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  1. #1
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    Shuusai's world.

    This is my very own Custom jutsu thread with all the customs I created, received and learned. The numbered ones are mine, and all the others are taught/given to me. I have received all the customs in this custom jutsu thread before the rule was created by our very own Scorps-sama. However, a couple of months ago I got taught many custom jutsu's by a few people and will place a link right above the technique's linked to the thread where I have learned those. If you are intrested in any custom jutsu of mine than feel free to VM/PM me.

    Enjoy. Yours truly, Shuusai, previously known as Jokey.

    :scorps:
     
         

  2. #2
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    Re: Shuusai's world.


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


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


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


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


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


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


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


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


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


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


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


    (Katon: Kitsune no Uen ) Fire Release: Devious Fox
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user preforms a row of 5 handseals, and places her hand on the ground. From each finger, an extremely fast string runs along the floor, against the opponent, that then multiplies into a series of wires that engolf the opponent, locking his movements and burning him severely.
    *Can only be used twice per match*
    *No handseal using techniques same turn*


    (Katon: Suisei Dengeki)- Fire Release: Comet Blitz
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage: 80
    Description: The user forms 3 handseals and exhales a meteor-sized fireball at the opponent trailed by several smaller fireballs that can be used to attack multiple targets. They can all be manipulated freely.
    -Usable 2 times per battle
    -No A-rank or higher fire jutsu next turn
    -Can only be taught by Katonpwnz


    (Katon: Shakunetsu no Kobushi)- Fire Release: Scorching Fists
    Rank: S
    Type: Attack/Defence
    Range: Short/Mid
    Chakra: 40
    Damage: 80
    Description: The user forms 3 handseals and creates large pillar of fire at his side in the shape of a boxing glove with a forearm. It moves with the user and is controlled with the user's own arm. By throwing a punch, the user can fire it strait at the opponent. It can be left to not mimic the user's movements as he performs other jutsu.
    -Usable twice per battle
    -Lasts for 3 turns
    -No other fire jutsu as long as the fist lasts.
    -Can only be taught by Katonpwnz

    __________________________________________________ _____________________________________

    (Katon: Gekaokakyō no Jutsu) Fire Release: Raging Blue Fireball Technique
    Type: Offensive
    Rank: A-rank
    Range: Short to Mid range
    Chakra: 30
    Damage: 60
    Description:
    The user preforms the hand seals Boar → Tiger → Horse → Snake or Dog → Dragon → Monkey → Hare, and then making a ring with their thumb and index finger, the user blows through the ring which either forms into a continuous blue flamethrower or a blue sphere, both having immense destructive power that are capable of forming massive craters in the ground.
    Note: Can only be used three times per battle.
    Note: Can only be taught by Nathan.


    Taught here

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


    Taught here

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


    Taught here

    (Katon: Kasai To Chi) Fire Style: Fire and Blood
    Type: Offensive
    Rank: A rank
    Range : Mid
    Chakra : 30
    Damage : 60
    Description:
    -The user performs the Dog -> Rat -> Ox handseals and greatly manipulates his Katon chakra.The user uses shape manipulation to form multiple (6) "swords" made of Fire that hovers above the user. With a simple hand gesture,the user can send and control these swords to move towards the enemy and impale them.Due to their heat,as they are practically pure fire that is greatly concentrated to a sword form,they would easily burn through the opponent with ease.By performing the Snake handseal,the user is able to make these "swords" explode by easing the concentration of the swords and allowing the to become just fire without form,creating a small explosion where the sword was impaled.
    Note:The user can make up to 6 of these fire swords, and less,depending on the situation.
    Note:No A rank Fire techniques for the next turn
    Note:Can only be taught by -L-
    Note: Usable 3 times and they last only a moment if they aren't used to attack


    Taught here by L
     
         
    Last edited by Jokey; 05-29-2014 at 07:53 PM.

  3. #3
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    Re: Shuusai's world.


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


    8) (Suiton: Sui Mizu) - Water Style: Acid Water
    Rank: A
    Type: Attack
    Range: Short/Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.


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


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


    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.


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


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

    -Lasts up to four turns (within the four turns the users water techniques are infused)
    -Twice per battle


    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*


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


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


    (Suiton: Hebi no Naitei) Water Style: Harem of the Serpent
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user stomps on the ground, releasing a wave of oil, knee-high, that can either be spread in a radial manner to Mid range, or straight forward to Long range, leaving behind a shallow layer of oil. As soon as the wave is released, with 3 handseals, the user can turn the oil layer into tons of snakes-like structures that will bite and restrain the target.
    *can only be used once every two turns, and a maximum of thrice*


    (Suiton: Mizu Kokyuu)-Water Release: Water Breath
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: N/A
    Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus.
    -Only used by Dei Dei
    -Only used twice per battle
    - (-15) chakra each turn the bubble is used

    __________________________________________________ __________________________

    (Suiton: Dai iwa Shiroppu no Jutsu) - Water Release: Great Syrup Golem Technique
    Rank: S
    Type: Offensive, Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: 80 (+30 if charged with lightning)
    Description: Similar technique to Great Stone Golem, the user expels a large creature composed of syrup from his mouth. Hence the golem is made of syrup, it has the ability to absorb certain mud, suiton, raiton jutsus, up to B-rank, thus making him bigger, than his original size. The golem only expand if he absorbs a suiton or a mud technique. If the opponent gets in contact with him, he'll be sucked in the golem, thus suffocating him to death.
    Note:
    -Can be used twice
    -If the golem destroyed, it can continue towards as a water wave.
    -After absorbing a jutsu the golem will become 150% bigger, regardless of the rank.
    -The golem can only absorb 3 techniques, after which it will crumble.
    -Suiton needs to be mastered in order to do this.
    -Can be taught by Dr. House


    (Suiton:Hakidasa shizuku) - Water Release: Spew Droplets
    Rank: A-S
    Type: Supplementary
    Range: Short-Mid
    Chakra cost: 30 (If A) - 35 (If S)
    Damage points: N/A
    Description: The user will basically blow out huge amounts of driplets infuzed with a lot of chakra into the air, thus nullifying the incoming fuuton jutsu by materializing with it's molecules, thus making the molecules heavier, thus forcing the jutsu on the ground, creating a pond.
    Notes:
    -If the user decides to emit S-ranked, it will only be able to nullify an A-ranked wind techs, but If the user decides to blow out an A-ranked, it will nullify a B-ranked fuuton jutsus.
    -the user can decide as how much water driplets he'd like to emit, thus having an A-ranked driplets, or S-ranked driplets.
    -Being able to release high qualities of chakra, the user needs to be Sannin or above
    -Need to be mastered water
    -Can be used twice
    -Only taught by Dr. house


    All taught by House

    [Suiton : Sōdaina mizu no Fenikkusu ] - Water Release : Grand Water Phoenix
    Type: Attack
    Rank: S
    Range: Short- Long
    Chakra Cost: 40
    Damage Points: 80
    Description: A more advance version of Johninto's original water phoenix the user will focus all their suiton chakra into the sky. When they have enough chakra in the sky they start to crate a giant phoenix that is the half the size of Gamabunta. When the phoenix is form it will explode into a large barrage of mini phoenixes that are the size of Abumanre bugs and will come down onto the opponent with such great force that even if they were underground up to 3 meters underground the phoenixes would still break through and do minor damage like breaking a little into the skin but not do faultily damage. Since the phoenixes are made up of the user chakra they will remain unharmed.
    Note:Can only be used once in a battle
    Note: Cannot use any water jutsus for the next turn
    Note: It takes a jutsu move to form unless its already raining.
    Note: Has to be taught by Johninto Uchiha


    Taught by Korra

    (Suiton: Mizu Yakke) Water Style: Water Cloak
    Type: Supplementary
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user focuses water to cloak around them, forming some shapes the user wants around them. While cloaked the user can scretch the water around them to attack, (like the kyuubi cloak) and form fists, hands, tendrils, etc.......(its like the kyuubi cloak but with water)
    Note: Lasts for 2 turns.
    Note: Needs water source to use the jutsu.
    Note: Only useable for once per battle.
    Note: Only taught by Question.


    Taught by Question

    Suiton: Kandai Hakuchō no Serenāde | Water Release: Serenade of the Magnanimous Swan
    Rank: A
    Type: Offensive/Supplementary
    Range: Short/Medium/Long
    Chakra: 30 (+5 chakra cost for the explosion)
    Damage: 60 (N/A if it explodes)
    Description: The user will perform two handseals and afterwards he is going to expel a large creature from his mouth, in the form of a gigantic swan composed out of sticky water (thrice the size of an average shinobi); the water has very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. After the landing of the swan, the user will simply smash it against his target (e.g. a human body or a summoning) with great blunt force. The sticky water will stick to the target’s body, enveloping the whole body, leaving no openings. While covered in the sticky water, the covered body/object cannot move at all, because the sticky water is heavy/sticky and therefore the target is trapped in it; hence becomes a target of lighting release techniques. To signify this, not only that the target is trapped but also the affected body/object will drown due to the great amount of sticky water that he/it has been enveloped in. Furthermore, the most charming thing about this particular water release technique is that the user can expel out several swans, up to two, yet smaller (size of a regular shinobi). If the user decides to spit out two swans, each swan will be equal to B rank. The technique itself has also one more final use. The user, after spitting out the swan(s), can anytime cause the actual made out of sticky water swan(s) to explode thus will release a very large quantity, in the form of a sticky swamp, covering the area around the region in which the swan(s) had exploded. The released sticky swamp cannot rip through most obstacles (e.g. humans, solid objects etc) in its path and therefore its use doesn't serves to obliterate the target but to, upon contact, stick the sticky water to the target thus making the movements of the target heavier. To cause the technique to explode the user can snap his finger no matter in what range he is located.
    Note: No Water release techniques above S-Rank in the same or next turn
    Note: Follows elemental weaknesses and strengths of the water element
    Note: Can only be used twice (2) per battle
    Note: Cannot be used on consecutive turns
    Note: Only Drāgy can teach this


    Taught here by Dragy

    [ Suiton : Kawariyaku Name] - Water Release : Double Wave
    Type: Attack
    Rank: S
    Range: Short- Mid
    Chakra Cost: 40
    Damage Points: 80
    Description : User does 4 hand seals andwipes both of his hands toward each other, his right hand over his left hand, creating two waves that come at the target from both sides, engulfing it in water and restraining it's movements.
    Note: Can only be used 2 times per battle
    Note: Can't use any water technique at the same turn
    Note: Can only use up to b rank water techniques at the next turn.
    Note: Requires large water source.


    Taught by Kamishiro
     
         
    Last edited by Jokey; 05-29-2014 at 07:50 PM.

  4. #4
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    Re: Shuusai's world.


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


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


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


    14) (Raiton Houmen: Kyojin no Gekirin) - Lightning Release: Giant Wrath
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description: Makarov exudes a constant surge of destructive lightning that surrounds him, which shakes the surrounding environment and destroys stuff within the vicinity, he feels hate and anger running trough his whole body getting the relish to destroy everyone who harmed or attacked his friends, allies or himself, his eyes will become white causing lightning currents surround him and during this state, Makarov will also be able to walk or run around while having the lightning currents cover his body, and while doing so, every forbidden earth technique and below will crumble when it comes in contact with Makarov.

    Note: Every C-Ranked water technique and below will evaporate because of the high ranked lightning covering him, every Water technique above that rank will be lethal for Makarov.
    Note: Because of the high ranked lightning, not even forbidden ranked Earth technique's are able to handle the lightning currents
    Note: The user won't be able to perform any Lightning technique's the following turn after dis-activating it
    Note: All wind techniques lose one rank when performed.


    Lightning Release Rai Whip (Raiton: Rai Kakuhan)
    Rank: S
    Type: Offense
    Range: Short-Middle
    Chackra Cost: 40
    Damage Points: 80
    Description The user will preform a single hand seal and concentrate a huge amount of compressed chakra in his palm. As a result a very long whip will aprear and by concentrating raiton chakra the user is able to extend it up to 10m. The whip is attached to the user's hand by little steams of lighting which allows the user to control the whip and send him wherever he wants. The jutsu will numb its target upon contact, however the user is very vulnerable to water attacks while using this jutsu...

    * Can only be taught by PowerOfDarkness
    * Can only be used 2 times per battle
    * No S rank Raiton techniques for the same and following 1 turn.


    (Raiton: 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


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


    (Raiton: 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


    Name: Raiton: Seiteki Sa-Chi Inu (Lightning Style: Static Search Dogs)
    Rank: A
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage: 50
    Description: The user focuses lightning from the clouds that strike down on the earth and leave a medium sized dog that can sense the static in the persons body. The dogs then go out and find the opponent attacking him with burst of electricty and themselves.
    (User may not cast any other Lightning Jutsu while the Dogs are in play)


    (Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
    Rank: S
    Type: Attack
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.

    ~ 3 times per battle
    ~ No Lightning techniques higher than A-rank for 2 turns
    ~ Can only be taught by ~Crow~


    (Raiton: 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.

    By "Moves" It basically means that it's charging double the amount of chakra. Like making 2 rasengans and putting them together for an even more powerful attack.

    __________________________________________________ __________

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


    Taught here

    (Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike
    Rank: A
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user swings his Katana in any manner (horizontally, vertically or diagonally) and releases a seemingly thin line of lightning chakra, which seems to be a simple blade which heads towards the opponent, however, upon the users will and with the addition of chakra, the simple blade suddenly extends multiple other thin yet extremely sharp and lethal blades of lightning which bolt towards the opponent, hitting him/her from multiple angles, easily being able to hit the opponents front and both sides, making this a perfect surprise attack.
    Note: Can only be used 3 times.
    Note: No Lightning higher than S-rank, next turn or same turn.


    Taught here

    (Raiton: Hekireki Gekido) - Lightning Style: Thunder Rage
    Rank: S
    Type: Attack
    Range: Short - Long
    Chakra Cost: 40
    Damage: 80
    Description: To first thing needed to perform this jutsu is to put special seals on the location for attack to hit. It can be put on opponents, objects or on the kunai. After setting the seal(s), the user does a handseal and then lightning strikes from the sky will hit the locations of the seal(s). If the opponent tries to escape with the seal on them, the lightning strikes will follow them till they hit the seal.
    Note: Only useable 3 times per battle.


    (Raiton: Rikou) – Lightning Release: Discharge
    Rank: S
    Type: Supplementary/Defense
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user channels lightning chakra to his palm and releases an outburst of lightning chakra causing a discharge a large amount of light. With this effect, the victim will be blinded by light at the same time hurting their ears with the huge screech noise generated by lightning. The flares of the discharge can sense chakra they come contact with. The user can either use this opportunity to escape or attack.
    Note: Usable 2 times per battle.
    Note: Requires gap of three turns between each use


    Taught by Question

    (Raition: Kumo's Onjou) - Lighting Release: Spider's Affection
    Type: Offensive
    Rank: B Rank
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user performs 3 hand seals, sending his raition chakra below and around an enemy. Soon after this step has been completed, several lighting strings/ropes will burst out of the ground, latching itself onto the enemy (Wrists, Leg and neck), quickly pulling him down to the ground. If the user doesn't want to use this method, the user can use these lighting "ropes" as "spikes" instead. Making several spikes burst out of the ground under/around the enemy. Possibly killing him if not avoided in time. If the ropes/spikes of electricity makes contact with the enemy, the enemy's body will be paralyze for one full turn.

    -Can only be taught by -Venom-
    -Can only be used once every two turns.
    -Lighting ropes can be used to wrap around something else, other than the enemy's body.


    Taught by -Venom-

    (Raiton:Kyūkyoku no raitoningu to saishū-tekina hakai) – Lightning Release: Ultimate and Final Lightning Destruction
    Rank: Forbidden
    Type: Attack
    Range: Mid-Long
    Chakra cost: 50
    Damage points: 100 (+30 If combined with water)
    Description: This is considered the ultimate and final ground lightning attack. After performing a chain of hand seals the user will place their hand on the ground converting their chakra into lightning. The user then sends an enormous bolt of electricity that cuts through the ground very deeply in the direction of the enemy, and has an effect up high from the ground surface. The shape of the bolt is a triangular with the base in the direction of the user and the tip headed towards the target. It causes devastating destruction on its way and generates enough heat and power to be capable of leaving a huge devastation behind, as creating a huge destruction. It's similar to lightning release: lightning destruction, but it's stronger.
    Notes:
    -Can be used up to 1 times in a battle.
    -Only those who has mastered Raiton can use this.
    -You can't use any other Raiton jutsus in the same turn, hence it will take up all your Raiton chakra
    -Hence it puts so much strains on the user, the user will only able to perform this justu in that turn, thus only 2 jutsus in the next turn.
    -No Taijustu and running in the next turn, to slight damage to arms and hands after use.
    -If used, as a combination with water, as the charged rocks will brake up, creating a really strong charged mudish water wave.
    -Thus the difficulty of this jutsu, only sannin and above can perform this.
    -If the user uses it in mid range, the intensive strength of the jutsu will cause him -50 damage.
    -Can be taugh only by Dr. House


    All taught by House

    [Raiton : Gurandoraitoningufenikkusu ] - Lightning Release : Grand Lightning Phoenix
    Type: Attack
    Rank: S
    Range: Short- Long
    Chakra Cost: 40
    Damage Points: 80
    Description: Just like Korra's Grand Water Phoenix Jutsu but with lightning the user will focus all their raiton chakra into the sky. When they have enough chakra in the sky they start to create a giant phoenix that is the half the size of Gamabunta made of lightning. When the phoenix is form it will explode into a large barrage of mini phoenixes that are the size of Abumanre bugs (and as such completely visible) and will come down onto the opponent with such great force that even if they were underground up to 5 meters underground the phoenixes would still break through and do minor damage like breaking a little into the skin but not do faultily damage. Although the small phoenixes don't actually move that fast, they pact great momentum.
    Note: Cannot use any lightning jutsus for the next turn
    Note: It takes 2 jutsu moves to form.
    Note: Has to be taught by ~Korra~
    Note: Every mini phoenix isnt S rank.
    Note: If the user does not find a way to defend them self or avoid the attack the jutsu will hurt the user.
    Changed the depth it can reach since its Raiton


    Taught by Korra
     
         
    Last edited by Jokey; 05-29-2014 at 07:48 PM.

  5. #5
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    Re: Shuusai's world.


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


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


    17) (Fuuton: Tenryū no Yokugeki) - Wind Dragon's Wing Attack
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: User concentrates wind chakra trough both his arms and by that the user will release a large whirlwind of wind from each of his/her arms, which twists and rotates to attack the targets in the surrounding area.

    Note; The user must have mastered Wind
    Note; Must be Kage rank because of the scale of the technique
    Note; Can only be used three times per battle
    Note; Only B-Ranked wind technique's and below the following turn


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


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


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


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


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


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


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


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

    ~ 4 times per battle.
    ~ as long as this technique is active the user cannot use any fire based techniques
    ~ Can Only be used by ~Crow~

    __________________________________________________ _________

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

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


    Taught here

    (Fuuton: Yurushi no burēdo) - Wind Release: Blades of Forgiveness
    Rank: S-ranked
    Type: Offense / Supplementary
    Range: Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will channel Fuuton chakra into the earth, channeling it underneath the ground, and with one handseal, blades of fuuton will errupt from the ground, puncturing him from underneath.
    Note:
    -Can be used up to 1 times in a battle.
    -You can't use any other Fuuton jutsus in the same turn, hence it will take up all your Fuuton chakra.
    -In the next turn, you can't use any higher then a B-ranked Fuuton justu
    -Can be taugh only by Dr. House


    All taught by House

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


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


    Taught by McKnockout

    (Fuuton: Boushi Senpuu) Wind Style: Spinning Whirlwind
    Rank: S
    Type: Attack/Defence
    Range: Short
    Chakra Cost: 40
    Damage: N/A(60 if tornado hits the opponent)
    Description: The user spins and creates a big tornado around them for defence, this can damage the opponent if they get too close. The tornado can defend high rank lightning.


    Taught by Question

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

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


    Taught here

    Wind Release: Wind Blanket | Kaze buranketto
    Type : Supplementary
    Rank: C rank
    Range : Mid
    Chakra : 15
    Damage : N/A
    Description : The user starts by performing the Snake handseal and then greatly concentrating his Wind chakra.The user create a flat blanket of highly dense air beneath the opponent,barely visible,only giving off a slight shine and a slight feeling beneath the opponents feet.The user will then perform a hand gesture to any direction,which will cause this blanket to be pulled from underneath the opponent's feet,greatly affecting their balance and causing them to fall towards the opposite direction.

    -Can only be used 4 times a fight
    -Can only be taught by -L-


    Taught here by L
     
         
    Last edited by Jokey; 05-29-2014 at 07:46 PM.

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    Re: Shuusai's world.


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


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


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


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


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


    Name: Doton: Kadou Gatling Gan (Earth Style: Mobile Gatling Gun)
    Type: Attack
    Rank: B
    Range: Long
    Chakra Cost: 20
    Damage: 40
    Description: The user uses Earth chakra to fuse one of his arms with nearby rock and forms a circle with 8 rock hollow barrels around the arm. Then by using Wind chakra they can fire up to 8 bullet-like projectiles at their enemy. There is rifling (spiraling grooves) inside the barrels for added spin and penetration.
    Note
    - Can only be used twice.
    - Firing at long range decreases it's penetration abilities.
    - Its recoil can cause it to be inaccurate
    - The user must use all projectiles as the jutsu only lasts one turn.
    - (Can only be taught by Ragerok)


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


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


    (Doton: 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: 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: Iwaengi no Jutsu | Earth Release : Rock Expansion Technique
    Rank: A
    Type: Attack/Defence/Supplementary
    Range: Short [Intially] - Long [Activating]
    Chakra cost: 40
    Damage points: N/A
    Description: The user infuses a small or medium sized rock with earth chakra (takes a second), then the user does the snake handseal causing the rock to rapidly expand into a large boulder. The chakra within the rock lasts for three turns.


    (Doton: Resshin)- Earth Style: Earthquake.
    Rank: B
    Type: Offensive/Defensive
    Chakra Cost: 25
    Damage: 15(above) 50 (below Ground)
    Desription: The User Preforms the needed handseals and then stomps onto the ground, causing a massive earthquake that may unbalance an oncoming opponent, or if the opponent is underground Cause massive damage.


    (Doton: Funjin Arashi) Earth Style: Dust Storm
    Rank: B
    Type: Supplementary
    Range: Entire arena
    Chakra: 10 per turn
    Attack: 5 per turn
    Effect: Creates a dust storm that effects the entire arena, blocking off sound, and light, and damages opponents eyes.
    Description: User uplifts large amounts of earth that is broken up into extremely small bits of rock that is combined into a dust cloud that acts like a storm. It has the same effect as hidden mist except better. The noise caused by the dust scraping against the ground drowns out all other sound, and it blocks off all light so no one can see or hear. Also the moving dust will get into peoples eyes and cause blindness even if they move out of the storm. The user can also manipulate the storm a bit so that it does not harm allies or the user


    (Doton: Kanashimi no maisō) Earth release: Burial of sorrow
    Type: Offensive/supplementary
    Rank: A
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 50
    Description: the user focuses earth chakra into his/her hands, and then slams them unto the ground, this creates a small earth wave, that’ll race against the target. When the wave is close to the opponent, (around short range) it builds up, (like when a wave comes close to shore) and becomes a 5 meter tall wave, which on the front side, looks like a crying face, with an open mouth. Inside the mouth there is a tongue, made of hard earth, that’ll try to grab the target, and pull it into the mouth. Inside the mouth there’s a lot of teeth made of stone, when the target is caught inside the mouth, the wave will sink into the earth and compress itself, crushing the target within it.


    (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.
    -Must be taught by Sinderella23

    __________________________________________________ _________

    (Doton: Hebi Kyouran) - Earth release: Snakes Frenzy
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short-Long
    Chakra: 40 (-10 per turn if sustained)
    Damage: 80
    Description: After the use of Swamp of the underworld or other mud related Earth techniques, the user does one hand seal and concentrates his chakra on the swamp to make several (maximum of 4) snakes to emerge from the swamp and head towards the target at fast pace. These snakes are roughly 3 meters long, with a width of 1 meter, and have the strength to subdue a ninja by using their body, meaning they can bind the opponent and easily stop him/her from moving. Like the swamp they emerge from, the snakes tend to be extremely viscous, making it easy to bind opponents as all those who are stuck find themselves being swallowed into the snake at an alarmingly fast pace, where they're left helpless and stuck stuck, desperately gasping for air. The sticky attribute to the snakes doesn't affect their speed as they swim through the swamp, hiding below it in order to avoid some should they need to. Furthermore, a further developed ability allows the snakes to harden their swampy nature once they're out of the swamp, so that they can deal blunt damage, as compared to rely on their trapping skills. However, should this be used, it's an irreversible process and leads to the loss of that snakes ability to swim back into the swamp to avoid certain attacks, leaving it to wander above ground, as well as the ability to capture and drown people within it, making blunt damage the only possible way to cause any damage at all.
    ~ Can only be taught by Erzo
    ~ Can only be used 2 times.
    ~ No S-rank Earth technique next turn
    ~ Last 3 turns, unless otherwise destroyed


    Taught here

    [Doton : Kichigai Gurando] - Earth Release : Mad Ground
    Type: Attack
    Range: Short-Mid
    Rank: S-Rank
    Chakra Cost:40
    Damage Points: 80
    Description: The user gather great amount of his doton chakra , then he channel it onto his hands , slamming his hands on the ground and focus it onto the ground that surround the opponent , and then he make from the surrounding ground 10 sharks that surround the opponent from all sides and angels and then he direct it towards the opponent
    Note: Can only be used 2 times.
    Note: Must master Doton.
    Note: Can't use any Doton jutsu at the same turn.
    Note: Can't use Doton jutsu higher than b rank for the next turn.
    Note: Must take the permission from Kamishiro to use it.


    Taught by Kamishiro

    (Doton: Saisho no sākuru) Earth Release: First Circle
    Rank: S
    Type: Defense/Offense
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: Once the user has spread his doton chakra around the field under the opponent, earth will rise up all around him, creating an encirclement wall around the opponent. Because of the ground level being high, the walls will have an effect of being wet as it rises from the ground. As the wall is rising around the opponent, in the same time, the ground is lowering underneath the user, as the earth's source coming from underneath the opponent, creating a crater as the ground had lowered underneath the opponent. As the ground is lowering underneath the enemy and the walls are rising around the enemy, this causes a C-ranked tremor, throwing off the enemy, and reaching the groundwater. As Soon as this process has been over, multiple spikes will erupt from the walls in a fast manner from all around, impaling the enemy with these flying spikes. These walls may reach up to 20 meters to the user's wishes, it will close on the top. The ground may lower ti'll groundwater, which may be 4-5 meters at high speeds. The walls can be 5-10 meters far in radius, enemy being in the middle.
    Notes:
    ~Can be used 2x
    ~Can be taught by Dr. House
    ~Only who mastered doton may use this.
    ~Can't use S-ranked doton or higher in the same turn.
    ~The groundwater effect will only be, if there is river/ocean/lake or any kind of natural water was around before the battle.


    All taught by House
     
         
    Last edited by Jokey; 05-29-2014 at 07:41 PM.

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    Re: Shuusai's world.


    23) (San Mokuzou Gosunkugi Ninnin) - 3 Wooden Spikes Men.
    Type: Attack
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 20
    Description: The user lets 2 multiple Wooden pillars erupt from each side, from the left and the right way, as they erupt from the ground they mediated begin to bind the opponent his arms, making the user impossible to perform any handseals, as soon as they erupt from each side at the exactly same time a Wooden pillar erupt in front the opponent in Short range, and as the Wooden pillar approaches the opponent the Wooden pillar becomes a sort of tree with multiple spikes that'll impale the opponent from everywhere meanwhile the other Wooden pillars that are grabbing the arms act like Pillars that'll pull the opponent his arms apart.


    24) (Mokuzou Enchou Makai) - Wooden dome of hell
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: A Dome of wood will suround the opponent, the opponent wouldn't be able to see anything expect darkeness, and when the user clasp his hands together multiple spikes stabs the opponent from every angle impaling the user in the dome, but especially from underneath, those wooden spikes has solid state and will get straight trough the user his flesh in a instant.


    (Mokuton: Mokuzou Tobikomi Bomu) Wood Release: Wooden Dive Bomb
    Type: Attack
    Rank: A
    Range Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user creates a large bird made of very light wood that flies up above the opponent and follows him. At the user's command the bird will dive stright towards the opponent, hitting the opponent and injuring him greatly.
    Note:
    -Can only be used twice per battle
    -Will only remain in the air for two turns, after that it will fall straight to the ground.


    (Mokuton: Mini Mokuzou Bomu) Wood Release: Mini Wooden Bombs
    Type:Attack
    Rank:A
    RangeShort-Long
    Chakra Cost:30
    Damage Points:60
    Description: The user quickly focuses a large amount of chakra into their hands, creating multiple mini compressed balls of Wood. The user can then throw the balls wherever he desires. With the use of a single handsign, the user can make the balls explode, Causing a large explosion that will inflict major damage to anything that is touching it.
    Note:
    Can only be used three times per battle.


    (Mokuton: Kyousei Moku Shichuurou) Wood Release: Great Four Pillars Prison
    Type: Supplementary
    Rank: S
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Yamato performs an advnaced version of - Four Pillars Prison, where the opponent is completely blocked in by multiple walls of interlocking wooden pillars. The prison having no holes, cracks, or openings. The prison will then begin to absorb the opponents chakra, sucking him dry unless he is able to escape. The pillars that create the prison being greatly compacted and extremely dense, making it difficult for the opponent to escape.
    Note:
    -Can only be used twice per battle
    -No S rank Wood techniques or above the following turn
    -If the opponent doesn't get out within two turns they will be drained of all their chakra.
    -This is NOT a way to replenish chakra and the user will not receive any of the drained chakra.


    (Mokuton: MOKUZAI!) Wood Release: TIMBER!
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will quickly make three handsigns causing dozens of large trees to rise from the ground in front of the target. With the simple use of the "Dragon" handsign, the user will cause all of the trees to fall down onto the target, crushing them beneath them.


    (Mokuton Nokogiri) Wood Saw
    Rank: A
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user creates multiple circles of wood with sharp serrated edges, like a saw blade, in the ground and sends it towards the enemy. Each blade has a circumference of 1 meter. The user makes the wood rotate extremely rapidly, so that it could easily dig or break through earth and cause serious damage. About 1/3 of the blade is sticking out of the ground as it is sent towards the enemy.


    (Mokuton : Kousaeda ude ) Wood Release: Crossbow arm
    Type: Offensive
    Rank: B
    Range: Short-Long
    Chakra Cost: 25
    Damage Points: 40
    Description: The user makes his dominant arm shape into a medium big Crossbow, with a mini bolt ready to shoot. When the user shoots the drawback in the crossbow is so wild hes getting stunned and the mini bolt flies at enourmous high speed and is barely able to see.
    -Note: Can only be used 2 per match.
    -Note: By using this Jutsu does that he can only perform two Jutsus that turn he uses it.
    -Note: The stun wears off after 1-5 seconds.
    -Note: Can only be taught by Gobi Gobletsson.
    -Note: Dojutsu users may be able to react to the bolt.


    (Saidai Mokuton No Jutsu) - Ultimate Wood Style Technique
    Rank: S
    Type: Supplementary/Attack/Defense
    Range: Short-Long
    Chakra cost: 40
    Damage points: 80
    Description: This allows the user to perform a better version of Greater Wood Style Technique.
    ~Useable three times per Battle.


    Mokuton: Bakuhatsuteki - Wood Release: Explosive
    Rank: E-Forbidden
    Range: Short-Long
    Chakra Cost: 05-50
    Damage Points: 10-90
    Description: After the user have used a Mokuton Jutsus he may use this Jutsu. The user slams his palms together with great force releasing a Great amount of Chakra (Depends on the Rank of the Mokuton Jutsu he used earlier.) into the Mokuton Jutsu, causing the Wood to Explode damaging everything nearby. The Rank on this jutsu depends on the Rank of the used Mokuton Jutsu, for an example: I use a D-Ranked Mokuton Jutsu this also counts as a D-Ranked Jutsu, and according to Forbidden Rank the user will take the same amount of damage of the jutsu he makes explode.
    ~To cause the wood to explode the user must be in contact with the wood that they wish to explode or be incontact with the ground
    ~ if used for exploding S rank wood , the user cannot perform S rank wood ninjutsu or above the following turn
    ~Can only be used twice per battle.

    __________________________________________________ _______

    (Mokuton: Mokusei No Sōzō ) - Wood Style: Wooden Creation
    Rank: A
    Type: Attack/Defence/Supplementary
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user focuses his Mokuton chakra into the ground and uses it to grow animals all varying in size from the ground. The biggest an animal can be is the size of Gamakichi, after time skip, allowing the wooden creation to be big enough for the user and at least 2 other people to hide behind it. The wooden creations have the ability to use Mokuton, Earth and Water jutsus up to B-rank without the need to perform hand seals for the Mokuton but they'd need to perform hand seals for the hand seal requiring Earth and Water jutsus. Furthermore the user has the ability to clap his hands together whilst focusing a large amount of chakra within the wooden creatures and explode them, in a similar to fashion to Exploding of Dense Woodland jutsu.
    Note: Can only be used 3 times.
    Note: Can only be taught by Erzo.
    Note: Can only make 2 creatures at a time.


    Taught by Erzo

    Name: (Mokuton:Hitoshirenu Okeru Mokuzai No Jutsu)Wood Release:Hidden in Wood Technique
    Rank: C
    Range: Short-Long
    Type: Supplementary/Defense
    Chakra: 20
    Damage: N/A
    Description: The user channels Wood chakra throughout his whole body and then merges together with wood. This allows the user to freely move in a tree covered location or within wood.Along with being able to merge with the trees the user gains the ability to move from one tree to another but only if they are connected through roots or through branches. This technique is similar to Earth Release:Hidden in Rocks Technique. While inside the wood the user will move at a speed slightly slower than his running speed and is still detectable by Dojutsu and Sensory Ninjas.
    Note: Must be taught by -Cobalt-.
    Note: Must have a Wood bio.
    Note: While merged with a tree the user can only use C-rank and below Wood Release techniques


    Name: (Mokuton:Mokuzai Shuuren)Wood Release:Wood Drill
    Rank: A
    Type: Offensive/Defensive
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user extends a wooden spike from his palm which is thicker at the bottom and thiner at the top.The user than uses chakra to rotate the wooden spike at high speed.The user will be able to drill through techniques of higher density (Earth technique,some Water techniques).The user is able to alter the size and number of drills.He can either create one small to large drill in one or both hands or several smaller drills which can be created from the users finger tips.The drills do not make any sound so it can be used for silent approach.
    Note: Must have a Wood bio.
    Note: Can only be used 4 times per battle.
    Note: The user can drill through S-rank and below Earth/Water techniques within reason
    Note: When used this technique has a cooldown period of 2 turns.
    Note: No wood for the following 2 turns after this has been used.
    Note: Must be taught by -Cobalt-.


    Wood Release: Whomping Willow | Mokuton: Hakushi Yanagi
    Type: Offensive/Defensive/Supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: The user channels his Moku chakra into a forest/tree and uses his chakra to control the branches of the trees. The user has the ability to manipulate the branches to use them as whips which attack the opponent by binding, cutting and hitting them. This technique can be applied to one or multiple trees. If no trees are present the user can use this technique to create up to 3 trees.
    Note: Usable 5 times per battle.
    Note:The branches can only reach targets in short range of them.
    Note: Must have a Wood bio.
    Note: Must be taught by -Cobalt-.
    Note: Cannot affect active enemy Mokuton techniques above B-Rank.


    Mokuton: Yabureme Ikioi| Wood Release: Tear of Life
    Type: Supplementary
    Rank: C-rank
    Range: Short-Long Range
    Chakra: 15
    Damage: N/A
    Description: After having created trees or wood or by sending his chakra into already existing wood, the user will send his chakra into the wood and/or trees and use them to soak in the water and moisture in the surrounding ground and area. The user can then use the water filled wood as a "well" of sorts creating a water source. By performing a single hand seal the water from inside the wood will be expelled to the outside allowing the user to manipulate the water to his desire. Depending on the quantity of wood used, the collected water can vary from a small puddle to a large water source, big enough to perform "Water Release: Water Dragon Bullet" and other large scale techniques. After expelling all the water, the trees/wood will fall into dust due to the lack of water inside them. The effects of the technique can easily be noticed as the ground will become dry and crumbly.
    Note: Must have a Wood bio to use.
    Note: Amount of water expelled depends on the amount of wood used to gather the water.
    Note: Gathering of water lasts one turn.
    Note: Can only be taught by -Cobalt-.


    Taught by -Cobalt-

    (Mokuton: Azamuku Hari) - Wood Release: Deceiving Needles
    Type: offensive/supplementary
    Rank: S
    Range: short-long
    Chakra: 40
    Damage: 80
    Description: The user performs the Tiger → Snake hand seals and points with one hand their fingers towards the opponent. The user will release out of each fingertip a wooden senbon, compacted with mokuton chakra, to a max of 4 senbons. To the opponent, the senbons will look just like regular senbons, but upon impact, the mokuton chakra will burst out and a tree will sprout out of the wooden senbon. The trees are able to attack or trap the opponents, or simply protect the user and used as support. Each tree is approximately as strong as the B rank wood willow technique, but just a little bit weaker.
    -Can only be taught by Khallil
    -Can only be used twice per battle
    -No S rank wood techniques in the same and next turns


    (Mokuton: Washi no Kigen. ) - Wood Release: The Eagle's Origin
    Type: Offensive/supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: The user performs the Snake handseal and causes a piece of ground to scatter into 50 wooden eagles, by manipulating wood chakra. The wooden eagles will fly away with the speed of regular eagles. The result of this would be a crater, because the earth turned into a lot of eagles that flew away. If the user want to, they could cause the eagles to strike down, and attack the opponent. When the user stops concentrating on the technique and performs another technique, the wooden eagles can't be controlled anymore and they would just follow the momentum they were traveling with their speed and the user can't redirect the eagles anymore.
    Note: Only usable twice per conflict
    Note: Unable to use S rank wood techniques the same turn
    Note: Only usable/trainable by Khallil


    Taught here by Khallil
     
         
    Last edited by Jokey; 05-25-2014 at 06:16 PM.

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    Re: Shuusai's world.


    25) (Kogane chiri: Kanchiki) - Sensor Gold dust technique
    Rank: B
    Type: Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user will release a special type of sensory Gold dust across the whole terrain after making 4 handseals and then upon contact with an enemy target the sand can alert the user of the location and presence of an enemy target. The gold dust can even detect invisible targets and stick to their body.

    Note: Can only be used by the Fourth kazekage
    Note: Can only be taught by BloodLust Loki, Joker and Mathias.
    Note: -10 Chakra per turn


    26) (Sakin Nami no Jutsu) - Gold Dust Technique
    Rank: D
    Type: Supplementary/Attack/Defense
    Range: Short – Mid
    Chakra cost: 10
    Damage points: 20
    Description: Use to create small objects made of gold for Attacking or Defense. No handseals required.
    Note: Can only be used by the 4th Kazekage.
    Note:Can only be taught by BloodLust Loki & Joker


    27) (Sakin Nami no Jutsu) - Golden Senbon Showers
    Rank: C
    Type: Attack
    Range: Short - Mid
    Chakra cost: 15
    Damage points: 30
    Description: Golden Senbon rain from the sky, which can attack the opponent from above from different angle's and because of the heaviness of Gold dust, the user will duck slowly on his knees because of the pressure getting on him from above. Requires 3 handseals.
    Note: Can only be used by the 4th Kazekage.
    Note: Can only be taught by BloodLust Loki and Joker.


    28) (Sakin Nami no Jutsu) - Greater Gold Dust Technique
    Rank: B
    Type: Supplementary/Attack/Defense
    Range: Short – Mid
    Chakra cost: 10
    Damage points: 20
    Description: Use to create Medium to large sized objects made of gold for attacking or Defense. No handseals required.
    Note: Can only be used by the 4th Kazekage.
    Note:Can only be taught by BloodLust Loki


    (Sakin: Go-ruden Ame) - Gold Dust: Golden Rain
    Rank: B
    Type: Attack
    Range: Short - Long
    Chakra Cost 25
    Damage Points: 40
    Description: By focusing on the magnetic energy around the field, the user can manipulate the gold dust particles around the battle field. Then by doing so.. the user will turn the gold dust particles into small needle-like rain drops made of gold, that rain upon the target from above. If the technique is used during a sunny day then the sun light will reflect off the gold and cause the target to be momentarily blinded if he looks at the rain.

    ♦ One turn waiting period to re-use.
    ♦ Can only be used by the Fourth Kazekage.
    ♦ Must be taught by Mathias


    (Sakin: Shainingu Doragon) - Gold Dust: Shining Dragon
    Rank: A
    Type: Offense
    Range: Short/Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: After performing a series of three hand seals, the user will send out a wave of gold dust in the shape of a big dragon. If used in a sunny day, the reflection of the gold from the dragon will momentarily blind the opponent as its heading towards him.

    ♦ Can be used three times per battle.
    ♦ Can only be used by the Fourth Kazekage.
    ♦ Must be taught by Mathias.


    (Sakin: Go-ruden Supaiku) - Gold Dust: Golden Spikes
    Rank: A
    Type: Offense
    Range: Short/Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: After performing one hand seal the user will focus his magnetic energy and release it into the ground bringing forth condensed gold dust particles from the ground beneath the opponent and shape them into spikes that will protrude from the ground to skew the target. The spikes being made from gold can penetrate targets of greater density.

    ♦ Can be used three times per battle.
    ♦ Can only be used by the Fourth Kazekage.
    ♦ Must be taught by Mathias.


    (Jiton: Jishaku Shuriken no Jutsu) - Magnetisim Release: Magnet Shuriken Technique
    Rank: B
    Type: Offensive, Supplementary
    Range: Short - Long
    Chakra cost: 20
    Damage points: 40
    Description: After magnetising shuriken, The user throws them at the opponent. Anything that is hit by the shuriken is magnetised, as such it is important that the opponent dodges all of them as even deflecting them will cause their bodies to produce a powerful magnetic field, making them an easier target. Each time the magnetism is transferred it weakens. Then when the user will throw a larger square shuriken that is magnetised at their target with then can hone in on them and even follow them if they move.


    (Sakin Nami no Jutsu) - Gold Dust Wave Technique
    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: After forming the hand seal to use this technique, the Fourth Kazekage's eyes gained black rings around them, similar to the ones around Gaara's own eyes. The Fourth Kazekage uses his Gold Dust to summon a large wave of sand dust. It was strong enough to nullify a enormous wave of Gaara's sand. He states that this is because gold is heavier than sand.
    Note: Can only be used by the 4th Kazekage.


    (Sakin Hashira no Jutsu) - Gold Dust Pillar Technique
    Rank: B
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 20
    Damage points: 40
    Description: The 4rth Kazekage will manipulate his magnetic chakra with his gold dust to create a pillar of gold dust to shoot towards the target.


    (Sakin Heki no Jutsu) - Gold Dust Wall Technique
    Rank: B
    Type: Supplementary
    Range: Short
    Chakra cost: 20
    Damage points: N/A
    Description: The 4rth Kazekage will manipulate his magnetic chakra with his gold dust to create a wall or gold dust above him to protect him from incoming attacks.


    (Daisan no Me) - Third Eye
    Rank: B
    Type: Supplementary
    Range:Short-Long
    Chakra Cost: 20 (to activate) 10 (per turn to maintain)
    Damage Points: N/A
    Description: The user creates an eye of sand which can be made to materialize anywhere, allowing the user to see the opponent. However, attacking the eye will cause pain to the user.
     
         

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    Re: Shuusai's world.


    (Arumiton: arumi rikiddo no waza): Aluminium Release: Liquid Aluminium Skill

    Type: Supplementary
    Rank: D
    Range: N/A
    Chakra Cost: 15
    Damage : N/A
    description : this jutsu is used to grant the user ability to use a liquid state of aluminium that's hotter than lava (due to the aluminium's high melting point of 2000 C). by using more concentrated fire chakra that's used to create the aluminium.

    ~ Lasts whole battle


    (Arumiton :kiri tsume no waza) - Aluminium Release: Art Of The slaching Claw
    Type:Attack
    Rank: A
    Range: Short-Long
    Chakra Cost : 30
    Damage : 60
    Description: The user first channels his aluminium chakra into the knuckles of both of his hands then releases it causing three very sharp claws to protrude out of his Knuckles to make a quick slach.


    (Eki Arumiton: hyoukai numa) Liquid Aluminium Release: Melting Lake
    Type: Supplementary
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: by making 2 handseals the user gathers aluminium chakra into both of his hands then slams his hands onto the ground releasing the aluminium chakra onto the ground , the user turns the ground into extremely hot aluminium liquid underneath the target which burns them down and melts anything that comes in contact with the lake due to it's extremely high temperature.

    ~ 3 times per battle
    ~ No S-ranked Aluminium the next turn
    ~ must have used the liquid Aluminium skill beforehand to make a liquid state of the aluminium.


    (Arumiton: Arumi no souken) - Aluminium Release: Aluminium Creation
    Type: Supplementary
    Rank: B
    Range: Short/mid
    Chakra Cost: 20
    Damage: 40
    Description: The user utilizes his aluminium chakra and releases it into the air..while using the shape manipulation to form the aluminium into different shapes , protective walls of aluminium and pillars of aluminium basically to any form the user wants just as versatile as the wood element, this is like the earth release technique but on a larger scale and usage of aluminium metal.


    (Arumiton: mokushi no heki) - Aluminium Release: Burst Of The Apocalypse
    Type: Attack
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: the user performs 3 handseals after that he takes a deep breath and exhales and gathers a huge amount of aluminium chakra into his lungs , then spews the chakra through his mouth shooting condensed liquid of aluminium at the target that explodes into multiple aluminium droplets upon impact with any surface and melts anything that comes in contact with it.

    ~ 3 times per battle
    ~ No S-rank Aluminium next turn.
    ~ Must use the liquid aluminium skill jutsu beforehand


    (Arumiton: taibu Arumi no souken) - Aluminium Release: Greater Aluminium Creation
    Rank: A
    Type: Attack/Defence/Supplementary
    Range: Short - Long
    Chakra Cost: 30
    Damage: 60
    Description: this is a stronger version than the Aluminium Creation technique, the user creates any shape out of the aluminium metal like aluminium pillars, walls of aluminium to defend, basically any shape of the aluminium just as versatile as the wood element.


    (Arumiton: Soudai Arumi No Souken) - Aluminum Release: Ultimate Aluminum Creation
    Type: Supplementary/Attack/Defence
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This technique is the most powerful version of the aluminum creation techniques, by using more chakra than the previous techniques of the aluminum creation, the user creates powerful pillars of aluminum, weapons, tools or any shape out of the aluminum metal just as versatile as the wood element.
    - Can only be used 3 times per battle.


    [Arumiton: Arumi Bakatsu] - Aluminum Release: Metallic Explosion
    Type: Attack/Supplementary
    Rank: A
    Range: Short - Long
    Chakra Cost: 30
    Damage Points: 60
    Description: After performing the following handseals (Ram → Horse → Tiger) The user releases a large amount of aluminum chakra into an already existing aluminum metal in the field that's made beforehand by a separate aluminum technique, using the aluminum chakra the user gather into the already existing metal the user causes the atmos of the aluminum particles to be pushed together violently making a large amount of pressure causing the aluminum particles to make trigger a huge explosion.


    [Arumiton: Arumi Soujuu] - Aluminum Release: Particle Manipulation
    Type: Supplementary
    Rank: A
    Range: All Ranges
    Chakra Cost: 30
    Damage Points: N/A
    Description: This technique is used mainly for manipulating the atoms structure in pre-existing aluminum techniques to unlock certain effects, After performing a single handseal (Horse) The user releases a large amount of aluminum chakra throughout the whole battlefield causing any already existing aluminum based technique on the battlefield to fall under his will by re-arranging the atoms of the aluminum structure, the user freely manipulates the aluminum metal/liquid into any form depending on the situation at hand, this technique only manipulates particles of already existing aluminum structures.
     
         

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    Re: Shuusai's world.


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


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


    (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


    Atsui-Appu: Warm-up
    Rank: N/A
    Type: Supplementary
    Range: Short
    Chakra: N/A
    Damage: (Taijutsu +10)(Ninjutsu +5)
    Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
    Note: Can only be taught by Axle
    Note: lasts 5 turns
    Note: can only be used once per battle
    Note: must be done at beginning of battle


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


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


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


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

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    Re: Shuusai's world.


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


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


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

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


    (Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
    ~ Only twice per battle


    (Genjutsu: Kurushii Songu) Illusion Technique: Painful Song
    Type: Supplementry
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 20 (+5 if the opponent has a sharingan)
    Description: The user casts a genjutsu on his/her opponent, making him feel like he has headphones glued to his head. A Justin Bieber song plays through the the headphones, causing the the opponent to scream in pain and feel like his ears are bleeding. In realilty, the user throws 2 kunais with explosive tags attached to the ends of the kunai. The kunais go past both the opponents right and left ear, exploding when it reaches close to the ears.
    Note:
    -Can only last one turn
    -You have to say, out load, a name of a Justin Bieber song after the opponent gets trapped.
    -Can only be taught by Sinderella23 and those of her choosing

    __________________________________________________ ________________

    (Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap
    Rank: B
    Type: Supplementary/Defensive
    Range: Short- Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user releases his chakra and inserts it into his opponents brain whilst performing the snake hand seal, making it seem as if a long thick rope of water has suddenly materialize out of nowhere and wraps it self around the opponent, constricting the opponents movement_, the rope would be so tight that the opponent wouldn't be able to move any parts of his body, thus preventing him from performing any hand seals, in reality the opponent would just be standing still struggling to move since he thinks a rope of water has tightly wrapped itself around his body.
    Note: Can only be used 4 times.
    Note: No other genjutsu in same turn.
    Note: Lasts for 2 turn if the opponent hasn't managed to figure out it's a genjutsu and release himself.


    Taught here

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


    Genjutsu: Gedoku | Illusionary Arts: Detox
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: After the user performs a string of three (3) handseals, he will put his opponent into a very powerful genjutsu that will trick his mind into an opioid withdrawal state, also known as detox. The effects of this genjutsu span over three (3) turns and if the opponent doesn't release from it, he will be left completely drained of strength and with no will to continue the battle. There are physical and psychological symptoms of withdrawal that affect the body, for the duration of the genjutsu. In the first turn of the genjutsu, the opponent will start feeling slight tremors, chills, itches and cramps in his muscles, all over his body. He will also feel dizziness and nausea. In the second turn he will start feeling more severe effects like, increased perspiration (sweating), tachycardia (increased heart rate) and general weakness all over his body. Regarding psychological symptoms he will start feeling anxiety, depression and paranoia. If the opponent doesn't release the genjutsu by then, he will enter the last stage of the genjutsu where he will experience extreme muscle and bone pain, followed by RLS (restless legs syndrome) which causes the body to shake uncontrollably. On the psychological side, the opponent will be completely overwhelmed and left without any will to continue battling and only wanting the pain to go away, crying for help. Using another genjutsu on the opponent, while this martyr genjutsu is active will dispel it because it requires precise and delicate chakra control in order to provoke such symptoms on the opponents brain.
    Note: No other genjutsu while this is active
    Note: No other genjutsu in same turn
    Note: Usable only once (1) per battle
    Note: Only McRazor can teach this


    Taught by McRazor
     
         
    Last edited by Jokey; 05-25-2014 at 06:38 PM.

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    Re: Shuusai's world.


    Freestyle art the sad tiger | Furīāto kanashii tora
    Rank: B
    Type: Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 25
    Description: A Taijutsu attack where the user goes down on all four and sprints towards the opponent, when in range, the user moves his/her balance over to his hands, and spins in a 180 degrees angle so his/her legs are in front of him/her, and then does an upwards kick with both legs.


    Freestyle art the worried wolf | Furīāto shinpai ōkami
    Rank: B
    Type: Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 20
    Description: A Taijutsu attack where the user bends himself/herself forward, and sprints towards the opponent, when in range the user lets himself/herself fall backwards, while stretching one of his/her legs upwards, kicking the opponent in either the head or crutch.


    Freestyle art the spinning monkey | Furīāto kaiten saru
    Rank: A
    Type: Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 30
    Description: A Taijutsu attack where the user lets himself/herself fall backwards landing on his/her hands, while he/she stretches his/her legs towards the targets head, then he/she sets of with his/her hands and warps his/her legs around the targets neck, and uses his/her body to break the targets neck, or damaging it severely.


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


    Freestyle art circular sweeping | Furīāto wa bappon-tekina enkei
    Rank: C
    Type: Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 10 (+5 if the user is wearing sharp or hard footwear.)
    Description: A Taijutsu attack where the user stands in hand stand, and swings his/her legs in a sweeping circular kick.


    Freestyle art leg drop bomb | Furīāto ashi doroppu bakudan
    Rank: B
    Type: Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 20
    Description: A Taijutsu attack where the user stands in hand stand, jumps up and smashes both his/her legs unto the opponents head.


    Freestyle art tornado swings | Furīātotorunēdosuingu
    Rank: S
    Type: Attack
    Range: Short
    Chakra Cost: 15
    Damage Points: 40
    Description: A Taijutsu attack where the user stands in hand stand, focuses wind chakra in his/her legs, and begins to swing them in incredibly fast unpredictable movements, the sweeps are so fast that to the untrained eye it will look like a wind sphere. Each sweep is strong enough to break the bones of a grown man, and because of the speed and power, it can deflect up to (also including) C-ranked wind attacks, but because of the power it takes, the technique leaves the user completely exhausted after use.
    Notes:
    • Can only be taught by ZeroGarra.
    • Can only be used twice per match.
    • No A-ranked techniques or above next turn.
    • Causes dizziness for 3 seconds.


    Freestyle art backbreaker | Furīātobakkuburēkā
    Rank: B
    Type: Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 25
    Description: A Taijutsu attack where the user stands in hand stand, wraps his/her legs around the targets body, and swings himself/herself around the target, grabs the targets neck, and pulls it backwards damaging the targets spine severely.


    Freestyle art handstand kick combo | Furīāto sakadachi wa, konbokikku
    Type: Attack
    Rank: B
    Range: Short
    Chakra Cost: N/A
    Damage: 20
    Descritpion: A Taijutsu attack where the user stands in hand stand, and swings his legs in an unpredictable combo, consisting of 8 kicks, at his opponent, these kicks a very powerful, and each one of them are capable of breaking bones.


    Freestyle art defensive kicks | Furīāto bōei no kikku
    Rank: B
    Type: Defense
    Range: Short
    Chakra Cost: N/A
    Damage Points: 15
    Description: A Taijutsu move where the user stands in hand stand, swings his/her legs around in a protective pattern, these sweeps are made as a protective technique, and are able to block Taijutsu up to (and including) C-rank.

    Freestyle art death volley | Furīāto no shi no renpatsu
    Rank: A
    Type: Attack
    Range: Short/Mid
    Chakra Cost: 10
    Damage Points: 30
    Description: A Taijutsu attack where the user stands in hand stand, and focuses sharp wind chakra into pre-prepared needles in his/her pants, the needles are held in place by small threads, and therefore they don’t disturb the user during combat, because of the sharpness of the wind element, the user is able to release the wind chakra in his pants, which will sever the threads, and carry the needles with it. This creates a volley of needles, that will cover a 360 degrees angle around the user, (exception are right below the user, and right above), these needles are very sharp and lethal.
    Notes:
    • Can only be taught by ZeroGarra.
    • Can only be used once per battle.


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


    (Bokusā no Kobushi: Ichi Rei-Ni Panchi)-Boxer's Fist: One Hundred-Two Punch
    Type: Attack/Defense
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: The user focuses wind chakra into his fists and throws a quick, continuous flurry of whipping jabs at the opponent with one hand, pushing away and bruising his arms and face and preventing him from making seals. Then the user hits him with a powerful cross that knocks him back. This could also be used to deflect projectiles thrown at the user.
    -Can be used 3 times per battle
    -Can only be taught by Katonpwnz
     
         
    Last edited by Jokey; 03-24-2014 at 05:33 PM.

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    Re: Shuusai's world.


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


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


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


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


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


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


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


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


    (pa-fekuto-shi-rudo) Perfect Shield
    Type: Attack
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description:While the user is in possesion of his sword he holds it with one of his hand and tranfers pure chakra in it and rotates it in a circular motion and a shield of pure chakra is formed which is capable enough of blocking all the elemental jutsu upto A rank(shield is broken completely)
    and below (Shiel suffers a little damage but can take on one more attack)

    ~need to be taught by gitanshu~
    ~can only be used 2 times~
     
         
    Last edited by Jokey; 05-29-2014 at 07:54 PM.

  14. #14
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    Re: Shuusai's world.


    1) |Kuchiyose no jutsu| Himonki | Summoning Technique Fire Monkey
    Rank: S
    Type: Supplementary
    Range: Short|Mid
    Chakra Cost: 40 [The user loses -10 If the monkey turn's into a Staff]
    Damage Points: -
    Description: The user bites his thumb, performs the Monkey handseal and slams his hand on the ground. He is a majestic Himonki who stands as tall as Enma, and who's covered in a coat of Fire. He is able to use any Fire technique's up to A-rank. But as every Monkey, this Himonki is very limber and is a great Taijutsu fighter.

    - Must hold an Monkey Contract
    - Only summonable once per battle
    - Only one Elemental Monkey on the field at a time
    - Stays on the Battle field for 4 turns
    - No other creatures can be summoned for two turns after this.
    - This Himonki is immune for Fire technique's below B-Rank
    - This monkey is able to Turn into a Staff just like Enma


    2) |Kuchiyose no jutsu| Kazemonki | Summoning Technique Wind Monkey
    Rank: S
    Type: Supplementary
    Range: Short|Mid
    Chakra Cost: 40 [The user loses -10 If the monkey turn's into a Staff]
    Damage Points: -
    Description: The user bites his thumb, performs the Monkey handseal and slams his hand on the ground. He is a majestic Kazemonki who stands as tall as Enma, and who's covered in a coat of Wind. He is able to use any Wind technique's up to A-rank. But as every Monkey, this Kazemonki is very limber and is a great Taijutsu fighter.

    - Must hold an Monkey Contract
    - Only summonable once per battle
    - Only one Elemental Monkey on the field at a time
    - Stays on the Battle field for 4 turns
    - No other creatures can be summoned for two turns after this.
    - This Kazemonki is immune for Wind technique's below B-Rank
    - This monkey is able to Turn into a Staff just like Enma


    3) Kuchiyose no jutsu| Chimonki | Summoning Technique Earth Monkey
    Rank: S
    Type: Supplementary
    Range: Short|Mid
    Chakra Cost: 40 [The user loses -10 If the monkey turn's into a Staff]
    Damage Points: -
    Description: The user bites his thumb, performs the Monkey handseal and slams his hand on the ground. He is a majestic Himonki who stands as tall as Enma, and who's covered in a coat of Earth which is very hard and if someone uses taijutsu on this Chimonki then their attack would be blocked because of the Hard Coat. He is able to use any Earth technique up to A-rank. But as every Monkey, this Chimonki is very limber and is a great Taijutsu fighter.

    - Must hold an Monkey Contract
    - Only summonable once per battle
    - Only one Elemental Monkey on the field at a time
    - Stays on the Battle field for 4 turns
    - No other creatures can be summoned for two turns after this.
    - This Chimonki is immune for Earth technique's below B-Rank
    - This monkey is able to Turn into a Staff just like Enma


    4) Kuchiyose no jutsu| Mizumonki | Summoning Technique Water Monkey
    Rank: S
    Type: Supplementary
    Range: Short|Mid
    Chakra Cost: 40 [The user loses -10 If the monkey turn's into a Staff]
    Damage Points: -
    Description: The user bites his thumb, performs the Monkey handseal and slams his hand on the ground. He is a majestic Himonki who stands as tall as Enma, and who's covered in a coat of Earth. He is able to use any Earth technique up to A-rank. But as every Monkey, this Mizumonki is very limber and is a great Taijutsu fighter since this monkey his Affinity is Water and is a Monkey who live's near the Ocean this Monkey can hold his breath under water for Max 2 turns.

    - Must hold an Monkey Contract
    - Only summonable once per battle
    - Only one Elemental Monkey on the field at a time
    - Stays on the Battle field for 4 turns
    - No other creatures can be summoned for two turns after this.
    - This Mizumonki is immune for Water technique's below B-Rank
    - This monkey is able to Turn into a Staff just like Enma


    5) Kuchiyose no jutsu | Speedy | Summoning Technique | Speedy
    Rank: B
    Type: Supplementary
    Range: Short|Mid
    Chakra Cost: 20 [-10 everytime turning into a Staff]
    Damage Points: -
    Description: The user bites his thumb, performs the Monkey handseal and slams his hand on the ground. Hence being able to summon Speedy, Speedy is one of the fasts Monkey of the Monkey summoning he has the Speed which is equal to Rock lee without weights, this monkey is able to perform C-Ranked Taijutsu technique's and below, this monkey is very limber and can turn into a staff at a very rapid speed, the higher the user's rank the faster. The Monkey's Taijutsu counts as a move in the user's turn.

    - The monkey can stay on the battle field for 5 turns.
    - Must hold an Monkey Contract
    - Only summonable once per battle
    - No other creatures can be summoned for one turn after this.


    (Ninja Neko Kuchiyose No Jutsu: Ritoru Koneko: Awa) Ninja Cat Summoning Jutsu: Little Kitten: Bubble
    Type: Summoning
    Rank: D
    Range: Short
    Chakra Cost: 10
    Damage Points: N/A
    Description: Bubble is shy and cute, she is the basic summon of the Cat family and should only be used for training purposes, like getting the basics for the summoning of this noble family. She is fragile and will only allow 1 summoner to hold her and that is Hazure.
    *Must have signed the contract of the Cats (held by Hazure)
    *Can only be used/taught by Hazure
    *Can only be handled by Hazure


    (Kuchiyose no Jutsu: Ninja Neko Souseiji: Soshaku ken Kajiru) Summoning Jutsu: Ninja Cat Twins: Bite and Nibble
    Rank: C
    Type: Summoning
    Range: short - mid
    Chakra Cost: 15 or 20 [whichever it is]
    Damage Points: N/A
    Description: Bite and Nibble are the youngest summons in the Neko family and are both about the size of Temari's summon Kamatari the weasel; Nibble has purple fur and yellow eyes and has the ability to lengthen her tail with the help of the summoner. She carries a short katana which she can use by her tail. She is the close-quarters fighter of the two. Bite kind of looks like a skunk, with black fur and a white streak down the centre of his back. He has the ability to lengthen his teeth to make him look like a saber-tooth tiger, with the help of his summoner. He carries 5 scrolls in pouches on his body, with the help of the summoner these are used to send ninja tools at the opponent. Bite is the ranged attacker of the two. Both can speak fluent English.

    Note: must sign the Contract of the cats (held by Hazure) and can only be used/taught by Hazure


    (Ninja Neko Kuchiyose No Jutsu: Chisoku) Ninja Cat Summoning Jutsu: Chisoku
    Type: Summoning
    Rank: C
    Range: Short
    Chakra Cost: 20
    Damage Points: N/A
    Description: Chisoku is shy when he meets new people but after he gets to know them he can get quite attached and protective; that is if he likes them. He is fast and can match the speed of Rock Lee when his weights are taken off. His fur has a soft texture. He is roughly the same size as Akamaru when Kiba and Akamaru first meet each other. He can be quite cheeky sometimes, especially to a new summoner, like playing practical jokes with his speed, for example putting a thumbtack on a chair just as the person is about to sit on it or he uses his speed to tie up the new summoners feet and then he headbutts them in the back as so that they trip. He is smart and likes to spend his time with his summoner reading challenging books.
    *Must have signed the contract of the Cats (held by Hazure)
    *Stays in battle for 5 turns
    *Can only be used/taught by Hazure


    (Kuchiyose no Jutsu: Ninja Neko Soshi Buntai) Summoning Jutsu: Ninja Cat Element Squad
    Rank: B
    Type: summoning
    Range: short – long
    Chakra Cost: 25
    Damage Points: N/A
    Description: Each cat is about the size of Akamaru in the shippuden series. There are five members in this squad, one for each of the elements they are:

    Glare: Fire jutsu up to C rank
    Purr: Water jutsu up to C rank
    Tease: Lightning jutsu up to C rank
    Tora: Earth jutsu up to C rank
    Breeze: Wind jutsu up to C rank

    Glare has fire chakra and can use fire based jutsu, he has black fur with pink stripes like a tigers so I guess this is where he gets such a short temper from. His fangs and claws are made from the same material as Asuma’s chakra blades with these he can focus his fire chakra into his fangs and/or claws to strike.

    Purr has water chakra and can use water based jutsu, she has brown fur with dark brown spiral patterns. She carries a water skin filled with water imbued with her chakra (sort of like Gaara and his sand); she mainly uses this for protecting her and her fellow squad members.

    Tease has Lightning chakra and can use lightning based jutsu, his fur is a dark grey with dark yellow streaks that look like lightning bolts. Like Glare he also has Chakra blade fangs and claws. These allow him to do the same thing as Glare except only with lightning. He is the one that resembles Naruto because he is hyper-active and unpredictable.

    Tora has Earth chakra and can use earth based jutsu, her fur is black and rough to the touch. She is the serious one of the squad, like Shikamaru she is a strategist and a quick thinker. With her chakra she can bury her paws into the ground and can cause spikes of earth to come out of the ground following her prey if needed. (Note that in this state she cannot defend herself.)

    Breeze has wind chakra and can use wind based jutsu, her fur is a lime green colour and her fur is silky and smooth to the touch. Just like the wind she is graceful and agile. She is the optimistic and playful one of the 5. She carries with her a scroll and with the help of her summoner can summon a fan [like Temari’s but on a smaller scale] which is specially made for her. Like Temari she performs most of her jutsu with it. (Note that this fan is about the size of Breeze herself and is used by Breeze’s tail)

    *All of these cats can speak English.
    Note: Must have signed Contract of the Cats (Held by Hazure)
    Can only be used/taught by Hazure


    Name: (Kuchiyose No Jutsu: Kisaki Kuchiyose: Rinsei) Summoning Jutsu: Queen Summon: Rinsei
    Type: Summoning
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80 (Depends on the jutsu she performs)
    Description: Rinsei is the Queen of the Neko family (like Manda is the king of snakes). She is one of the most powerful of the Neko Family. Like the 3 tailed Demon she has 3 tails, this allows her to use her 3 Katanas. Her fur is soft like clouds and she has the Ying and Yang symbol printed on her forehead (the place where the summoner stands, if she allows it). Like all of the Neko family she is able to use a large amount of chakra, if needed. Her personality is that of a protective mother, if anything comes to hurt her young, or summoner, she will go all out against the person responsible. Jutsu she can use are (some cases she might need help from her summoner):
    Katon – Up to S-Rank
    Fuuton - Up to S-Rank
    Rinsei is very touchy when it comes to a summoner, she will only let a summoner stand on her forehead when they have done something to prove themselves to her. In order for a summoner to attempt to stand on her forehead the summoner must undergo a variety of tasks, which vary depending on her mood. The only exception is Kusari Uchiha (Hazure), who holds the Contract of the Neko Family.
    *Stays in battle for 3 turns.
    *Can only be used once per battle.
    *Must have signed the Contract of the Cats (held by Hazure)


    (Kuchiyose no Jutsu: Zangetsu) - Summoning technique : Zangetsu
    Type: Summoning
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage: 80
    Description: Zangetsu is an exeptionally large hawk , he has been taught the fire element up to A-rank and can use all A ranked and lower fire techniques that don't require any handseals, and have been taught the wind element since he is a large hawk by gathering chakra in his wings he can perform wind techniques up to B-rank or lower while he is airborn and count as one the three moves of the user. he is exeptionally fast for his kind and is immune to fire techniques that are lower than B-rank and can perform fire based techniques that don't require any handseals By gathering chakra in his belly and spewing it out of his mouth.

    ~ can only be summoned once per battle.
    ~ remains on the battlefield for 4 turns
    ~ can't use both wind & fire techniques in the same turn.
    ~ can only be used/taught by ~Crow~
    ~ must have signed the hawks contract held by Zenryoku.


    (Kuchiyose: Hogama) - Summoning: Great Fire Toad
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/a
    Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below.

    Note: Can only be summoned once
    Note: Must hold toad contract
    Note: Only one Great toad can be summoned at a time
    Note: Stays on the feild for 4 turns
    Note: No other summonings for 2 turns


    (Kuchiyose: Mizugama) - Summoning: Great Water Toad
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/a
    Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below.

    Note: Can only be summoned once
    Note: Must hold toad contract
    Note: Only one Great toad can be summoned at a time
    Note: Stays on the feild for 4 turns
    Note: No other summonings for 2 turns


    (Kuchiyose: kazegama) - Summoning: Great Wind Toad
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/a
    Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below.

    Note: Can only be summoned once
    Note: Must hold toad contract
    Note: Only one Great toad can be summoned at a time
    Note: Stays on the feild for 4 turns
    Note: No other summonings for 2 turns


    I have signed the Monkey summoning years ago and also got the permission from Bishamon to submit Monkey technique's. proof I currently have sighed in both my biography's the toads and snakes summonings, however whenever I will update my biography with another summoning animal then I have all the rights to these summons above.
     
         

  15. #15
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    Re: Shuusai's world.

    Elemental Combinations.

    (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


    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.

    __________________________________________________ ______________

    (Katon/Fuuton: Kaon Gufuu) – Fire/Wind Release: Pyroclastic Cyclone
    Rank: S
    Type: Offensive
    Range: Mid-Long
    Chakra cost: 40
    Damage points: 80
    Description: Kakuzu causes his wind-element mask to reach out from his back and mount itself above his shoulder before exhaling a powerful rotating wave of wind in the direction of the opponent. Simultaneously, Kakuzu begins spewing an immense stream of flammable superheated ash (similar to Fire Release: Ash Pile Burning) towards the intended target. The rotating wave of wind begins carrying the stream of ash, greatly augmenting its speed, heat and abrasive ability, making it a dangerous technique in all aspects. Due to the nature of the wind technique, it carries the stream of ash towards the opponent rather than dispersing it. The abrasiveness of the rotating wind-fused ash is on such a level its capable of skinning an opponent with mere contact. Afterwards, the user can ignite it with a flint placed on their teeth beforehand to create a spark, resulting in the technique becoming a dangerous stream of flames. This jutsu can also be performed with a clone with the Katon/Fuuton affinity or by both of Kakuzu's Fire and Wind masks.

    Note: Can only be used once per battle
    Note: Can only be Taught by Negative Knight
    Note: For other bios to use this technique, they must have a clone/summon with the Katon/Fuuton affinity.


    (Doton/Suiton: Yurasu Bakuhatsu) – Earth/Water Release: Seismic Explosion
    Rank: S
    Type: Offensive
    Range: Mid - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.

    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: Requires a cool down period of three turns before next use
    Note: No other S-Rank or above Suiton user's same turn
    Note: No S-Rank and above Doton in the user's next turn
    Note: Counts as two moves


    All taught by Negative Knight

    (Doton/Suiton: Boukun Rokujou) – Earth/Water Release: Tyrannical Aggravation
    Rank: S
    Type: Supplementary/Defensive/Offensive
    Range: Short
    Chakra cost: 40
    Damage points: N/A (80 damage if used to attack the opponent)
    Description: The user will release their doton chakra into the ground to cause two colossal armoured prehistoric crocodile-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as the A-Rank Stone Golem. The user will then focus their suiton chakra into each of the creatures to cause the humanoid crocodiles to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their gargantuan bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the crocodiles become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. The composition of the adhesive water/mud-like layer grants it properties of being both extremely viscous and an unparalleled level of stickiness. The viscosity of the mixture makes it so that weapons or physical objects can only partially pass through it until they run out of momentum, making Taijutsu and Kenjutsu which involve physical interaction ineffective against these creatures, as the user's body/weapon will cling to them, preventing further maneuverability. This also translates to kunai, swords and other projectiles become trapped inside the mixture. Its stickiness also grants it the effect of being able to congeal semi-solid elements together such as: Sand, Gold sand and Iron sand. Rendering them ineffective as they can no longer reform and reshape, a property they depend on in combat. This interaction is similar to the 2nd Mizukage's oily water breaking down Gaara's sand, but on a much higher level, making it capable of affecting all sand-based elements. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the large beasts. Alternatively, these crocodiles can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth, meaning the user doesn't have to be in contact with the ground to use this technique. The crocodiles also possess extremely long jaws capable of biting down with crushing force and spiked tails which can be used for physical attacks. In terms of defensive capabilities, each crocodile can neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will be destroyed in the process.

    Note: Creatures last for a maximum of four turns
    Note: Can only be used twice per battle
    Note: Can only be taught by -Venom-
    Note: Counts as 2 moves from the users 3 per turn limit.

    Picture Of The Crocodile:


    (Futon/Suiton: Houfuku) - Wind/Water Style: Retribution
    Type: Offensive/Defensive
    Rank: S rank
    Range: Short - Long Range
    Chakra: 40
    Damage: 80
    Description: The user will first release a small amount of wind chakra in front of him in the form of a small circular wall, with diameter twice the size of him, and the same height as him. The wind will spin around in front of him for a couple of seconds. The user will then quickly gather his suiton chakra within his stomach and quickly spit it all out through the wind wall in front of him. The sudden burst of water will go through the wind with relatively ease, due to both being created of the same chakra source and it won’t have any resistance. The bullet of water will then continue to spin as it approaches its enemy. The main purpose of the wind previously made was to remain there so that the user can release his water chakra in a quick burst (the water bullet, not stream) and the wind would act as a second layer for the water bullet, giving it more strength. The water/wind combination will then spin much faster, resembling a miniature twister heading towards it destination with brute force and accuracy.

    Notes:
    -Can only be use thrice
    -Counts as 2/3 of the user's move per turn.
    -Cannot use A rank and above wind or water the next turn
    -No other Wind/Water Combination jutsu the same turn this has successfully been used
    -No other elemental combination the same turn this has been used
    -Must have Water and Wind mastered to use
    -Can only be taught by -Venom-


    Taught by -Venom-
     
         
    Last edited by Jokey; 05-29-2014 at 07:43 PM.

  16. #16
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    Re: Shuusai's world.

    Kiyoshi

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


    (Konki Shuuha)- Energy Wave
    Type: Attack
    Rank: B
    Range: Short-Long
    Chakra cost: 20
    Damage: 30-40 (depending on rank within the clan)
    Description: This chakra wave can shoot short or long and causes the opponent to be burst away from the user while taking severe damage.
    Note: Must be a member of the Kiyoshi Clan to use


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


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


    (Haru no Nori: Gojiki)- Ride of Spring: Five Seasons
    Type: Supplementary
    Rank: B
    Range: N/A
    Chakra Cost: 20
    Damage: (+10 to energy techniques)
    Description: The user focuses elemental chakra into their energy and pure chakra, while at the same time keeping it pure. This causes their energy to be stronger and also have an effect based on the 5 elements (fire, water, earth, lightning, wind). The user can only focus one chakra at a time and needs a 1 turn period in-between without using energy related attacks to shift energy elements.
    Fire- Energy will be able to burn things
    Water- Energy will be able to douse out fires as well as possibly drown (if one can)
    Earth- Energy will have a tough, solid composition.
    Lightning- Energy will be able to shock and electrocute
    Wind- Energy can slice/cut or blow away
    ~Must be at least a Kiyoshi Warrior
     
         

  17. #17
    Jokey's Avatar
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    Re: Shuusai's world.

    My Custom Jutsu spots.


    1) (Katon: Katana Kaji) - Fire Style: Blade of Fire Erzo, House, Afro Kaguya
    6) (Katon: Kaji Kawari ) - Fire Substitute Negative Knight, Erzo, Baldy, House, Scaze, Nathan - Full
    8) (Suiton: Sui Mizu) - Water Style: Acid Water Erzo, McRazor, House, Negative Knight, Dragy, Nathan - Full
    9) (Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning Korra, House, Nathan, McKnockout, Dragy
    10) (Suiton: Mizu Kabe ) - Water Style: Water Wall Erzo, House, Negative Knight, Venom, Nathan, L - Full
    13) (Raiton: Genwaku Hirameki ) - Lightning Style: Blinding Flash -Cobalt-, Question
    15) (Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai - Question, Nathan
    16) (Fuuton: Kaze tengai ) - Wind Style: Wind Dome House, Venom, McKnockout, Question, Nathan, Negative Knight - Full
    17) (Fuuton: Tenryū no Yokugeki) - Wind Dragon's Wing Attack House,
    21) (Doton: Daichi Kunai) - Earth Style: Earth Kunai Lili-Chwan, Korra, Scaze, Ace, Nathan, Negative Knight - Full
    24) (Mokuzou Enchou Makai) - Wooden dome of hell -Cobalt-, L,
    30) (Kumokasumi Saezuru) - Disappearing Chirps Scaze, Venom, Nathan, L,
    32) Genjutsu: Sendo Shazou (Illusion Technique: Death Image) -Cobalt-
     
         
    Last edited by Jokey; 05-17-2014 at 05:35 PM.

  18. #18
    Jokey's Avatar
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    Re: Shuusai's world.



    Box Jellyfish Summoning Contract
    Summoning Animal: Box Jellyfishes (Cubozoa)

    Scroll Owner:

    Lili-Chwan

    Other Users who have signed contract:

    Solf J. Kimblee
    Shady Doctor
    Flash07
    Jokey
    L

    Summoning Boss if existing:

    Maman Brigitte
    Samedi of the Crossroads

    Other Summoning Animals tied to contract:

    Larvae
    Polyp
    Archipelago Boxes
    Mamaragan
    Mauna Loa
    Coatrischie Boxes
    Marinette
    Agwe Boxes
    Baron Cimitiére
    Coco Macaque
    Shango Boxes


    Origin:
    The Box Jellyfishes are from a secret coral reef on an archipelago simply called Shotou or Archipelago.

    General Description:
    Box jellyfish (class Cubozoa) are cnidarian invertebrates distinguished by their cube-shaped medusae. Box jellyfish are known for the extremely potent venom and are among the most venomous creatures in the world. Stings from these and a few other species in the class are extremely painful and sometimes fatal to humans.

    Archipelago Boxes Venom: The standard venom produced by the archipelago boxes is an enhanced version of the standard Cubozoa venom. It contains a mixture of hemolytic and neuro-toxins. Upon infection, the target will feel great pain, worse than being burned, as the poison spreads. The hemolytic toxins and other disgestive enzimes will burn and melt the flesh they come in contact with producing terrible scars in their path. Some Archipelago Boxes may utilize a different variation of the venom, focusing on different venoms used by different species of the Cubozoa class, which will be fully described in the jutsu description of each summon.

    Summon General Abilities:
    Archipelago's Box Jellyfishes have varying heights. Some can be as small as a phalanx from the floater to the tip of the tentacles, while others reach can have floaters as big as elephants, like some Myobokuzan frogs are significantly bigger than normal.
    Their venom, produced by the various nematocysts found in their tentacles, contains a powerful cocktail of hemolytic and neuro toxic enzymes. This venom can be manipulated with chakra, creating something that's similar to water jutsus. Proper jutsus will be submitted as Box Arts.

    In case of an unsuccessful summon, the user may call forth a larvae, which will grow into a polyp and then into a grown medusa in 2 turns, or a polyp, which will grow into a medusa in 1 turn. Neither is able to use Box Arts or chakra, except special cases (which will have their own jutsu), but polyps will have some nematocyst in their tentacles, though not as abundant as a grown medusa.

    Summoning:
    The person who signs this contract is able to summon Box Jellyfishes from Archipelago, and can also be summoned by them, and gains access to the Box Arts. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a larvae or a polyp, which require 2 and 1 turn to grow into adult boxes. The canon Summoning Jutsu calls forth average Archipelago Boxes from varying heights, all venomous and with a random weapon, but require a water source in order to be successful. Using specific amounts of chakra, the user can summon special boxes, with special abilities, all up to the Boss. (Which will be submitted using the official template)
    Approved

    Box Summons
    1.
    ( Koukurage Kuchyose no Jutsu: Raiden ) Box Jellyfish Summoning Technique: Mamaragan
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user summons large polyp, with a body the size of an adult man, and a mouth filled with long tentacles. It has Lightning affinity, which give's it's translucent body and tentacles a strong electrical charge reacting automatically to any existing lightning in the surrounding area, up to 15 meters around it, as if it was a lightning rod. This means that while it is in play, for 2 turns, neither the user or the opponent can efficiently preform a lightning jutsu, as it will get pulled and absorbed by Mamaragan. It can absorb 80 chakra, 160 Damage Points of Lightning/Electrical based jutsu. Once the quota is reached, Mamaragan will burst open and expel several (10-20) tiny and light medusas, which are light enough to move through the air, and use small electrical discharges to change direction. This medusas will stay alive for 1 turn, and will produce powerful lightning discharges whenever they come in contact with the opponent, sending out a paralyzing wave which will lock the target's muscles for 1 turn, preventing movement. They fly at a normal pace, as if freely floating in the air currents.
    *While in Polyp form, it is able to use its tentacles to move and/or thimble it's way around the field. In Medusa form, the small entities will just be attracted by the opponent's chakra, with no conscientious movement. They will not attack the user or fellow Box Jellyfishes*
    *In Polyp form the tentacles can be used to wrap and bind a nearby (short-range) enemy while shocking him on contact (B-Rank) numbing his nerves*
    *Absorbing the techniques do not count towards the jutsu count. Releasing the medusas counts as 1 jutsu. The electrical discharges from the medusas have a power equivalent to A rank, but do not count has a different jutsu from their release.
    *The Polyp lasts 4 turns. If it reaches the 4 turns or the Lightning Absorption quota, it will release the medusa, if it is forced to vanish, it will not*
    *The Medusas will stay on the field for 1 turn, before drying out. They do not contain poison*
    *No other Box Jellyfish can be summoned on the field while Mamaragan's Polyp is in play*
    *Can only be summoned once per battle*

    #262

    2.
    ( Koukurage Kuchyose no Jutsu: Nagai Yama ) Box Jellyfish Summoning Technique: Mauna Loa
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Mauna Loa is a huge box jellyfish with Fire Affinity. It has a floater 0.5x0.5m and tentacles reaching up to 10 meters. Having affinity with fire allows him to heat up his body to extreme temperatures, while the chakra protects him from drying/burning and thus death. He uses his body temperature to either swim in the ground, leaving behind a trail of molten rock, or hovering in the air, by shifting the temperatures and creating air pockets, both techniques equivalent to an A rank technique, thus counting towards the jutsu count. He is able to use Fire techniques up to S-rank.
    *The user is able to summon him already on the ground or hovering, both Summoning and the Hoovering/Ground technique counting as 1 jutsu. Shifting between ground/air afterwards will count as additional jutsus*
    *While in water, if still hot, Mauna Loa will produce steam*
    *Lasts 4 turns max*
    *Can only be summoned once per battle*
    *Mauna Loa's techniques count towards the users move count*

    #262

    3.
    ( Koukurage Kuchyose no Jutsu: ) Box Jellyfish Summoning Technique: Coatrischie
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: Coatrishie is a clan of Archipelago Boxes that has wind chakra, and a higher resistance to drought. They come in various sizes, from very small ones to large enough to carry 2 people in their floater. They can swim freely through the air as they can through the water. Twice per battle, they can charge wind jutsu on their tentacles, acquiring a saw-like appearance, equivalent to A rank and will last for 2 turns max each time.
    *Can only stay on field for 5 turns max unless there is a water source nearby, in which case they can bathe in the water and renew the duration of their stay by 5 more turns*
    *Can only summon up to 3 Coatrishie per battle but only one at a time*
    #308

    4.
    ( Koukurage Kuchyose no Jutsu: Kyoudan ) Box Jellyfish Summoning Technique: Marinette
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage Points: N/A
    Description: Marinette is large yet slender box jellyfish with Earth Affinity. Because of that, although strong and steady, she appears to be drier and more frail than other boxes, almost as if made of sand cloth,allowing her to remain out of water. She is able to freely alter her weight from milligrams to tons, with earth chakra, and move underground as if it was water. Combining both, she can propel herself out of the ground and soar in the air for quite long time, almost as if floating. She is a master of Ta Moko. Increasing the height and hardness of her thin tentacles, she can increase their size with such speed and strength that they act like bullets, at a speed that isn't easily discernible for untrained eyes (non Strong Fist Masters) or people with at least 1 Tomoe Sharingan or Byakugan.
    *Except when using Ta Moko, Marinette's ability to shift her weight costs 1 jutsu*
    *Can stay in battle for 4 turns max*
    *Can only be used twice if not injured*

    #597

    5.
    ( Koukurage Kuchiyose no Jutsu: Dokueki) Box Jellyfish Summoning Jutsu: Agwe's Venom
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: Allows the user to summon a mist composed of thousands of nano-sized box jellyfishes. The mist moves concisely as a whole. Due to their small size, they don't require a large amount of water as per se, rather each individual is able to survive inside very small water sources, which would enable them to survive, for example, inside the droplets of the mist or inside the human body. Using their powerful venom, they infect the body and eat away the flesh, causing great pain throughout the process. Since they're minimal they are unable to preform jutsus of any kind. As they're summoned they bring forth a water mist, distinguishable from the regular mist by the naked eye only because of an soft and discrete unnatural glow on the droplets of the mist, as if it it alive, unless they're summoned directly into water, thus keeping the glow but summoning no additional water.
    *Visible to the naked eye*
    *It is possible to be infected and not feel severe effects, rather just pain from the venom, if the boxes are blocked early on*
    *Can only be used once*
    *Can't be summoned directly on the opponent. The combined amount of boxes is about 1 cubic meter*
    *If summoned on rain, they'll fall to puddles, and are unable to move out of the puddle unless they find adjacent water pathways*
    *Last 2 turns in the battlefield, take care of an average adult within a turn*

    #1642

    6.
    ( Koukurage Kuchiyose no Jutsu: Taitou Oubochi ) Box Jellyfish Summoning Jutsu: Baron Cimitiére's Accession
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user performs a couple of handseals, summoning a giant jellyfish underground. The jellyfish possesses several dozens of tentacles, instead of 4. After being summoned, Baron Cimitiére rises them above ground, bursting forth with great power and strength, similar to the final dance of the Kaguya, having the same power as it. Afterwards, it can wrap around his opponents to crush them and poison them with it's venom.
    *Can stay in the battlefield for 3 turns*
    *Can only be summoned twice, if he didn't sustain critical damage*
    *Requires two turns in between usage*
    *The user must be on the ground or less than 10 meters from it to summon Cemitiére*
    *The first outburst is a result of a chakra infused outburst, similar to an S rank, same as the rank of the technique. The initial outburst and the summoning technique count as 1 jutsu. The outburst can't happen any other time*
    *Cannot use the chakra outburst if summoned second time*


    #1642

    7.
    ( Koukurage Kuchiyose no Jutsu: Toppi Shitei ) Box Jellyfish Summoning Jutsu: Coco Macaque
    Type: Supplementary
    Rank: D
    Range: Short (summoning the Larvae) / Long (On transmission)
    Chakra Cost: 10
    Damage Points: N/A
    Description: Allows the user to summon and vanish a pair of Coco Macaque. These Larvae are all linked together by chakra, so much that by charging chakra through one will be felt by the others. The user of this technique will summon a larvae on him/herself, and the other on any Box short range from the user, allowing the user to charge chakra through the Coco Macaque that will be felt by the Box, and the other way around as long as the larvae are in the user's and targeted Box's possession. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.
    *It transfers just a signal, a small fluctuation. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
    *Coco Macaque twins can stay indefinitely in the battle, but there are only 4 pairs of twins in Archipelago (per contract holder)*
    *Can be used by other Boxes*
    *These larvae can't use jutsus*
    #2195

    8.
    ( Koukurage Kuchiyose no Jutsu: Utsu ) Box Jellyfish Summoning Jutsu: Shango
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Shango are a specialized type of Box Jellyfishes that are able to hibernate underground, until a foreign chakra steps within their close vicinity. Once it happens, they quickly lash out at their prey, shooting their thread-like tentacles and wrapping around the opponent, carving the skin and injecting their poison. This happens in a blink of an eye, almost as fast as Gaara's sand defense. They're trap-summons, and, upon preforming 6 handseals, they're summoned into the ground anywhere within range. Although able to stay indefinitely on the field, they are short lived after being triggered (1 turn). Each of them is roughly the size of a fist.
    *Can only summon up to 4 per usage*
    *Can only use 1 time per battle*
    *Can't be summoned already in the direct vicinity of any opponent (right beneath their feet).
    *Only one of the Shango can use Box Arts
    *Triggering a Shango does not count towards the user's jutsu count*
    *Foreign chakra is anything outside the Box Contract, as such, it will not react to fellow summons or summoners (even if used by different members), but will react to allies*
    *Triggering reacts by pressure and chakra, trying to detect living animal organisms, thus, unless the jutsu mimics animal life (Shadow Clones, Organic Elemental Clones, Summon Animals) it won't get triggered. Again, Shadow Clones, Summoning Animals, Organic Elemental Clones (Wood Clones, Mushroom Clones, etc) will trigger the trap.*
    *User can't preform any other summon in the same and next turn*

    #2195

    9.
    ( Koukurage Kuchiyose no Jutsu: Ouhi ) Box Jellyfish Summoning Jutsu: Maman Brigitte
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Point: N/A
    Description: The user preforms one handseal, summoning Maman Brigitte. She comes forth covering a great portion of the battlefield with a thick mist, throwing off chakra sensing techniques. The mist carries a strong genjutsu, A rank in strength, as it is filled with Maman's chakra, making the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Maman herself is a great box jellyfish the size of a human, light enough to swim through the mist, taking advantage of the confusion of her opponent to strike him from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from Maman
    *The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
    *The mist Mid-range from Maman throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
    *Can only be used once*
    *Lasts 4 turns*
    *The genjutsu strikes mid-range from Maman Brigitte, despite the mist covering up to 30 meters radius*
    It works by physical contact with the water particles carrying Maman's chakra
    *No paralysis type effects are achieved, its a technique that creates false surroundings*
    *Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman. Otherwise, the user must counter the mist or Maman in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
    *Maman is unable to preform any Elemental Jutsu and can only attack using direct contact

    #2195

    10.
    ( Koukurage Kuchiyose no Jutsu: Ouja) Box Jellyfish Summoning Jutsu: Samedi of the Crossroads
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user preforms one handseal, summoning Baron Samedi. He comes forth covering a large portion of the battle fied with a thick mist, throwing off chakra sensing techniques. The mist carries a strong genjutsu, A rank in strength, as it is filled with Samedi's chakra, making the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Samedi himself is a great box jellyfish the size of a human, light enough to swim through the mist, taking advantage of the confusion of his opponent to strike him from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from Samedi.
    *The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
    *The mist Mid-range from Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
    *Can only be used once*
    *Lasts 4 turns*
    *The genjutsu strikes mid-range from Baron Samedi, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying Samedi's chakra
    *No paralysis type effects are achieved, its a technique that creates false surroundings*
    *Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Samedi. Otherwise, the user must counter the mist or Samedi in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
    *Samedi is unable to preform any Elemental Jutsu and can only attack using direct contact

    #2195


    Box Arts
    22.
    ( Kouton: Haki) Box Arts: Haka
    Rank: D-S
    Range: Short-Long
    Chakra Cost: 10-40
    Damage Points: N/A
    Description: Haka stands as an enhanced form of Killing Intent (Sakki). Works in all manners exactly like it, overpowering one's mind and paralyzing the targets with images of their death and torture, with the exception of one simply thing. Along with the chakra, the user secretes a fast wave of venom in it's gaseous state. This chakra-modified venom focuses solely the secondary effect of Irukandji syndrome, from the venom used by a certain specie of box jellyfishes, which is a sense of impending doom. While the Killing intent is chakra based only, thus easily overpowered by will alone, if the opponents are as strong as the user, Haka creates an added physical and physiological response to it, preventing even targets as strong or stronger than the user to break it by will as easily, having them suffer the same paralysis as if they were 2 ranks bellow.
    *The venom wave only reaches Mid-range, thus the Haka continues as normal Killing Intent for longer ranges*
    *Human users can't preform this technique, but the strength of Haka is based on the summoner's rank*
    *The higher the user, the stronger the technique*
    *Haka lowers the Target resistance to Killing Intent by 2 Ranks, even in bios that claim to be fearless*
    *Venom produces ONLY the sense of impending doom. It has no Hemolytic of Digestive proprieties, neither does it produces pain*
    *The user can control the Haka in order to not affect allies, even in radial uses*
    *This technique is basically only a stronger version of Killing Intent (Sakki)*

    #262

    23.
    ( Kouton: Horimono ) Box Arts: Ta Moko
    Rank: B
    Range: Self
    Chakra Cost: 20
    Damage Points: N/A
    Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles 3 times the original size. Each usage allows the Box to stretch 2 tentacles, and then return them back to normal.
    Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch the tentacles up to Mid-Range. The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.
    *Each usage of the technique stretches 2 tentacles*
    *Summoning the tentacled box uses the same technique, but requires 3 handseals*
    *The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again*
    *Human summoners have higher resistance to the poison, but are not immune*
    #308

    24.
    (Kouton: Pishari ) Box Arts: Fa'ataupati
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user, up to Mid-Range around the user. The jellyfish can move as fast as the user can move. The jelly can be separated into up to 5 smaller jellyfishes.
    *While controlling the venom, the user can't preform other jutsus except Taijutsu*
    *The venom can be controlled for 2 turns, after which it falls motionless*
    *The jutsu can only be used twice*
    *Human summoners have higher resistance to the poison, but are not immune*
    *Can only be used by Boxes*
    #308

    32.
    ( Kouton: Yari ) Box Arts: Woomera
    Rank: A
    Rank: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: Allows the user to summon several (up to 10) isolated nematocysts, of various sizes (from the tiny pin-sized nemoticysts of normal boxes to the massive spear/staff sized nematocysts of gigantic boxes). These can be wielded like weapons or thrown like projectiles (in the same manner as one throws kunais or shurikens). The user claps his hands and summons the nematocysts in front of him or in his palms, grabbing them to use. The nematocysts have only one autonomy, if the tips are stimulated, the injection mechanism is triggered, sending an infusion of Box venom directly related with the size of the nematocyst, otherwise, they're innanimate.
    *charging chakra through the nematocysts while physically wielding them allows them to gain a certain steel-like quality, like a sword or a kunai. Throwing them or loosing physical contact will rever them back to soft organic material*
    *triggering mechanism allows only one infusion, aftewards the namotocyst is reverse summoned*
    *human summoners are more resistant but not immune to the venom*
    *Can only be used once every 2 turns*
    *Range pertains to the range of the summoning of the nematocysts and not their throwing, which is the same as the range at which the user can throw a kunai*

    #2282

    40.
    ( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele
    Rank: C
    Type: Supplementary/Defensive
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: Similarily to ( Kouton: Haki ) Box Arts: Haka, this technique consists in a controlled burst of Irukandji venom, modified to enhance the impending doom syndrome with lethality or other venomous effects. Instead of focusing on fear and completely overpowering the opponent, Wasp Mele acts more discretely. It induces a certain feeling of shock and damage, as if they've been hit by a powerful attack. More physiological than physical, the effects is only able to make the target hesitate when performing techniques, and can even interrupt a succession of hand-seals. But it is easily brushed off and ignored afterwards. It has bigger effects on summons and clone jutsus. If a shadow clone is hit with the Wasp Mele, or any other sentient clone/technique, it will be tricked to immediately disperse. Similarly, summoned animals are tricked into reverse summoning themselves.
    *It travels fast, up to 10 in less than a second, and hitting the full range (20 meters), in less than 2*
    *Works on a Clone or Summon created with a technique up to and including A rank, or similar if the technique creates more than 1 clone/animal*
    *Ineffective against resurrected bios, such as Impure World Resurrection or mushroom Nzumbes, or Boss summonings"
    *Can only be used by Boxes*
    *Can be manipulated to not affect the user or allies*
    *Requires a 2 turn cool down*

    #Approved
     
         

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