contained within the barrier, making wide-scale attacks dangerous for the user as well as the defender
    ~Can only be used one per battle
    ~When the barrier disappears, the Shakujo's rings return to the staff and become unusable for four turns



    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
    Eight "Cannon" Techniques

    ( 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.

    ( Jagan ) - Evil Eye
    Rank: S
    Type: Offensive
    Range: Short - Long
    Chakra: 40
    Damage: 80
    One of the Nekura Clan's most secretive and fabled techniques, the Evil Eye, or Jagan, is the signature technique of the Nekura elite. To perform this technique, the Nekura member must know the method of transferring Keigoku through eye contact alone, which comes from special training with the clan head. Once the opponent locks eyes with the Nekura, Keigoku instantly transfers onto his face and eyes, causing him severe searing mental pain that causes him instant incapacitation and could cause madness on prolonged contact.
    The technique may be used thrice per battle - however, per battle it can only be used once on a particular enemy. So, in a one-on-one battle, it can only be used once; in a one-on-many battle, it can be used thrice on three different opponents.
    The Keigoku transfer is instant, however, the stronger the mind of the opponent, the shorter the recovery time. For MS-wielders, whose minds are strengthened by Genjutsu expertise, the time of incapacitation is thirty seconds; for normal sages, a minute, and increases by twenty seconds per rank as it descends.
    The Nekura cannot use any more Keigoku techniques for two turns after.

    Learned Here

    ( Fōsurai ) - Force Lightning
    Type: Offensive
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
    Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.

    ( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
    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.

    Gained without training due to being of Clan Concil rank

    4 "Custom" Techniques (Mine are Above and Numbered)

    ( Hansenshugi no Madokaoni ) - Tranquil Demon of Pacifism
    Rank: Forbidden
    Type: Offensive/Defensive
    Range: Short
    Chakra: 50 ( +20 per turn )
    Damage: 90
    The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him and everything in short range of him with Keigoku chakra. When the portals disappear in a few quickly, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, compoaed of Keigoku which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
    However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point and weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher, excluding those grown under the user, will be able to knock the user from the inside of the technique, causing his hold on it to cease and end.
    Also, if an opponent, regardless of speed, touches the technique, he suffers great mental agony and trauma, similar to being subjected to Tsykuyomi, and also causing strokes and migraines with prolonged contact. However, the faster the opponent, the less damage he takes - opponents in 4th Gate and above can pull back fast enough to ensure only minor headaches
    The Nekura must have had special training to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike an enemy ninja, it will count as a move of the user's 3 per turn. The club has a reach of up to Mid range of the user.
    Each oni takes on a difference appearance depending on the user, with some Oni's having different melee ranged weapons, such as a sharp sword in place of a stick or club, all made of Keigoku.





    (Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
    Rank: A
    Type: Defence/Supplementary
    Range: Short-Medium
    Chakra Cost: 30
    Damage Points: -
    Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
    ~ -10 damage to user per use
    ~ No water techniques of S rank and above next turn

    (Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
    Rank: A
    Type: Defence/Supplementary
    Chakra cost: 30
    Damage: N/A
    Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
    The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

    (Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
    Rank: Forbidden
    Type: Attack/Defence/Supplementary
    Range: Short-Long
    Chakra Cost: 70
    Damage Points: 100
    Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
    *Barrier needs to caught the user also
    *Barrier lasts 5 turns until it destroys everything on it's inside and disappears
    *Usable once per battle
    *User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice

    ( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40 ( +10 per turn )
    Damage Points: N/A
    Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
    * Can be used only once per battle
    * Leeches user's chakra 10 per turn
    * User cannot use Forbidden Rank techniques while it is active of any element.
    * Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.




    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

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

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

    Learned Here

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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





    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



    (Fuuton: Rashinban Taka no Me) Wind Release: Compass Hawkeye
    Rank: A
    Range: Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does one handseal, and the air in on of 4 different locations, North, East, South West, will compress and assume the shape of a hawk, soaring in the air about 20 meters from the ground, and Long range from the opponent(s). It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make this wind-hawk (One at a time, or as the user wishes) shoot itself at speeds slightly higher than the current sniper bullets, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique.
    *Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can preform any other jutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
    Once targeted (At the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, looses consciousness or get's killed.

    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, Landmine Kick, Bombshell, Monster's Rampage, Rumbling Mt. Fuji, and Devastating Mt. Fuji
    Taught Blossoming Kunai
    Taught Diving Serpent
    Taught Tri-Tomoe
    Taught Blossoming Kunai and Explosion Tag Barrage
    Taught Explosion Tag Barrage

    Open Spaces (Of My Own Techniques)
    Diving Serpent - 3/6
    Blossoming Kunai - 4/6
    Explosion Tag Barrage - 4/6
    Nine Verses of Shakujo - 4/6 (2 reserved)
    Hailing Updraft - 5/6
    Natural Lightning Enhancement - 5/6
    Blessing of the Fairy - 5/6
    Elbow Impact - 5/6
    Landmine Kick - 5/6
    Bombshell - 5/6
    Monster's Rampage -5/6
    Rumbling Mt. Fuji -5/6
    Devastating Mt. Fuji - 5/6
    Tri-Tomoe - 5/6
    All Others - 6/6
     
         
    Last edited by Sharingdork; 10-13-2014 at 04:55 PM.

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