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  1. #1
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    Shady's Customs

    This thread is for the customs which I have created and those which I have learned, please refrain from posting in this thread, for those other than myself and mods who post in here will gladly be reported.
    - Thanks, Ares.




    Approved Custom Techniques

    1) ( Raiton: Dràugion Stàfe ) - Lightning style: Dragonfly Staff
    2) ( Raiton: Sen no te no kyū ) - Lightning style: Sphere of 100 hands
    3) ( Suiton: Sutikkī denpun same ) -
    Water Style: Sticky starch Shark
    4) ( Konoyo no jigoku)-Illusion arts: Hell on Earth
    5) (Kamen no akuma no henshin)-Masked Demon transformation
    6) (Nejikomi buki ) -Threaded arms
    7) ( Fuuton: Fūryoku ryūshi bīmu ) - Wind Style: Wind Particle Beam
    8) (Fuuton: Chō Stáfe ) - Wind style: Butterfly Staff
    9) (Katon: Ka Stáfe ) - Fire style: Mosquito Staff
    10) (Doton/Katon: Zã Stáfe ) - Earth/Fire [
    style: Beetle Staff
    11) ( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
    12) (Futon: Jougo)- Wind Release: Funnel
    13) Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub
    14) ( Fuuton: Koisen tenshi Nùn) - Wind Release: Gathering of the wicked Cherub
    15) Fuuton: Sukai no kindan | Wind Style: Love in the Sky
    16) Fuuton: Kōha Taika | Wind Style: Gale's Vein
    17) Fuuton: Bāsākākikku | Wind Release: Berserker Kick
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    Cfs

    Chishi Shindou - Fatal Impact:
    1) ( Chishi Shindou: souran )Fatal Impact: Altered Size
    2) ( Chishi Shindou: Erementaru Shindou ) - Fatal Impact: Elemental Impact
    3)
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    ??????????
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    Custom Elements:




    Personal CCJ
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    Last edited by Shady Doctor; 12-03-2014 at 01:15 AM.

  2. #2
    Shady Doctor's Avatar
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    Re: Shady's Customs


    Raiton



    1) (Raiton: Dràugion Stàfe) - Lightning style: Dragonfly Staff
    Rank: S
    Type: Attack
    Range:Short-Mid
    Chakra Cost:40
    Damage Points:80
    Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user forms a staff made of condensed lightning. The staff is approximately the same height as the user and about a foot in diameter.
    Close range abilities:
    The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of Chidori(A-rank)
    Mid range use:
    The staff can also be used at a range, in which it gained.its name "dragonfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a dragonflys. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..

    ~ Only teachable by William24
    ~ Only usable once per match
    ~ Staff lasts 3 turns unless thrown, then.it ends that same turn..


    2) (Raiton: Sen no te no kyū ) - Lightning style: Sphere of 100 hands
    Rank: Forbidden
    Type: Attack/Defense
    Range:Short-long
    Chakra Cost:50
    Damage Points:90
    Description:
    The user begins by performing 2 hand seals whilst focusing an astonishing amount of chakra into a single point on his spinal cord (outside of the skin). After about 2-3 seconds of charging the lightning, the user would then allow the chakra to expand controllably into a large sphere of about 15 feet in diameter that floats behind the user, attached to his back by a small string of lightning. With the sphere created, the user is able to control the massive amount of chakra in the sphere to create up to 100 arms made of pure lightning chakra. The arms are similar to that of the biju cloaks arms used by jinchuuriki, though due to them being made of lightning, they move at incredible speeds and are able to pierce through objects with relative ease (A-rank cutting potential) or just shock them thus leaving them paralyzed for a brief time. The string attached to the user from the sphere continually sends electric pulses through the users body, thus damaging his body a little every turn It's active.

    ~ Only teachable by shady doctor
    ~ Usable once
    ~ Lasts 3 turns
    ~ Can only use lightning techniques during use, and after the jutsu is done the user is limited to only A-rank Jutsu for 3 turns due to chakra drainage
    ~ Due to the constant pulses of electricity sent through the users body, his speed will drop one rank for the rest of the fight.


    (Raiton: Undo Jutsu) Lightning Release: Movement Technique
    Type: Supplementary
    Rank: B
    Range: Short (effects only the user)
    Chakra cost: 20 (+5 per turn sustained)
    Damage: N/A (5/turn to the user)
    Description: By converting the users lightning chakra into electricity and infusing their bodies with small amounts of it, they are able to overcome paralysis or crippling injuries by forcibly moving themselves through commanding their own nerves and muscles with impulses caused by chakra. Dislocated limbs and numbing poisons mean nothing to someone who has mastered this allowing them to fight until their bodies are over damaged.
    Notes:
    - Can only be taught by Shinta,
    - Can not be used if the users chakra network is blocked,
    - No wind jutsu while this jutsu is active,
    - Can be maintained for three turn successively,
    - Can be used two times per match with one turn gap in between each use.

    Training

    (Raiton: Ningen Denchi)-Lightning Release: Human Battery
    Type: Attack/Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage: 40 (+20 to A rank lightning and below)
    Description: By generating electricity within his body, the user can increase the power of his next lightning jutsu. The electricity can also be discharged from the user's body to shock a nearby enemy. -Usable 4 times per battle
    -No earth or wind jutsu while the charge is present
    -Can only be taught by Shin-Akira.

    Training

    (Raiton: Kyuuzou Furea) – Lightning Release: Surging Flare
    Rank: S
    Type: Offensive/Supplementary
    Range: Short (Long range vertical reach)
    Chakra Cost: 40
    Damage Points: 80
    Description: The user after channeling their raiton chakra throughout every chakra point in their body and performing the handseal sequence of Dragon → Serpent → Tiger, throws both of their arms upwards to release the chakra as a vertical cylindrical column of lightning which surrounds their body and travels up towards the sky. The column encases the user's body as its released and can be altered to have up to a radius of five meters around the user. If the opponent comes into contact with the column, they are suddenly thrown upwards and overloaded with a dangerous amount of raiton chakra, leaving their body paralyzed for two turns. The raiton chakra released via this method is oppositely charged to that of natural lightning, allowing this technique to be used to discharge storm clouds and hence prevent any lightning strikes. As a result, this technique is exceedingly useful in negating the conditions required for Kirin.

    Note: Can only be Used Twice Per battle
    Note: Can only be Taught by Negative Knight
    Note: No S-Rank or above Lightning in the user's next turn
    Note: Deals 20 damage to the user.


    Learned here


    (Raiton: Burikka no Jutsu) -
    Lightning Release: Flicker Technique
    Rank: B
    Range: Short
    Type: Supplementary
    Chakra: 20( 10 per turn)
    Damage: N/A
    Description: A technique where the user does a small sequence of 2 hand seals and release raiton chakra to make himself flicker like a pulsating light rapidly turning on/off/on/off repeatedly. Others will literally see the user appear and disappear as he flickers and their eyes will find it very difficult to follow the user.If they focus their eyes to see the user,their eyes could suffer making it harder for them to concentrate their eyes on the user.A more pronounced eye damage from the bright flickering is temporary blindness which lasts for a few seconds,if not careful. The result is a confused opponent having difficulty tracking and following the user's movements, his position or his actions.This technique is very effective when used in conjunction with Taijutsu.This technique does not work against Doujutsu.
    ♦Lasts for 4 turns
    ♦Usable 2 times per battle
    ♦Can only use lightning techniques while active otherwise the technique ends.
    ♦Doesn't affect doujutsu.
    ♦Can only be used/taught by Igneel

    Learned here

    (Raiton:kyuushuu) Lightning:Suction
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost:50
    Damage Points:N/A
    Description: Once a lightning jutsu is used against the user he does 3 handseals and lifts his hands towards the coming lightning.Then he absorbs the Raiton chakra from the justu.
    Note: Can be used 2 times per battle.
    Note:After used the user must use lightning jutsu in the same turn to free the stored lightning chakra.
    Note: Only taught by Damon Salvatore
    Note:Can absorb only till A rank justus.

    Taught here

    Raiton: The Dancing Billion Leafs
    Type: Offensive/Defensive
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user makes the Rat and Tiger handseals. While doing so, they will gather up and enormous amount of Raiton chakra. The user will then convert all that chakra into electricity and release it from their body. Doing so, they will use shape manipulation to make the electricity into a billion leafs that's sharp as a razor. The user can now manipulate the electric leafs to attack and defend themselves. The sharpness of the leafs makes them able to shred a target on contact while their inherent Raiton chakra makes them able to paralyze on contact for a brief moment

    Note- Can only be used 2 times per batle
    Note- Can't use any A-rank or higher Raiton jutsu in same turn
    Note- Can only be taught and learnt from~Jellal.F~
    Note- Need to have completed Raiton training
    taught here

    Raiton: Raikou Taka Genkotsu | Lightning Release: Lightning Hawk Fist
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: The user channels a large amount of lightning around one of his fists. The manipulated lightning takes the shape of a small hawk with wings. It can be used to blow the opponent back while numbing the area it touches in close combat or it can be fired as a projectile. The hawk is about the size of the average human head.

    Taught here


    (Raiton: Fukuro no Giragira) Lightning Style: Owl's Glare
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user quickly gathers lightning chakra on the eyes, making them glow, iluminating the path. If eye contact is made with the opponent, a beam of lightning is shot to pierce the opponent's eyes. The beam is virtually untrackable, due to an optical illusion: Since the beam travels straight forward, all the opponent see are the glowing eyes. Only experienced doujutsu users or chakra sensors (Sage rank), will be able to notice the slight increase of chakra/glow as the beam is being shot, and as such are able to respond correctly.. In the case the opponent notices, it is easily blockable, for if it it's anything other then soft tissue (I.e. Eyes) the max it can do is leave 2 small wounds.
    *Can only be used thrice, lasts 3 turns, where the user can shoot 2 pairs of beams throughout*



    Taught here
     
         
    Last edited by Shady Doctor; 11-04-2014 at 02:51 AM.

  3. #3
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    Re: Shady's Customs



    Doton


    (Doton: Rokku Doragon) - Earth Style: Rocks Dragon
    Rank: B
    Type: Attack/Defense
    Range: short-long
    Chakra Cost: 20
    Damage Points: 40
    Description: After preforming the needed hand seals, a dragon made from rocks is created form the ground (it can be summoned form anywhere you want and from there its range will be in count) and used to attack others with eating them and clashes the ground again, or/and if it was created near you, it will protect you.
    Learned here

    (Doton: Rōzugāden) - Earth Style: Rose Garden
    Rank: Forbidden
    Type: Offensive/Supplementary
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90 (-20 to the user)
    Description: The user makes a quick sequence of five handseals, Horse → Tiger → Dragon → Bird → Serpent, and focuses a large mass of doton chakra throughout the whole battlefield. As the user forms the last handseal being the Serpent handseal he slams both of his hands on the ground thus releasing the gathered doton chakra in a burst. The enemies can literally see the shockwave of the doton chakra through the ground spreading into every direction of the battlefield. By doing this the user will cause gigantic roses and spike branches made from silicate minerals found in the earth crust to rise, silicate is basic earth mineral that can be found in the earth crust, the gigantic roses and spike branges are made out of this mineral, thought the user has to use a great amount of chakra to control this mineral, it gains a red-light/green color, making them look like actual roses. These roses and spike branches are created by combining the silicate minerals with dense stones found deep in the ground. These gigantic roses and branches are sharper than blades and denser than Iron itself, having dozens of gigantic spikes stiking out of the core and the branches, vines etc. all covered with razor sharp spikes, which can easily penetrate earthen domes and whatnot. Each of the roses are about 1 to 3 meters in diameters, and as tall as 10 meters with the vines included. Causing the battlefield to be covered in a mayhem of branches and leaves each capable of piercing or tearing through very dense materials, creating a forest of deadly roses which can penetrate the targets literally from all direction, the garden reaches out to all directions, thought the user can move freely due to the lack of roses surrounding the user.

    ♦ Note: This technique can only be taught by Ichigo.
    ♦ Note: The user can only use this technique once per battle.
    ♦ Note: The users speed decreases by three ranks, following the speed chart. (being an sage by post reduces your speed to S-Class Ninja)
    ♦ Note: The user can't use earth techniques for five turns after this jutsu is used.
    ♦ Note: The user will take damage due to the large mass of chakra used to perform this jutsu. (-20)
    ♦ Note: The user cannot participate in close combat for the rest of the battle due to the weakend state of the body.
    ♦ Note: This jutsu counts as two of the users' moves, due to the abnormal amount of chakra used to perform this jutsu.

    Taught here

    (Doton/Katon: Mitsubachi no su) Earth/Fire Style: Bees Nest
    Type: Offensive
    Rank: Forbidden
    Range: Short/Mid-Long
    Chakra: 50
    Damage: 90(-15 to user)
    Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden.
    NOTES
    • User cannot use Fire or Earth jutsu above A rank next turn
    • This jutsu takes two of the users three jutsu spots per turn
    • User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it
    • Can only be used once per battle Can only be taught by Zanda

    Taught here

    Doton : Mosquito Trap | Earth Style : Mosquito Turapu
    Type: Offensive
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: N/A(60 if Bursted up)
    Description: Thee user will spit out 30 earthen Mosquitoes from their mouth. The size of each mosquito is at the size of a normal mosquito. These mosquitoes Can either sustain as a single group or gets divided into two or three groups(10-15 per group) and stays in the air. The mosquitoes can reach upto Long range from the user in all directions i.e. they can reach long range heights from the user. The main characteristic of this mosquito is that, when these mosquitoes attack the opponent Instead of doing actual damage, they will pierce the opponents skin, turn into a watery mud material and enter the Epidermis layer of the Skin. On reaching the Layer, the watery mud will get hardened and the the weight of the watery mud will be increased ten fold. So, when a mass of 10-15 Mosquitoes attack a particular part of the skin of the opponent, the entire part(a leg or a hand or the head etc etc.) will suffer a large weight gain which makes the particular part unable to be used by the opponent. The user can also use this technique is another way. instead of turning into a water mud substance, the mosquito can turn into numerous small sized mosquito and enter the epidermis layer of the skin of the opponent. When the user makes a single hand seal, the tiny mosquitoes burst thereby creating slight cracks on the skin layer of the particular part on the opponents body .They will suffer damage because of the pain caused by the cracks and also renders that part to be useless in Taijutsu move of B rank and above for two turns. In order to affect a particular part like the leg or hand or head. at least 10 mosquitoes are required or else the technique will be rendered use less. In order to affect a large portion of the body like the entire upper body or the entire lower body all the 30 mosquitos are needed.
    - Can only be taught by -Best-
    - The attack of the Mosquitoes is counted as a move and occupies a jutsu slot.
    - No Doton techniques above S ranks for the next two turns.
    - No Doton techniques S rank and above in the same turn.
    - The mosquitoes last in the battlefield for 4 turns.
    - Can only be used twice per battle.

    The Description is pretty much self explanatory. Just analyse the tech,ask if any questions are there.


    Training: http://narutobase.net/forums/showthr...t=Shady+Doctor
     
         
    Last edited by Shady Doctor; 06-26-2014 at 07:42 AM.

  4. #4
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    Re: Shady's Customs



    Katon


    9) (Katon: Ka Stáfe ) - Fire style: Mosquito Staff
    Rank: S
    Type: Attack
    Range:Short-Mid
    Chakra Cost:40
    Damage Points:80
    Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation while releasing fire from his palms and forms a staff made of condensed fire. The staff is approximately the same height as the user and about a foot in diameter and is very much similar to that of the flaming dragon heads that took on a more solidified state of fire.
    Close range abilities:
    The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank blade able to cut through most objects like butter
    Mid range use:
    The staff can also be used at a range, in which it gained.its name "Mosquito staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a Mosquito's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
    At any point while flying, the user can do one more hand seal which results in the fire exploding into a 7m wide vortex of flames that would burn things to a crisp.

    ~ Only teachable by Shady
    ~ Only usable once per match
    ~ Staff lasts 3 turns unless thrown, then it ends that same turn..


    Katon: Sono Gai, - ( Fire Release: The devils Scyth)
    Katon: Sono Gai, - ( Fire Release: The devils Scyth)
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: The user begins by performing the Tiger handseal, Once performed the user channels their fire chakra into each hand. The user then creates a large demonic looking scythe using shape manipulation. The handle of the scythe is roughly the same size as the users height, while the actual blade is twice the size of the user.
    The scythe has enough cutting potential to cut though several trees in a row.

    Note

    Can only be used twice in a battle
    The user can't perform B rank or higher fire jutsu's in the next turn
    Can only be taught by -Cerberus-

    Training

    Katon: Five Majestic Horsemen
    Type: Offensive/Supplementary
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user makes the Horse handseal, while doing so, they gather an enormous amount of Katon chakra molding it in their stomach. They then channel all that chakra to their mouth focusing it there and take a deep breathe. They will then bump both fist together five times breathing out five fire orbs. Using shape manipulation, these five orbs will turn into men on horse that's made out of fire. [B]The user can use the five horsemen to defend or attack and they move at the same speed as an average running horse.[B] Whenever the horsemen comes into contact with something, they will turn into a flaming vortex that wraps around the object and burns like a flaming inferno.

    Note- Can only be used 2 times per battle.
    Note- Can't use any A-rank or higher Katon jutsus in the same turn
    Note- Can only be taught and learnt fro ~Jellal.F~
    Note- Need to have completed Katon training
    taught here
     
         
    Last edited by Shady Doctor; 05-18-2014 at 08:19 PM.

  5. #5
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    Re: Shady's Customs



    Suiton


    (Suiton: Sutikkī denpun same ) -
    Water Style: Sticky starch Shark

    Type: Attack
    Rank: A-rank
    Range: Short/Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.

    - Only taught by william24
    - Can only be used 3x per battle

    Approved, post #1886

    (Suiton: Mizu Aburamushi) - Water Release: Water Parasites
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: The user will perform 3 consecutive hand seals, which is then followed by the user releasing a massive amount of chakra into their feet whereas they will manipulate the chakra within their feet to emerge from their feet and legs making it seem as if water is running down their legs and onto the ground. This water is a massive amount of incredible small parasites created out of water. These parasites will scatter across the field covering a large area and charging the opponent. When the parasites strike the opponent the water parasites will crawl up the opponent’s legs covering their entire body while forcefully trying to enter their body through the skin, mouth, nose, ears, eyes and several other places. This results in severe pain, internal bleeding and the opponent to be suffocated by the large amount of water parasites.
    Note:
    - Can only be used twice per battle
    - Cannot use any water techniques above B-rank the following two turns
    - Can only be taught by Gutsy Jiraiya
    Taught here

    Poseidon's Tsunami | Poseidon's Tidal Wave
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 90 (N/A in long range) (-20 to user from chakra strain)
    Description: The user channels water chakra into his sword and swings it in the manner of a arc, in any direction (from the ground up; From up to down, left to right, etc.). While swinging the sword and forming the arc, the user will release the water through means of the sword, releasing a blast in water in the form of either a compressed crescent of water, or a large wave of water which will be released in the pathway of the swing of the user's sword. The crescent is strong enough to put out any flame projectile and continue through it (with the power of an A-rank water jutsu) and can cut through large boulders with relative ease (earth up to A-rank) The wave of water would have enough force behind it to crush small and medium sized buildings and uproot trees ( at short range). The further it goes, the less damage and wider the damage will be so by the time it reaches long range, the only thing that would happen to the target is they would get soaked and pushed back a few feet.
    *Can only be used by Lord of Kaos*
    *Can only be used once per battle*
    *After using, no Water jutsus can be used for two turns*
    *If used, no other sword related jutsus can be used that same turn*

    Taught here

    (Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean

    Type: Attack
    Rank: Forbidden
    Range: Mid-Long
    Chakra: 50
    Damage: 90 (-30 to user)
    Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.

    Note: Can only be used once
    Note: This jutsu takes up two jutsu slots
    Note: No other Water-jutsu in the same turn
    Note: No Water-jutsu above S rank in the next two turns


    taught by teno


    Suiton: Joi Toisu - Water Style: Joy Toys
    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user after 3 handseals, will spit a large volume of spiralling water ball at
    immense speed towards the opponent then
    at the snap of his finger the big ball vanishes
    into thousands bullets sized water spheres
    with smiley faces. The now smaller water
    balls now gains more speed, x2 of the original speed of the large ball and they gain
    a wider range of impact. However instead of
    a piercing effect, each of the smileys
    explodes/violently burst outwards upon
    impact with each causing an explosion
    equivalent to a generic paper bomb.
    -Usable 3x per battle
    -No suiton above S-rank next turn
    -A turn cool down inbetween usage
    -Must be taught by Priest

    taught by Priest

    (Suiton: Ten no namida) Water
    style: Tears in heavens

    Type: Supplementary
    Rank: C-Rank
    Range: Short - Long
    Chakra: 15
    Damage: N/A
    Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the
    atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body
    temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is
    blown away by the wind till the
    water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
    Note: Can only be taught by
    Flash07.
    - Requires a previous or existing water source.
    - Lasts only six turns before water molecules evaporate or until water source is destroyed.

    taught here
     
         
    Last edited by Shady Doctor; 12-04-2014 at 10:13 PM.

  6. #6
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    Re: Shady's Customs

    Fuuton


    7) ( Fuuton: Fūryoku ryūshi bīmu ) - Wind Style: Wind Particle Beam
    Rank: Forbidden
    Type: Attack
    Range: Short-long
    Chakra Cost: 50
    Damage Points: 90 (-15 to the user)
    Description:
    This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

    - Usable one time
    - No wind techniques in the same or next turn
    - The user can't use A-rank or lower Tai for 3 turns due to the body being worn out - Cannot use techniques above S-Rank for 2 turns afterwards


    8) (Fuuton: Chō Stáfe ) - Wind style: Butterfly Staff
    Rank: S
    Type: Attack
    Range:Short-Mid
    Chakra Cost:40
    Damage Points:80
    Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around wind currents and forms a staff made of condensed wind. The staff is approximately the same height as the user and about a foot in diameter and is very similar to the wind blade technique, in both visual tangibility and cutting potential
    Close range abilities:
    The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank wind blade[/B]
    Mid range use:
    The staff can also be used at a range, in which it gained.its name "butterfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a butterfly's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
    At any point while flying, the user can do one more hand seal which results in the wind exploding into a 7m wide vortex of wind that would suck things from 5m out into it while also cutting anything that comes into contact with it up

    ~ Only teachable by Shady
    ~ Only usable once per match
    ~ Staff lasts 3 turns unless thrown, then.it ends that same turn..


    12) (Futon: Jougo)- Wind Release: Funnel
    Type: Attack
    Rank: A Rank
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra 10m into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce rapid lifting then floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks. When the columns aren't directly above/below each other, they can act alone but with lower degree of affects. The one above will have enough wind power blowing down to pin enemies to the ground and do B-rank cutting damage, while the column below someone would rapidly and violently toss someone upwards while doing B-rank cutting damage. As an alternative use, the user, without a clone, can perform the jutsu alone but with only a single disk in which he'd choose if it was created on the ground or air. When used this way, the single disk would hold the entire strength of the jutsu, being A-rank but it wouldn't have the versatility of attacking from both above and below simultaneously
    Note: Both Disks are 5 meters in diameter and can lift up even summons like the human sized toads.
    Note: Must have a clone or partner (other member) that has learned this jutsu. Unless used with a single disk.
    Note: counts as 2/3 per turn
    Note: Can only be used 3 times per battle
    Note: Can only be taught by Shady Doctor



    13) ( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub
    Rank: A-Rank
    Type: Attack
    Range: Short-long
    Chakra Cost: 30
    Damage Points: 60
    Description:
    The user starts by simply weaving together 3 hand seals (Monkey - Dragon - Rat) and molding his Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create a 2 1/2 foot tall, translucent cherub floating a meter or so above his head. The child-like cherub wears no clothing other than what covers its bottoms, and bares wings far past the size of the being itself. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherub simply disappears in thin air; literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings. Now only being able to be tracked by doujutsu users or sensors, the cherub stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherub rematerializes once again. The cherub now floating a meter above the target, just like when it was first created, has the wind it is made of explode. The cherub explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning.

    • Usable 3x per battle
    • No wind techniques over A-rank next turn
    • Only taught by Shady doctor


    14) ( Fuuton: Koisen tenshi Nùn) - Wind Release: Gathering of the wicked Cherub
    Rank: S-Rank
    Type: Attack
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    This is the sister technique of ( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub. The user starts by simply weaving together 5 hand seals (Monkey - Dragon - Rat - Dog - Tiger) and molding massive amounts of Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create multiple Cherubs (4), each being 2 1/2 feet tall like the original technique ll, and translucent, floating a meter or so above the users head in a square formation. The child-like cherubs wear no clothing other than what covers their bottoms, and bares wings far past the size of the beings themselves. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherubs simply disappears in thin air, literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings, but unlike the original technique, these winds from the breeze picks up debri and dust from all around, acting like (Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance. Now only being able to be tracked by doujutsu users or sensors, the gang of cherubs stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherubs rematerializes once again. The cherubs now floating a meter above the target, just like when they were first created, has the wind they are made of explode. The cherubs explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning. Each cherub can materialize in different locations in order to attack multiple targets, each holding B-rank strength when exploding. To gain the full damage of the technique, the cherubs materialize near each other, holding hands as they appear; exploding in unison and creating a much larger 9x9m explosion that will devastate the area.

    • Usable 2x per battle with 2 turn cool down
    • No wind Jutsu next turn and no wind jutsu over A-rank in the same turn
    • Only taught by Shady doctor


    15) Fuuton: Sukai no kindan | Wind Style: Love in the Sky
    Rank: S-rank
    Type: Attack
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    The user draws blood from himself, seemingly as a sacrifice to the sky gods. After drawing blood and smearing it on his hand the user performs the Bird - Snake - Dragon hand seals and then creates a clone made of raw Fuuton chakra. The clone takes on the image of a white ghostly adult female angel that has a shining translucent body which sprouts bright white wings before ascending into the sky. The angel gets so far into the sky at such high speeds that it is out of sight within a moments notice, though the huge amount of chakra can still be sensed by sensors and seen by doujutsu. After staying in the sky collecting natural air from the sky (1full turn) the angel would dive down, heading straight at the opponent. The Angel's right hand would be extended downwards with its palm pointed down and open. As the angel comes down it grows from its original woman size in the matter of moments. The angel gradually grows 5 times in size, holding so much heavy, dense wind chakra that when it crashes down on a spot it covers a 15m area of impact, bluntly crushing anything in its path including the user if he's in the way. The impact on the area is very similar to when sakura hits the ground with her super strength, leveling the terrain around it.

    • Only taught by Shady
    • Usable twice
    • No wind rank jutsu above A-rank in the same turn it's created or next


    16) Fuuton: Kōha Taika | Wind Style: Gale's Vein
    Type: Attack
    Rank: S-Rank
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    The user claps his hands in front of him whilst channeling mass amounts of wind chakra between his palms in order to create a tiny "seed" of Fuuton in his dominant hand. The seed is created in a split second, letting the user then touch the surface of an earth structure or the ground to initiate the technique. After touching the ground or the earth structure, the seed swiftly drills into the earth to any point on the field up to 20m away from the user, and like any other seed begins sprouting on its own will. The seed sprouts into large "veins" that spread throughout the earth with haste, almost as if it was infecting it. If used on the ground, the veins spread into a short range radius with the seed itself as the center. If used on structures made of earth, it will spread all the way through the structure until the veins completely inhabit the inside of the structure. Once the veins have fully spread, the wind the veins are made of begins violently rotating and expanding at a fast rate; affectively destroying the earth from the inside out. The veins continuously expand until finally creating a massive dome reaching mid range in all all directions with the seed still as the epicenter of it all.

    • Usable 2x
    • Two turn cool down between uses
    • No other wind in the same turn


    17) Fuuton: Bāsākākikku | Wind Release: Berserker Kick
    Type: Attack/Defense
    Rank: A-Rank
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description:
    This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

    • Only Teachable by Shady
    • usable 3× with a turn cool down
    • No wind Above S-rank in the same turn


    (Futon: Mukyū Shunkō) - Wind Release: Tireless Flash War Cry
    Type: Supplementary/Offensive
    Rank: S-Rank
    Range: Short-Long (made at short range)
    Chakra: 40 (+5 per turn to sustain)
    Damage: N/A (80 when/if used offensively)
    Description: The user after performing 3 hanseals infuses the air surrounding them with wind chakra and manipulates it to encircle the user's body multiple times. This makes the pressurized chakra-infused air revolve around the user like a vortex, allowing them to maintain it for several turns once activated. The technique takes the form of wind currents and is concentrated around the user's arms, lifting them up, allowing the user to be airborne while also allowing them to move freely in mid air. The user has enough control to release the chakra-infused air surrounding them as a directed blast that can cause considerable damage to the surrounding area. This technique can also be used to block a devastating lightning attack and dissipate it, and block other elemental/physical attacks as well as push them back by using the energy of the technique as a barrier (following elemental strengths and weaknesses). The pressurized chakra-infused air can be focused onto specific areas of the user's body, making the protection exceedingly more concentrated. However when focusing them onto specific areas, the user cannot achieve flight.

    Note: Lasts for 3 turns
    Note: Can only be used twice
    Note: Once used offensively, the jutsu ends
    Note: The user is vulnerable to Fire based techniques
    Note: No wind techniques above A rank while the jutsu is active
    Note: Two turns cooldown in order to use again after this jutsu ends
    Note: No wind techniques above A rank the following turn this jutsu ends
    Note: No fire or lightning techniques that originate from the body while active.


    (Futon: Kaze no Hiretsuna Jetto) - Wind Release: Sneaky Jet of Wind
    Type: Supplementary/Offensive
    Rank: B-Rank
    Range: Mid-Long
    Chakra: 20
    Damage: N/A (30 from the disk of wind)
    Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user slightly above the surface they're standing on, whether it's ground or a water source (20 centimeters above surface). The jet of wind is large enough for the user to stand on. This jet of wind is then controlled by the user to travel in an arc manner trajectory towards a target while they themselves are standing on it, allowing themselves to travel that same trajectory aswell. Its speed is faster than a running shinobi yet the user and the jet of wind can clearly be seen and tracked with the naked eye. Traveling in an arc manner with such speed would allow the user to evade mid-ranged-sized attacks within reasoning (for example: incoming projectile-type or stream-type techniques) while at the same time approaching their opponent. Once they evade the incoming attack, the user does a side back flip, leaving the jet of wind while manipulating it to compress itself into a disk made out of wind that travels in mid-air straight towards the opponent at greater speed since the user "pushes" it with the motion of their back flipping with their feet (still trackable with naked eye). The jet can be seen/noticeable because of the impact it does on the surface it is moving on. The jet has a somewhat grey-ish color but still has some transparency to it aswell. The disk of wind will still have that grey-ish color (more noticeable by sight since it's compressed) but cannot be heard when it's noisy in the battlefield, unless someone has enhanced hearing abilities. The slicing damage it does would be as large and similar to that of a normal katana enhanced with C-Rank wind chakra. When doing the side back flip, the user lands back to the ground/water source. Wind Release: Sneaky Jet of Wind can also be used while airborne, but instead of approaching horizontally, the user will be approaching diagonally downwards since they're simultaneously manipulating the jet to approach the opponent in an arc manner while also "falling" because of gravity.

    Note: Usable 3 times per battle
    Note: Cannot be used in consecutive turns
    Note: Must be mid/long range away from opponent to use

    Both taught here

    (Fuuton: Shou Buro-kaze) - Wind Style: Shattering Wind Beam -
    Rank: S
    Type: Offensive/Defensive
    Range: Short-long
    Chakra: 40
    Damage: 80 (-15)
    Description: The user charges his fist with a large amount of wind chakra. He punches towards the target and releases it as a huge amount of destructive wind compressed into a large beam, blasting it away at a very high speed which makes it tough to block. It is used to punch a hole anything in its path like clouds, mist and, if possible, water waves and rock walls. When this jutsu is used to attack the opponent, it will cause major damage to him like large cuts and it blows him backwards, meaning that it will send him from short to mid, or from mid to long, and may even knock him out cold.

    ~ damages the user hand by -15 points and causes bleeding.
    ~can only be used twice per battle.
    ~This jutsu is owned by -Thoes.
    Learned here

    (Fuuton: Umakashi Yamihitonami) - Wind Release: Stampede of the Underworld Horsemen
    Type: Offensive
    Rank: S
    Range: Short/Long
    Chakra: 40 (-5 per turn)
    Damange: 80
    Description: The user will perform two handseals (Boar > Tiger) as they gather wind chakra into their mouth and then expell one or more wind blasts twice the size of an adult human. Though very powerful in both speed and strength, the real motive of this technique comes into play when the user claps his palms against each other. After which the wind entitity morphs into a normal sized gallant horse of wind which enter a state of self-sustainment, seemingly galloping a couple of inches through the air itself the horse(s) ram into their target with incredible bone shattering force upon impact. Although made of wind, the horses have semi-transparent bodies with a green hue around their edges, being more visible the closer someone is to them; off a larger distance they would seem like green flickers without any actual shape however since they must be near the target to strike, once they enter mid range they are more than easy to spot. However they still move at incredible speed (the peak of the user's base speed). The strength and size varies to the number of horses, firing two blasts to shape two horses will mean each one has A rank, and so on. These can be released in a side by side manner to cover more range, or in a direct line behind each other - should they miss the target they can turn and seek them out aslong as within existance. Although their bodies are nearly solid, it's not possible to ride them.

    *Can only be used thrice per battle, and not in consecutive turns.
    *A horse can remain on the field two turns if it hasn't yet collided into an object/person of equal or larger mass.
    *Can only morph up to four horses with each usage, however the more horses, the smaller and weaker they are.


    (Fuuton: Kanui Batsu) - Wind Style: Wind Blitz
    Type: Offensive/Attack
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: A simple yet advanced technique. After infusing and coating a kunai with wind. The user will then throw it at the intended target, and when deemed necesary, the user may wave 1 handseal, making the wind coating the kunai expand and spin around the kunai taking the shape of a spinning spear; with the kunai as it's epicenter while spinning aswell. Said spear is 6 feet long and 3 feet wide, capable of slicing and shreadring human flesh with ease. This technique follows a sraight path only, thus, only moves foward and in a single direction.

    May only be used on 1 kunai at a time.
    May only be used x4 per battle.
    May only be taught by Loki

    Training W/ Loki

    Fuuton: Tezawari za Oshi: Wind Release: Feel The Pressure
    Type: Supplementary
    Rank: C
    Range:Short
    Chakra: 15
    Damage:N/A
    Description: After channeling chakra throughout his/her body. The user will quickly release the chakra outward short range around all sides of their body, creating a sphere. By doing this, it creates a wall of thick pressurized air that can slow down the movements of incoming projectiles, jutsu, and even opponents that may be attacking the user at a untraceable speed. This jutsu does not block said techniques but it allows the user to easily side step or block against said projectile. In the case of movements made by the opponent within short range of the user, the user will have to use a little more chakra to produce a thicker air around them. This jutsu doesn't significantly slow down all movements made with the sphere, but it does allow the user to become aware of anything entering the sphere because it is basically made out of the users chakra.
    -Usable 3 times per battle
    -Must be taught by Sir Hoshigak

    Taught here

    Fuuton: Bōfūkoromo - Wind Style: Storm Mail
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra: 20
    Damage: 0
    Description: This technique gets initiated by the user crossing his hands above him. This prompts many air currents to gather around him, creating an hurricane surrounding his entire body. While clad in this "armor", users destructive power is boosted, allowing him to go into melee to perform wind-enhanced blows capable of shattering rock. With the hurricane preventing user to meet any wind resistance during movement and giving extra momentum speed is also increased and so is defense, with the currents moving around him being strong enough to repel enemies and prevent them from nearing him but the user is weak to fire in this state.
    -Can be used once
    -Lasts 4 turns
    -Taijutsu increase +5
    -Speed level equals a taijutsu specialist
    -C rank and below ninjutsu/taijutsu have no effect

    Training with Yubel

    Wind Release- Pressure Bullet Blast
    Rank:B
    Type:Short-Long
    Chakra:20
    Damage:40
    Description: The user focuses his fuuton chakra and builds it all up. The User then channels all the energy into his fist. By putting both fist together, the user fuuton chakra forms a wind ball around their fist. The wind ball can be shot at someone and on impact, the ball explodes releasing a hurricane like feeling of wind.

    Note- can only be taught by ~Jellal.F~



    Wind Release: 1000 Shooting Arrows
    Rank:A
    Typeffense
    Rang:Long
    Chakra Cost:30
    Damage:60
    Description: The user ehales a bow created by fuuton chakra. By using shape manipulation and fuuton chakra, the user makes a arrow and shoots it in the air. While in the air, the arrow multiplies to 1000 arrows and can hit multiple targets.

    Note-To make this attack stronger, the user can combine it with fire.
    Note- Can only be taught by ~Jellal.F~
    Note- Can only be used 3 times in battle
    Note- Need to have A rank or higher training in futon
    both taught here

    (Fuuton: Haha shikyū) Wind Style: Mother's Womb
    Rank: S
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air.
    NOTES
    ►Can be used once per battle
    ►No wind over A rank next turn
    ►If the opponent does not escape the orb by next turn they will faint due to lack of oxygen


    Learned here

    (Futon : Eien no serenāde) - Wind Release : Eternal Serenade
    Type: Offense
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    The User channels a lot of Wind Chakra into their blade and they will throw the blade so that it spins towards their Target faster than usual because of the Wind Chakra. Either before the Sword hits the opponent or as it hits them the user releases the Wind from the blade as a huge column with a diameter of 5 meters, the column reaches high into the air engulfs the target, slashing them all over the body and the user will then perform the Ram handseal so that the column expands up to another 10 meters maximum forming a Dome, leveling all in it's path.

    -Can Only be Taught by Shorty!
    -The User can also be caught in the blast if not careful.
    -Can only be used Twice per battle
    -No Wind Techniques can be used next turn


    (Futon : Gara no sagi) - Wind Release : Hilt Deception
    Type: Offence
    Rank: A
    Range: Mid
    Chakra Cost: 30
    Damage Points: 60
    Description:
    The user channels wind chakra into his sword, the then throws his sword so that it sticks into the ground and the bottom of the hilt points into the direction of the target. The Wind is released out of it in the form of a small, sharp twisting stream that drills straight through the opponent.

    -Can only be used three times
    -Can only be taught by LonelyAssassin


    Learned both 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 by -L-

    (Fuuton: Kotai kōkū Tekunikku) - Wind Release: Solid Wind technique
    Type: Offensive/Defensive
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60 (If used offensively)
    Description: By using wind chakra, the user will release it into the air in front of them. With the wind chakra, they will manipulate the air to become more solid, 'solidifying' the air, into something that would allow the user to physically interact with. With the use of shape manipulation, the solidified air could be shaped into a multitude of items, like kunai's, hammers, swords, etc. Each offensive action done by these solidified weapons would be able to slice through even the thickest materials due to the slicing and sharp properties of wind (According to elemental strengths & Weaknesses). It can also create shields of slicing winds, about the size of 3/4 the users body, used for defense that is able to defend against lightning techniques, or offensive physical actions like taijutsu or kenjutsu. With the use of a single handseal, the user can choose to make the solidified weapon or item they created previously to burst into a net of slicing winds upon impact, enveloping the target and continuously deal slicing damage to the target for as long as they remain within the net. (Basically, once the weapon made of solidified wind hits a target, it would explode into a net via shape manipulation. The wind would be more concentrated and the net would be touching the targets body, making it cut the body parts its touching.)
    Notes & Restrictions:
    - Can only be used 3 times with a two turn cooldown
    - Only teachable by Ace.
    - The 60 damage only applies to the one handseal and creation of the net; if the net is not created, and only the wind weapon hits, 20 damage points will be decreased from 60.
    - The solidified items created from this technique must be bigger than a hand, while being smaller than the user. (To avoid people making tiny, tiny balls or something.)
    - Once the net is formed, the user will only be able to perform wind based techniques to maintain the net's shape. So basically, if you use the handseal to create the net, you can only use wind jutsus unless you want the net to disappear into thin air.
    - Net can only go up to short range.


    Learned here

    (Fuuton: Osuushi no yubi) - Wind Style: Bull's Finger
    Type: Offensive
    Rank: B
    Range: Short
    Chakra: 20
    Damage: 40
    Description: The user coats his hand in wind chakra while extending only the index and pointer finger (resembling a bull's horns). The user then weaves in and out and slams his fingers covered in fuuton chakra into the target; delivering a blow identical to two knives being stabbed into something.
    -Only used twice per battle


    Learned here

    (Fuuton: Seishin-tatchi) - Wind Release: Spirit Touch
    Rank: B
    Range: Short - Mid
    Type: Offensive/Supplementary
    Chakra: 20
    Damage: 40
    Description: The user performs two quick hand seals and focuses a large amount of wind chakra into the air surrounding the opponent. The user then causes wind to gather behind the target and take on
    the form of a large dark/evil spirit. The wind spirit would then raise its arms and wrap it around the opponent's body to force him into a submission maneuver, however, the effects of the wind is on a
    minimal scale and would only cause several small cuts across the body (nothing fatal). As a result, the
    target would be unable to move for as long as the wind spirit is holding onto him. The wind spirit takes time to form and can be felt in the atmosphere around the opponent. To maintain the form of the wind spirit, the user would have to
    consistently feed chakra to it and any performance of another technique utilizing chakra would cause the
    wind to lose form and disperse.
    Notes- Can be used 3 times per battle.
    - Size of the wind spirit is entirely up to the user, however it may not exceed a length of five meters
    - Can only be taught by Yashiro.


    Training


    Type: Offensive
    Rank: B
    Range: Short-Medium
    Chakra: 20
    Damage: 40
    Description: The user gathers a fair amount of Fuuton chakra in their stomach. After gathering enough Fuuton chakra, the user forces the chakra into their mouth, then blows out the Fuuton. After the Fuuton is blown out, the Fuuton takes form of one B-rank penguin, or 4 D-rank penguins.

    Note: Can only be taught by Penguin2640
    Can use this move 3 times a battle.
    Must wait another turn before you use this again.



    Training

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


    (Futon: Kyokudo Bu-Meran Bakuha no Jutsu)-Wind style: Extreme Boomerang Blast Jutsu
    Type: Attack
    Rank: B
    Range: short-medium
    Chakra Cost: 25
    Damage Points: 40
    Description: The user would make several (up to 5)wind boomerangs and throws them at the opponent. As they get closer to the opponent, the user makes a hand seal(tiger), and the chakra spinning inside the boomerangs expand and explode.
    *This jutsu can only be used twice in battle
    *this jutsu can only be used by Kid Ace2392 and Lord of Kaos


    Both learned here

    (Fuuton: Hageshii Soyokaze) - Wind Release: Tempestuous Whisk
    Type: Supplementary/Offensive
    Rank: A
    Range: Short (Created) - Long (Reach)
    Chakra: 30 (-5 per turn)
    Damage: N/A
    Description: The user will perform the required handseals (3) before focusing their fuuton chakra into the air at any location on the battlefield (within short range) to generate a large amount of wind, the winds will them gather into a centered body. Then, through the use of chakra control the wind will shape into a large dog-like beast composed solely of wind. Giving off a beastly form, when standing with four feet, his height was twice can be high as a normal-sized adult human. While his total body length ranges up to five meters. The beast commonly called Soyokaze has a body running through confimed wind to form its legs body and head, while being seemingly covered in round quilt partterns, which have a more aggressive wind properties to them. As its name and body structure imply, this beast excels in wind manipulation. It has the ability to with a single swipe of its claws, which can slash human flesh with ease, release a three blade pattern of its claw, roughly 1 meter in length each blade towards the target. This can be done successively if wanted, and each 3 bladed swipe has a strength of B rank. Soyokaze's other primary ability is to 'surf' through the air, using its wind abilities to do so, this is done by a certain method. The method of 'surfing' is turning its entire body into a gale of wind, which moves 25% (1/4th) faster than the user's base speed (the beast's base speed on ground is the same as the user's base). While in gale form, the beast can still manifest and solidify only selective parts of its body if wanted, with the gole of causing damage, such as rushing towards the target as a gale and then manifesting only a claw to slash at them. Lastly, the beast of wind can by will turn into a wave of slicing winds when wanted, carrying an A rank strength behind it, once used however, the beast ceases to exist completely. Because of this, this technique is commonly known as Final howl, needless to say, this can only be used 1 time each time Tempestuous Whisk is used. Freeform slashing or biting does not have rank strength, but it can slash and stab into human flesh, though not deep into the bone.
    Note(s):
    - Can only be used x3 per battle.
    - Must wait a three turn cooldown before using again.
    - Remains on the field three turns or otherwise ends when Final howl is used.
    - Turning into gale form counts as 1 move, each time it's used.
    - Releasing the claw blades count as 1 move each time used. And can only be used x4 per battle.


    learned here

    Fuuton:toppyoushimonai mure|Wind Release: Crazed Flock
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra: 30 Chakra
    Damage: 60 Damage
    Description: The user makes the Rat → Rabbit → Dog hand seals and pours a vast amount of Fuuton chakra into his arm and swings his arm in front of him in a wide motion. As the arm moves the chakra is released into a large amount of small birds which head to the opponent and making very small whirlwinds with each bird to cut the opponent.
    Note: Can also be done with the swing of a sword/staff.
    Note: Can only be used four times per battle


    learned here

    (Fūton: Okami Kinjitou) - Wind Style: Emperor's Pyramid
    Type: Defensive/Offensive
    Rank: A
    Range: Short - Medium
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will their channel wind chakra around certain body points or objects whilst manipulating the wind currents in the environment to create one of the following effects;

    Pyramid: Being one of the two defensive methods; The user will channel his/her wind chakra throughout three bladed objects like Kunais, shurikens, swords etc and throw them on the ground within range, forming a triangular formation. As the objects are placed on the ground, a pyramid made of cutting/shredding wind will be created that covers the user's entire vicinity, including the floor. During creation the user is able to choose whether or not the cutting/shredding effects the floor side.

    Shield: Being the second defensive method; The user will shift his body in the form of a "Y" with his/her arms raised and feet placed together. Both feet and hands will act as connection points to each other, similar to the bladed objects, creating a triangular shield of cutting/shredding wind in front of the user as means of defense.

    Net: The user will throw three bladed objects and manipulate the wind chakra channeled throughout them and the wind currents to create a triangular net of cutting/shredding wind that travels forward along with their respective projectiles.

    ▵ The user is unable to perform any other techniques if the shield method is in use.
    ▵ Can only use one method per turn
    ▵ Can be used four times per battle
    ▵ Must be taught by Hard


    Taught here

    (Fuuton: Tsuin Hassan Gatakuchikukan) - Wind Release: Twin Diverging Destroyers
    Rank: S
    Range: Short - Long
    Type: Offensive
    Chakra Cost: 40
    Damage: 80
    Description: The user gathers Fuuton chakra in his arms and hands and compresses it, after which he swings his arms in an X shape, shaping the Wind into two sharp discs, about 1m each and coloured bright white, which travel in an X manner, diverging from each other as they travel. The diverging discs can be used to strike multiple targets and they have the power to cut through very solid rock formations, and when humans are hit by it, it slashes their body into exactly half, cutting through their body and ripping their flesh. After performing the Boar handseal, the user can direct the discs towards the ground, cutting through it due to their sharpness, dividing the Earth wherever they cut through.
    Notes:
    -Can be only taught by Nāruto
    -Can be used twice per battle.
    -Each disk has A Rank cutting power.
    -No A-Rank or above Wind jutsus in the next turn.
    -Requires a break of two turns in between usage.




    Taught here

    Sukai doragon no hasai kiba)Sky Dragon's Crushing Claw
    Typeffensive
    Rank:B
    Range:Short
    Chakra:20(-per turn)
    Damage:40
    Description:The user will perform 2 seals,after performing them the user will clap there hands together gathering chakra into there hands.Using chakra manipulation the user will coat there finger nails with short,sharp spinning wind.There user will then run up the do a uppercut having the wind drill into the enemy.There wind around the fingers for about 2 turn

    ~Last 2 turn if continued~
    ~No jutsu can be used with hands while in effect~


    (Sukai doragon no tsubasa surasshu)Wing Slash Of The Sky Dragon
    Type: Offensive
    Rank:A-Rank
    Range: Short
    Chakra:30
    Damage:60
    Description:The user will grasp there hands together,in a prayer form.The user will begin gathering chakra to the arms,they will then manipulate there chakra to create to long wind blades extending from each arm.After to which the user using chakra manipulating will propel them self foward at great speeds and slash along the torso of the opponent,leaving a X cross there chest about 2 inches deep causing mild bleeding.

    ~Can ony be used 3 times per battle~
    ~Cannot use another hand required jutsu while in effect~


    Both Taught here

    (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger [4/6]

    Rank: B
    Type: Attack
    Range: Short
    Chakra Cost: 20
    Damage: 40
    Description: The user of this jutsu will form the ram hand sign and dart a short distance with the use of fuuton chakra (4 meters) and upon stopping the user will convert his inertia into fuuton chakra to form a pale replica of himself made of wind to attack the opponent or object in a straight line along the line he stopped. This replica is ghost like in appearance, its is an exact model of the user by height, weight, and density. It is essentially a well manipulated gust of wind that lasts exactly 5 seconds after the user has stopped and may take some time to perceive as it moves really fast and mows down the opponent having the same physical properties of a very strong gust of wind.

    Note: Can only be taught by Zaphkiel
    Note: User will suffer +10 damage if he has collided with an object. He can however, shorten his sprint to 2 meters in the case of an emergency but jutsu will still cost 20 and damage will be reduced to 20.


    (Kenjutsu/Fuuton: Katto no Arashi) -Sword Style/Wind Release: Storm of Cuts
    Rank: B
    Type: Defensive/Offensive
    Range: Short
    Chakra Cost: 20
    Damage: 40
    Description: The user positions himself , then after forming a one handed hand sign he forms a slight whirlwind around him using his Fuuton chakra he throws his sword counter clockwise, allowing it to ride the currents it spins rapidly while revolving around the user 6-8 times. During these revolutions the sword is granted immense Fuuton aided cutting power, capable of slicing Doton techniques B ranked and below clean in two, after which the user will simply snatch it from the air. The sword itself moves so fast it is capable of repelling thrown weapons and up to medium sized objects. It can't be tracked by normal eye and the user may appear to 'repel' objects within 5 feet of the his position. During the jutsu the user has no access to the sword but can freely move around allowing the vortex to follow keeping the user in the eye at all times. The user is free to mold chakra can also perform this while airborne as he falls.

    Gif:



    Note:
    -Can only be taught by Zaphkiel
    -Can only be done 4x per match


    Both Taught here
     
         
    Last edited by Shady Doctor; 12-05-2014 at 12:05 AM.

  7. #7
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    Re: Shady's Customs


    (Hyapporankan)- Hundred Steps Fence

    Rank: B
    Type: Offense
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: Hyapporankan is primarily used to disable. The user focuses their raw chakra and generates a blue-white glowing rod of chakra in his or her hand and throws it at the intended target. It then duplicates itself into a thirty more rods which rain down on the target, pinning him or her against a solid surface and completely immobilizing them. This technique is hard to dodge in a small area.

    Learned here

    (Ninpou: Mitsudo Shifuto)- Ninja Arts: Density Shift
    Type: Supplementary
    Rank: S Rank
    Range: Long Range
    Chakra: 40
    Damage: N/A
    Description: The user performs the Ox → Monkey → Hare → Rat → Boar →Bird → Ram hand seals, then he touch the surface of water or earth. Causing the denser parts of that solid to shift upwards, switching places with the current surface. Changing the landscape, thus causing the Earth to react naturally. When dense earth for example the core switches with swamp of the under world, everyone would be able to move about freely. While under the surface, the swamp would still be there. For Earth's counter part water comes in contact with this jutsu, the temperature drops dramatically. Causing water to harden into ice, and for storm/hurricane clouds to form around the battle field.
    Note: Can only be used once per battle
    Note: Can only be used on Earth and Water substances
    Note: When used on jutsus, it only works for A rank and below techniques
    Note: This jutsu cause absolutely no damage to anyone.
    Note: The user's hand specifically needs to be in contact with water or Earth for this to work
    Note: Can only be taught by Gecko

    Taught here

    ( Ninjutsu: Tatsu Kaze ) Dragon dive
    Rank: A
    Type: Offensive
    Range: Mid-Long
    Chakra cost: 30
    Damage points: 60
    Description: The user performs the tiger handseal and starts by concentrating their raw chakra into the air above the opponent. After this, they then use this chakra to form several golden arrows about ten meters above the target that shower upon the ground at the user's command. They will first pierce through the opponent and then finally explode in a small radius upon the area it dropped on This jutsu can't be performed short range of the user so as not to damage themselves.
    Note: A maximum of fifteen arrows can be created
    Note: Can only be performed 3x in a battle with one turn cooldown
    Note: Can only be taught by Hashirhamha

    Taught here

    (Ninpou: Shinshi Koin)- Ninja Arts: The Gentleman's Coin
    Type: Supplementary/Attack
    Rank: B rank
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user performs 2 brief hand seals then molds a large amount of chakra into the compacted form of a singular coin. The coin glows a bright light blue color and is about the size of the average currency coin in Naruto (Quarter). From long range the coin is near impossible to see from mid range the coin just appears as a light blue blob and at short range it can be distinctly seen. The coin materializes along the top of the user's thumb while the rest of the fingers wrap around in a fist almost. The user then flicks his thumb upward flicking the coin forward towards the opponent. The coin flickers through the air rotating and gathering force, about half way the user clicks his teeth and via shape manipulation the coin can do one of two things. The coin can expand into a massive coin (roughly twice the size of the opponent) which falls down onto the opponent from above crushing him. Or the coin multiplies into 10 smaller coins which attack the opponent head on and pelt like bullets or needles in Naruto context. The coin is buoyant in nature meaning it can travel across water, land or through the air the same effect occurs in the end. Before the coin's effect the coin flashes red then the actual attack happens. *The coin can be used for supplementary purposes, meaning only occurring for role play. The user says something cool like "Oh I forgot to tip you" In the dawn tavern and flicks the coin behind him. When it hits the ground it causes a small fire or explosion. *
    Note: Can only be used 3 times per battle
    Note: Can only be taught by Gecko
    Note: Can be stopped by techniques of the same rank or higher.
    Note: sentence with asterisk is meant only for rp

    taught here
     
         
    Last edited by Shady Doctor; 12-04-2014 at 09:56 PM.

  8. #8
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    Re: Shady's Customs


    4) ( Konoyo no jigoku)-Illusion arts: Hell on Earth
    Type: Supplementary/Attack/Defense
    Rank: S-rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: The user does a small sequence of 3 hand signs ( Ram-Tiger-Boar) whilst sending chakra to his opponents brain thus taking over their senses. The jutsu effects the sense of sight, touch and hearing by making them seem like they are in a hellish environment.
    --It first effects the sight by making it seem as if the users entire body is coated with orange and red flames that burn the terrain around him. Fire would instantly cover the entirety of the terrain with Giant flames whipping around like title waves that are 15-20 meters high which removes the user from the opponents sight the majority of the time. The next part is that every attack that the user uses seems like its just huge waves of steaming flames being shot out.
    --The next is the sense of touch, The opponents skin begins to seem as if it is drying up drastically, causing their skin to crack and blister up, along with their mouth feeling dried out and hard to swallow, the air they breathe in even becomes thick, hot and hard to breathe in thus causing severe hyperventilation from the brain thinking the illusion is real. The brain also begins believing that the heat is unbearable and the opponents become dizzy from heat stroke type symptoms.
    --The last is the sense of hearing. The opponent would begin to hear the flames crackling and whipping around loudly thus making it slightly hard to communicate.

    • only taught by william24
    • Can only be used once
    • No Genjutsu in the same turn, and no S-rank genjutsu the next two turns.
    • The illusion lasts 3 turns unless broken, each step of it pertaining to the 1st, 2nd and 3rd turns of activation.

    Approved, post #1741

    (Genjutsu: Gensō no meiro) | Illusionary Arts : Illusionary Maze
    Type: Supplementary
    Rank: B
    Range: Short - Mid
    Chakra: 20
    Damage: N/A
    Description: The user performs the Tiger → Boar handseals and seems to dissolve into the air, at the same time the opponent will see a maze rise around him, trapping him in it. The opponent thinks he moves forwards trough the maze to find his way out, but in reality he stands frozen on his place, unable to move and making him vulnerable for attacks.
    Note: Maze stays in place for 3 turns
    Note: Can only be taught by -Severus Snape-

    Training

    (Genjutsu : Chimei Tekina Kama) - Illusionary Arts: The Fatal Scythe
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra: 20
    Damage: 40 (mental stress)
    Description: The user will trap the opponent within an illusion where the user appear to have transformed into 20ft tall reaper, donning a black cloak. The reaper then will take his scythe and drive it into the opponent's chest, leaving them to believe to had been injured and hanging from the scythe of a reaper. The resulting stress on his mind causing damage.

    Restriction:

    - Only teachable by Saikyo



    Taught here

    (Genjutsu: Me dakkyuu) - Illusionary Arts: Eye dislocation
    Type: Offensive
    Rank: B-rank
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user will perform two handseals (starting with boar) inducing the target in an illusion by sending their own chakra to disrupt the target's chakra system and the chakra within their brain. Right after performing the handseal, the target's senses would make them believe that the user possesses some increased speed ability and is using it to move quickly to their location, giving them few quick kicks and punches which sets them off balance. In the illusion, they won't be capable of matching their own speed with the user. They will then believe that the user has suddenly moved behind them and is pointing/touching the back of their (target's) head with their (the user's) index and middle finger as to release a projectile out of them at the back of the target's head. At that moment the target's eyes will have their eyeballs getting dislocated as if they were forcefully attracted by the user's 2 fingers, causing them to turn back 180 degrees as to stare behind themselves yet having their head facing the other side. This is all in the illusion and makes them feel great pain in the illusion causing some mental damage in reality aswell. In reality the target would be falling due to getting out of balance in the genjutsu (because of the few kicks and punches). When the genjutsu ends, the target will be capable of standing up but with some mental pain due to having had his eyes dislocated in the genjutsu. However, in reality, nothing happens to his eyes apart from being momentarily blinded while under the effects of the illusion.

    Note: Usable twice per battle
    Note: No genjutsu the same turn
    Note: Cannot be used the following turn
    Note: Must be taught by -Tsuki


    Taught here

    (Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
    Type: Supplamentary
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: N/a
    Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest. The more the user squeeze his hands the more the heart of the opponent aches. The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure. In the genjutsu his heart would be crush but since it is an illusion he would die just experience massive pains.
    Note: Can use a max of 3 times
    Note: Cant use this jutsu back to back
    Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken


    Learned here

    (Hiniku furasshu) Irony Flash
    Rank: A
    Type: Offensive
    Range: Short to Mid
    Chakra Cost: 30
    Damage Points: 60(mental stress)
    Description: Irony Flash is a genjutsu that uses bright flashes as a medium for being triggered. Once a flash of bright light touches the eye, caused by flash bombs, explosions, techniques, etc., the user can trigger this genjutsu upon their opponent. It's a natural movement to flinch or cover your eyes when faced with blinding light, and as the opponent recovers they will notice their legs from the ankle down being tightly binded by vines as two more pop out of the ground before tightly binding their hands. As the opponent is being binded they will face a massive wave of ninja tool projectiles that approaches them from every frontward angle possible. The wave of ninja tools will cover the skies as they cascade upon the opponent, their body feeling the effects of every projectile piercing their body, as the massive onslaught continues. In reality the opponent is immobilized as they suffer from the effects of the genjutsu until broken, and if they die in the genjutsu then they faint in real life as their body tries to cope with the mental stress.

    NOTES
    • Can be used 4x per battle
    • Can only be triggered after the opponent is exposed to a bright light
    • Can only be taught by Zanda


    Thread

    (Genjutsu: Shichi kara fukkatsu)|Illusion Release: Back from the Dead
    Rank : A
    Type : Attack
    Range : Short-Mid
    Chakra cost : 30
    Damage points : 60
    Description : This is one of those illusions which leave a severe after-effect on your mind, that starts affecting you physically. The user forms the seal of confrontation and puts the opponent in an illusion where he'd see 6 skeletons rising from the ground. These skeletons have twice the speed of the opponent. Ex. If the opponent's speed is 10, the skeletons' speed would be 20. If the opponent is an EiG user, the skeletons would be twice as faster as him since its just an illusion. The speed pertains to movement and not to the ability the enemy might have to perform a technique or counters; only running or moving speed. Once they rise from the ground, they either pin the opponent down to the ground using their incredible speed, or slice his body into pieces using the two long swords that each of them hold.The skeletons are also able to perform free-form moves as per the user's manipulation of the illusion. The victim is forced to the ground where he sees blood oozing out of his body, and him unable to move in the illusion. The opponent in reality is left unable to move any of his limbs although the illusion pertain only to the skeletons, not locking the enemy in a dream-like world. Instead, the skeletons overlap and appear from the field all around, merging both reality and the illusionary effect. The genjutsu manipulates the senses to such an extreme that the victim is left to feel terrible pain all over his body if the skeletons are made to attack.
    -Can only be taught by Flash07
    -Can't use any other genjutsu in the same and next turn.
    -Can only be used twice.


    Training: http://narutobase.net/forums/showthread.php?t=523595


    Illusionary Arts : Underground Burial (Genjutsu : Chika Maisou)
    Type: Offensive
    Rank: B
    Range: Short - Mid range
    Chakra: 20
    Damage: N/A
    Description:

    The User does the Ram -> Tiger -> Boar hand seals and traps the opponent in a genjutsu. When trapped in the genjutsu If the opponent take a step, more than 1 feet around him he will see an illusion like a Pit hole starts to form below the position where his feet is. The Pit hole size grows up to 3 feet in radius and 20 feet in depth.the time taken for the pit hole to form completely is 1 second.The formed Pit hole has earthy features as the Pit hole is mostly like a Hole in the ground that grows to a big size.The Pithole will be formed on what ever place the opponent lands his feet upon.
    Note:
    *Can only be used when the opponent is on a earthen terrain. i.e Cannot be used when the opponent is on water.
    *Can only be taught be Ciberr.
    *Can only be used 4 times
    *see 0:55 to 1:00


    Thread


    (Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them. In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
    *Affects 1 person per usage*
    *In case of the Kurama, the genjutsu is short-ranged*
    *Can only be used once every 2 turns*
    *Can only be used 3 times*
    *Kurama's restrictions only apply when the Inner Demon is activated


    ( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: After 3 handseals, the user is able to cast a genjutsu either on her/himself or on an opponent. The genjutsu pertains as the removal of harm and pain, giving a false sense of security, where there is none, by reattaching severed limbs or healing up wounds and burns or merely anesthetizing the opponent from pain. The illusion comes with a feeling as if the user has been coated by a soft bubble, like a feathery cushion, while seeing missing limbs being reattached, or wounds healing up or poisons being removed from the organism. The illusion makes it so that anything posterior to the initial cast of the genjutsu simple disappears or is bounced off from the skin, instead of healing, further adding to the false notion of security.
    While it could be use to sustain wounds that do not put someone in immediate danger, being solely nuisances, the genjutsu could also cover up potentially fatal and paralyzing injuries, making it's target careless and self-harmful. The genjutsu latches strongly to the opponent's mind, allowing the user to combine it with a second genjutsu, making the second genjutsu strong against physical pain releases, however major pain stimuli ( very deep cuts, strong burns, etc. ) will still break it.
    *Lasts 3 turns max*
    *Can only be used 2 times*
    *If used with a painful second genjutsu, there will be no pain involved.*
    *Can be used against opponent's genjutsu as a means to counter it's effect, up to the rank of the technique*
    *Genjutsu specialists or doujutsu users can cast against 1 rank higher*

    Thread for both

    ( Genjutsu: Kirin Kojou ) Illusion Arts: Isolated Giraffe
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user will perform 3 handseals, casting an illusion on the area around. Any target within range will then immediately feel all they senses dilate and stretch, as if someone is impossibly pulling their neck. This illusion creates a constrain on the brain's interpretation of stimuli, not unlike Agnosia. In essence, all the user's stimuli perception arrive as if strained from a very long and thin channel, making them not only really delayed but also incomprihensible. The user does not have to comprehend or possess the stimuli being stunted, like targets with extrasensorial abilities, chakra-wise, superhuman, awareness of other forms of energy or substances, etc, because Isolated Giraffe creates an universal strain by stretching the brain's perception. The targets affected by this genjutsu will feel like they're stretched out into the void, and become isolated from reality. To better understand this genjutsu, think about the sensorial organs as windows to the outside world and the brain as the organ responsible for the target's interpretation of the information that comes from those organs. Isolated Giraffe inserts chakra in the brain, which slows down and distorts the channels that link the organs to the brain and, thus strain the path of the external information, in a way that it isolates the target from the senses

    *Can only be used thrice per battle*
    *Can't be used on consecutive turns
    *Can only be taught by Edward*
    *The technique's effect only happen in the genjutsu. In actuality, the opponent his reflexes and such work fine.*

    taught here
     
         
    Last edited by Shady Doctor; 12-04-2014 at 10:26 PM.

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    Re: Shady's Customs

    Nekura clan jutsu


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


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


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


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


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


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


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


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

    Training
     
         
    Last edited by Shady Doctor; 11-18-2014 at 01:35 AM.

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    Re: Shady's Customs

    Elemental Combinations


    10) (Doton/Katon: Zã Stáfe ) - Earth/Fire
    style: Beetle Staff
    Rank: S
    Type: Attack
    Range:Short-Mid
    Chakra Cost:40
    Damage Points:80
    Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around his hands to conjure up a very hard and condensed staff of earth.. The staff is approximately the same height as the user and about a foot in diameter and is holds enough hardness and strength to attack with A-rank slashing capabilities. Upon creation, the staff is crafted to be more sharp with a pointed end to cut instead of dealing blunt damage.
    Close range abilities:
    The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank earthen blade
    Mid range use:
    The staff can also be used at a range, in which it gained its name "beetle staff". The user can simply throw the staff like a spear but in mid flight, the user does a single hand seal, thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a beetle's. This allows the staff to not only pick up speed and killing potential (S-rank power) but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
    At any point while flying, the user can do one more hand seal whilst inserting fire chakra within the staff which results in the exploding outwards into a 5m wide vortex of fire with sharp earthen shards that would cause major fiery damage while also cutting anything that comes into contact with it up.

    ~Only teachable by Shady
    ~ Only usable once per match
    ~ Staff lasts 3 turns unless thrown, then.it ends that same turn..
    ~ Using the fire to make the staff explode costs an extra move, thus completing the entire jutsu takes up 2 slots


    11) ( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
    Rank: S-Rank
    Type: Attack
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

    • Usable twice with 2 turn cool down between uses
    • Counts as two moves since using two chakra natures back to back
    • The jutsu can be performed at long range, but the radius of the pillars is mid range only..
    • No Doton or Fuuton above A-rank next turn.


    (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
    -Can only be taught by Katonpwnz

    Learned here

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


    Taught here


    [Doton/Fuuton: Funjin Kachuu] – Earth/Wind Release: Scouring Vortexes
    Rank: S
    Type: Supplementary/Offensive
    Range: Short-Long
    Chakra cost: 40
    Damage points: N/A (80 damage if the opponent becomes trapped in the worm hole)
    Description: The user will release their doton chakra into the ground to cause multiple sections of earth around the opponent to lower themselves in a circular-like shape, in a similar manner to Earth Release: Moving Earth Core. In the same motion, they will then focus their fuuton chakra into each and every one of the lowered sections of earth, before performing a single handseal to trigger a mild vacuum-like effect which will suck any objects/people moving directly over it to be sucked deep into the depths of the hole. Inside the hole, the wind chakra will be spiraling in a clockwise motion in the same manner as a tornado, carrying deposits of rock, dust, dirt and debris which greatly augments the cutting power of the already potent wind formation. Anyone or anything unfortunate enough to be caught inside one of the tornadoes will be skinned alive due to the sheer abrasiveness of the dust-infused wind, making this technique capable of even slicing through solid rock to reach its intended target. More commonly that not, the user will create the wormholes in a secure formation around the opponent to ensure any thrown projectiles or solid constructs they send towards the user will be promptly sucked into one of the wormholes, quickly being incinerated by the raging winds. This makes this technique exceedingly useful in countering techniques such as Earth Release: Stone Golem and Earth Release: Rock Scale Slab, as the moment they move over any one of the user's created wormholes, they will become incapable of escaping the pull of the wind formation. The shredding power of each hole is directly proportional to the amount lowered sections of earth created through this technique e.g. One hole = S-Rank, Two holes = A-Rank, Four holes = B-Rank, Eight holes = C-Rank. Similarly, the suction power of each hole is dependent on the number of holes created, with each hole only being capable of "sucking in" and destroying techniques equivalent to their rank. An S-Rank hole would be capable of pulling in an S-Rank technique and destroying it, while a C-Rank technique would only be capable of pulling in (and destroying) a C-Rank Technique. Any and all created wormholes will generate a vertical column of sucking wind which spans mid-range into the air, clearly notifying the opponent that moving over these wormholes will cause them to be forcefully pulled into them.

    Note: Lasts two turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by -Venom-
    Note: Can create a maximum of eight wormholes
    Note: The numbers of creatable holes must either be: One, Two, Four, Eight.
    Note: Sections of earth can only be lowered a maximum of ten meters and logically be created up to ten meters in width
    Note: Ground directly beneath the opponent cannot be lowered.


    Taught here

    Strike of Artemis (Dageki Artemis)
    Type: Offensive
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
    *Useable twice per battle*
    *User cannot use fire nor lightning jutsus A-rank and above next turn*
    *Can only follow the enemy for one turn before being destroyed*


    Training
     
         
    Last edited by Shady Doctor; 08-02-2014 at 02:30 AM.

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    Re: Shady's Customs

    Others


    5) (Kamen no akuma no henshin)-Masked Demon transformation
    Type: Supplementary
    Rank: B-rank
    Range: Short-Long
    Chakra cost: 20
    Damage: N/A
    Description: Kakuzu does a single hand sign which in return allows him to mold and manipulate the threads in his separated masks to alter their forms as he sees fit. . Instead of the separated masks being in their original forms they can be altered to each take on a certain form. While being in these altered forms, any limb ripped off or destroyed by an opponent will restore itself with the threads it's body is made of.
    Human form
    The threads within the masks bodies will be altered by Kakuzu in order to change its form into a 7 foot all black figure with the build of a man, with the mask as the mans face. The fingers on this form are very sharp and the fingers (being made of the thread) can be lengthened to mid range to stab or intangle an enemy. This form has a pair of butterfly like wings on its back which enables it to fly at either its own will or Kakuzu's.
    Bird form
    This form is created by Kakuzu manipulating the threads in a chosen mask so that he can mold its shape Into that of a large eagle type bird (about sasuke's hawk size) who's face is that of the chosen mask. This forms talons are sharpened threads that can be used to cut through solid rock of B-rank or lower. The bird can at anytime open up its body and let up to 1 person ride within it..
    Flying octopus form
    This is created by Kakuzu manipulating a separated masks threads so that it can be molded into the form of an octopus that has wings on its back to fly. The octopus is about large as Gamakichi and is able to go through water at high speeds. Each of it's 8 tentacles are thick, sharp threads that can be slung around to stab or restrain an opponent. The octopus' biggest feat is being able to open its head thus letting up to 3 people fit inside of it to transport them to a certain location safely, especially good for underwater travel.

    • Only taught by William
    • The masks can stay in these forms for 5 turns at a time.
    • Can be used 3 times per fight
    • Stretching their limbs count as one of the allotted jutsu per turn
    • While in these forms the masks can still use their element affinities
    • Can be used on all masks at once and they all don't have to be the same form
    • Can alter the forms from any range


    6) (Nejikomi buki ) -Threaded arms
    Type: Attack/supplementary
    Rank: B-rank
    Range: Short/Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: Kakuzu, by manipulating the threads within his body will make several arms of thread (4 max) emerge from anywhere on his upper body in order to give him the upper hand in close range. The hands can be used to perform jutsu or to just use physical attacks. Each arm can extend out to mid range in order to grab/entangle an enemy or to attack at a distance.

    - Only taught by william24


    (kansetsu shogai)
    -joints disorder
    Rank:A
    Type: Defence/offense
    Range: close
    Chakra Cost:30
    Damage points: 60
    Description: The user performs a series of gentle fist strikes on the target,but not the chakra points nor the gates but the joints(major joints).thus temproraly disordering them and leaving the target defenseless.
    -target stays immobilized for a turn.
    -twice per battle.
    -must be a hyuuga clan member.
    -Must be taught by Seto Kaiba


    (Yubi Funsha)
    -Chakra Finger Jet
    Rank: A
    Type: Attack
    Range: short -mid
    Chakra Cost:30
    Damage points: 60
    Description: The user compresses the chakra in their fingers and shoot them out in form of jet that travels at great speed and are capable of cutting through concrete.
    -Must be a hyuuga clan member
    -3 times per battle
    -Must be taught by Seto Kaiba


    (Myou Yakke)-Chakra Coat
    Rank: A
    Type: Defence
    Range: N/A
    Chakra Cost:40
    Damage points: N/A
    Description: The user molds up huge amount of chakra within their body then channels it out through all 361 chakra points to form a blunt coat ofchakra covering their whole body.This chakra coat enables the user to walk on sticky materials, spikes and also a good defense against chakra base attacks(A ranks).
    -can only be used by a hyuuga clan member
    -only twice per battle
    -the coat last for 3 turns.
    -Must be taught by Seto Kaiba.

    All taught here

    Kenjutsu: Kendō | Sword Arts: Way of the Sword
    Type: Offensive/Supplementary/Defensive
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: Kendo is one of the most basic styles of kenjutsu. Even those not trained in kendo unknowingly use it. It is basically fighting with a sword while having both hands gripped on the handle. As said, very basic. This is only special, when in use by a kenjutsu master and specialist. Those with specialties in kenjutsu would normally only grip their sword with one hand when using their sword, as one hand is more than enough to overwhelm a normal opponent. However, when using Kendo, they will not only grip their sword with both hands, but will also flow an excessive amount of chakra into the blade of the sword. The chakra flowed through the sword is thin concentrated, translating into destructive and cutting power. With one slice, they can easily slice an opponents body straight through the middle with ease. It posseses enough power to shatter Earth Jutsu of the same rank, and will easy slice through a defence.
    ~Only usable by bio's that have a specialty in kenjutsu.
    ~Can only be used 4 times per conflict

    Taught here

    (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 (Shield suffers a little damage but can take on one more attack)

    ~need to be taught by gitanshu~
    ~Can only be used 2 time~

    I cannot find my training for the perfect shield. I learned it though..


    (Saido byōtō chakura suiryoku) - Side-wards chakra thrust
    Type: Supplemental/Defensive
    Rank: C
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

    ~Notes~
    -Must be taught by -Vegeta
    - Can be used 3 times.
    -reference-
    http://youtu.be/FgIA1UCONic?t=44s

    taught here
     
         
    Last edited by Shady Doctor; 12-04-2014 at 09:58 PM.

  12. #12
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    Re: Shady's Customs

    Box Summonings - Box Arts

    ( 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*


    ( 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)*


    ( 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


    ( 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


    ( 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*


    (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*


    ( 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*


    ( 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 Hovering/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*


    ( 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*


    ( 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*


    ( 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*



    Training With Lili
     
         

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    Re: Shady's Customs



    Devil's Fist (Maou Genkotsu)

    Type: NinTai

    Background:

    Vex upon his travels, happened to venture upon a strange land. The people of this land were brutally oppressed, to the point that they were planning a revolt. Vex was revolted at the state of the people, and pledged his help. He led the attack on the tyrannical ruler of the people. He broke down the doors to his castle and defeated him in single mortal combat (he also said a lot of really good, and witty banter). He toppled the throne, and the entire castle came down due to their struggle. When the tyrant was finally defeated, the people were so grateful that they taught him a new fighting style. However, it wasn't very developed. It was lacking in the cosmetics department. So Vex developed the style, making it much more flashy and eye pleasing. The people were so grateful that they erected a statue in his honor, but sadly it wasn't able to capture the full effects of his good looks. Vex then travelled the world further developing the style, and teaching it to his students.

    Description on the Abilities and Inner Workings of the Style:

    The style is extremely simple. The user will use a variety of elbow and knee attacks, coupled with powerful punches and kicks. Almost all techniques use the entire body movement, rotating the hip with each kick, punch, elbow and block. The user is usually extremely physically strong, using their muscular strength to dominate the opponent. The style is very low and wide. So much so in fact that, some people mistake the regular stance as being completely open.

    The Stance:
    However, there is one thing that sets this style apart from normal taijutsu. The use of fire chakra to make a body part or even the whole body "hot" but not actually on fire. The user would for example throw a punch, he would then quickly channel fire chakra into his fist as it moves. It would make the user's fist "hot", yet it would not be on fire. The enemy would then take damage from the actual force of the punch, and from the "heat" that augmented said punch. This can be used with elbow strikes, kicks, and knee attacks. This can also be applied to a sword. The user would swing a sword, and right before impact channel fire chakra into the edges of the blade. The blade's metal would conduct the heat from fire chakra, which makes the sword "hot".

    What it looks like:



    Example Techniques:


    Ti Sok Club
    Type:Offense
    Rank:B
    Range:Short
    Chakra:20
    Damage:40
    Description: The user grabs his opponent by the head before delivering a powerful knee strike to their face while bringing the opponents head down. The user augments the knee with fire chakra, causing it to become hot. The force of the collision could cause a weaker opponent to become completely knocked out.

    Yan Erawan
    Type:Offense
    Rank:A
    Range:Short
    Chakra:30
    Damage:60
    Description:The user first places himself in an unguarded stance and waits for his opponent to attack. When the opponent strikes, he slams his knee into the chest of his opponent, where the heart is. The user concentrates his fire chakra into his knee, heating up his knee. Combined with the force of his strike and the power behind his opponent's speed, the attack is powerful enough to kill a normal person.

    Dee Sork Toron
    Type:Offense
    Rank:C
    Range:Short
    Chakra:15
    Damage:30
    Description:A technique where the user attacks the opponent with a swift elbow strike aimed at the opponent's head in a downward manner. The elbow is supplemented by the user's fire chakra heating his elbow and making it hot. This has enough force to fracture small bones.


    Additional effects and Restrictions:

    Users of this style have faster and stronger attacks than a normal strong fist master
    Unfortunately, they have a harder time keeping up with fast movements and their reflexes are lessened slightly
    To use this style someone must be at least Sannin rank and at least started taijutsu, kenjutsu, and fire style
    Can only be taught by Vex

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

    Vēx, our loyal member, gave on the 17th of October, a request for a Patent on custom fighting style Devil's Fist (Maou Genkotsu). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


    Devil's Fist (Maou Genkotsu)
    Powered by Madāra Uchiha
    Copyright 2013, Vēx, NarutoBase.net






    Approved Jutsu:

    Devil's Fist: Vulcan's Folly (Mao Genkotsu: Gukuo no Vulcan)
    Type: Offense
    Rank: S
    Range: Short
    Chakra: 40 (-5 chakra per turn)
    Damage: 80
    Description: With this jutsu, the user is able to use arguably the most powerful jutsu in Devil's Fist. The jutsu allows the user, to channel fire chakra into a sword or other bladed weapon. The sword is then 'hot' being able to add heat damage, in addition to regular damage inflicted from a bladed wound. The heat makes the weapon literally hot enough to melt through other bladed weapons, and to immediately cauterize wounds that the sword cuts. It also causes massive burns, from the heat of the fire chakra. The blade never actually becomes on fire, just simply hot.

    -Restrictions-

    Can only be taught by Vex
    Can only be used once a battle
    Lasts for 3 turns


    Devil's Fist: The Yawn of Apachai(Mao Genkotsu: Akubi no Apachai)
    Type: Offense
    Rank: B
    Range: Short
    Chakra: 20
    Damage: 40
    Description: The user grabs his opponent by the head before delivering a powerful knee strike to their face while bringing the opponents head down. The user augments the knee with fire chakra, causing it to become hot. The force of the collision could cause a weaker opponent to become completely knocked out. In addition, the opponent will suffer burning damage from the fire chakra. The attack is hot enough to cause mild burns that will cause pain if not treated.

    -Restrictions-

    Can only be used thrice
    Can only be taught by Vex



    Devil's Fist: Gentle Caress(Mao Genkotsu: Onbin Aibu)
    Type: Offense
    Rank: C
    Range: Short
    Chakra: 15
    Damage: 30
    Description: A simple jutsu, where one channels fire chakra into his leg. The user's leg is extremely hot, allowing him to cause heat damage on impact. The heat damage itself, is not very great. It is the equivalent of recieving mild burns, it may blister and cause a lot of pain, but it does not do great damage. The kick itself does damage, because of the user rotating his hip at the time of the kick, making it strong. This technique is not really meant to attack any upper body parts. It is much more suited to be aimed at the lower legs, or near the thighs. This is to make it difficult for the opponent to walk, and to make it easier for the user to land more powerful blows in the future.

    -Restrictions-

    Can only be used thrice
    Can only be taught by Vex



    Devil's Fist: The Great Wall (Mao Genkotsu: Za Taishita Hei)
    Type: Defense
    Rank: A
    Range: Short
    Chakra: 30
    Damage: 60
    Description: One of the only defensive jutsu for Devil's Fist. The user waits for an opponent to strike at his torso or anywhere above that. When the opponent strikes, the user will grab onto the attacking limb and pull it towards him while also twisting his body out of the way. This increases the momentum of the opponent, and uses it against him. He then lifts his knee, and concentrates fire chakra into it. He then slams this knee into the chest of his opponent, where the heart is. Combined with the force of his strike and the power behind his opponent's speed, the attack is powerful enough to seriously injure an opponent.

    -Restrictions-

    Can only be used twice per battle and only against taijutsu or taijutsu custom style moves up to the same rank
    Can only be taught by Vex
    Can only be used by students of Devil's Fist



    Devil's Fist: The Red Storm of Set (Mao Genkotsu: Niiro Arashi no Set)
    Type: Defense
    Rank: B
    Range: Short
    Chakra: 20
    Damage: 40
    Description: The user will concentrate fire chakra into any part of his body, and when the opponent attacks the user, the limb that they used to attack will be burned. This is because of the user using Devil's Fist in order to heat his skin up to an insane tempreature for the duration of the opponent's attack. If the opponent was to grab the opponent, the effect would be even greater due to prolonged contact with the user's skin. This jutsu may cause severe burns upon the opponent's body located on the point of contact with the user's fire enhanced limbs. However, if the opponent were to attack the user with a metal weapon, the weapon would not be melted, although the heat from the user's body would transfer onto metal, and then onto the user. This is because metal is a very good conductor of heat, and it would burn the opponent, most likely causing him to drop the weapon.

    Restrictions:

    Can only be used 3x per battle
    Can only be taught by Vex
    Can only be used by those taught in Devil's Fist.


    Learned Style here
     
         
    Last edited by Shady Doctor; 05-11-2014 at 04:13 PM.

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    Re: Shady's Customs


    Chishi Shindou | Fatal Impact

    Type: Boomerang Ninjutsu

    Background:
    Fatal impact is a fighting style developed by Two young ninja by the names of Shady and Seventeen, They traveled across the entire world searching for a fighting style that fit them both, they searched for years and never found the right one, So one day they got tired of searching and decided to create one that was unique to in itself. They remembered the boomerang they used to play with as kids growing up, a toy of there's that they used to also use as a means for target practice. They knew they weren't kids anymore, but elite shinobi, so they worked many years together in order to create a deadly style based off of there childhood toy.. And they named the style Fatal Impact once they mastered their created style.

    Description on the Abilities and Inner Workings of the Style:
    The fatal impact style mainly revolves around the infusion of chakra into boomerangs and wielding them as weapons, whether its close or long range use. Once the boomerangs are infused with chakra they can be used in numerous of deadly and versatile ways. The basic skill of using fatal impact is infusing ones chakra into a boomerang(s) and allowing them to use it in many different ways depending on the chakra used. This allows one to use the fatal impact techniques whilst using several boomerangs at once if needed by using specific jutsu (will make jutsu for this). The controlled boomerangs can be altered for several different situations, such as using chakra to gift the boomerangs slicing abilities, defensive abilities, or even blunt attacks. The duo also found a way to expand their boomerangs to larger sizes or even make them smaller, allowing them to use the boomerangs efficiently in different situations.(Will have jutsu to alter boomerangs). An advanced usage of the fatal impact style is infusing element chakra into boomerangs, thus producing a mass amount of affects from the boomerangs. Some basic skills could easily be used with each element, such as using earth to make boomerangs more powerful in blunt attacks, or making the boomerangs lighter to move at many times faster than their base speed (fast as the users base speed). One could use lightning and wind for cutting properties and fire for burning affects. Those are just examples but there will be techniques created for different abilities. The user has his own specific boomerangs that will be specified in the bio, such as metal, large boomerangs, wooden boomerangs, plastic boomerangs etc etc..

    Example techniques

    Chishi Shindou: souran Fatal Impact: Altered Size
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description: User's of Fatal Impact have the ability to reduce or increase the size of their boomerangs by doing the snake hand seal and molding the boomerang(s) with chakra, This can be used on a maximum of 10 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 10 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.
    - Can be used 5x per battle

    Fatal Impact: Ever changing defense
    Type: Defensive
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: The user aligns his boomerangs into various formations as he applies chakra to them whilsts making them spin propeller-like. The rapid spinning of the boomerangs can be used to align a boomerang in front of an attack and intercept and disperse a technique outward, but only up to A-rank though.
    - Can only use up to 3 boomerangs for this technique, thus allowing one to defend against up to three techniques.


    Chishi Shindou: shidō Fatal Impact: Wind cutter
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description: User's of Fatal Impact
    Infuse sharp wind into a single or several boomerangs, thus granting the boomerangs A-rank cutting potential.


    Additional effects and Restrictions:

    - Can only be taught by Shady Doctor

    - Users of this Style must carry a Boomerang of any size, and can passively control them

    - Must be Sannin rank, Mastered Ninjutsu and at least 3 elements to learn or use the style.

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

    Shady Doctor, our loyal member, gave on the 19th of December, 2013 a request for a Patent on custom fighting style Chishi Shindou: Fatal Impact. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


    Chishi Shindou | Fatal Impact
    Powered by Madāra Uchiha
    Copyright 2013, Shady Doctor, NarutoBase.net



    Techniques:

    Chishi Shindou: souran Fatal Impact: Altered Size
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra: 20
    Damage: N/A
    Description: User's of Chishi Shindou have the ability to reduce or increase the size of their boomerangs near instantly by doing the snake hand seal and molding the boomerang(s) with chakra. This can be used on a maximum of 5 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 5 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.

    - Can only be used by users of Chishi Shindou
    - Only taught by Ares


    ( Chishi Shindou: Erementaru Shindou ) - Fatal Impact: Elemental Impact
    Rank: S-Rank
    Type: Attack
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    This is a simple, yet affective technique which increases the killing potential of a chosen boomerang(s) by using elemental chakra within them. There are 5 forms of using this ability, each form pertaining to a selected element. The 5 forms of elemental use in Chishi Shindou is as followed:

    Sandā Shindou -
    Or better known as the 'Thunder Impact' form. The user channels raiton chakra into a held or thrown boomerang in order to alter its abilities through the use of the lightning. Upon activation of this form, lightning envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting lightning coating it due to the properties of the lightning element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The lightning itself is S-rank in strength, thus being able to cut straight through any rank of earth, and S-rank and below of other basic elements, if logical of course.

    Kasai Shindou -
    Or better known as the 'Flame Impact' form The user channels fire chakra into a held or thrown boomerang in order to alter its abilities through the use of the fire. Upon activation of this form, fire envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of blazing flames coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the fire element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The fire itself is S-rank in strength, thus being able to power straight through any rank of wind, and S-rank and below of other basic elements, if logical of course.


    Nami Shindou -
    Or better known as the 'Wave Impact' form The user channels water chakra into a held or thrown boomerang in order to alter its abilities through the use of the water. Upon activation of this form, water envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting water coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the water element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The water itself is S-rank in strength, thus being able to cut straight through any rank of fire, and S-rank and below of other basic elements, if logical of course.


    Uzu Shindou -
    Or better known as the 'Vortex Impact' form The user channels wind chakra into a held or thrown boomerang in order to alter its abilities through the use of the wind. Upon activation of this form, wind envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting wind coating the boomerang. This allows the boomerang to increase in both speed and killing potential due to the properties of the wind element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The wind itself is S-rank in strength, thus being able to cut straight through any rank of lightning, and S-rank and below of other basic elements, if logical of course.


    Tsuchi Shindou -
    Or better known as the 'Earthen Impact' form The user channels earth chakra into a held or thrown boomerang in order to alter its abilities through the use of the earth. Upon activation of this form, the boomerang(s) are coated with a thick layer of earth and take on a darker look, very similar to Kakuzu when using his earth technique. This allows the boomerang to increase in both power and killing potential due to the properties of the earth element making the boomerang gain more mass, thus more impact power. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The earthen shell itself is S-rank in strength, thus being able to cut straight through any rank of water, and S-rank and below of other basic elements, if logical of course.


    One of the greatest strengths of this technique is a basic ability of even a Normal boomerang. The user can indirectly attack a target by throwing the boomerang(s) in a given direction and allowing them to arc and attack from a different direction. Or if an opponent so happens to dodge the boomerang it will curve back around and hit the target from the opposite direction, thus making each attack unpredictable, though in no way can the user change the trajectory of the boomerangs via chakra.

    - Usable 3x
    - Only usable by users of Chishi Shindou cfs
    - only can be taught by Shady
     
         
    Last edited by Shady Doctor; 05-11-2014 at 04:07 PM.

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    Re: Shady's Customs

    [QUOTE=Yashiro;12287898]

    Custom Snake Summons


    8) (Hebi Kuchiyose: Asmodeus) - Snake Summoning: Asmodeus
    Rank: A
    Range: Short
    Type: Summoning
    Chakra: 30
    Damage: N/A
    Description: After performing the necessary requirements for performing the summoning technique, the user summons Asmodeus which is a small black and white snake about 50 cm in length, Asmodeus doesn't have any combat skills and can't be used for any type of defensive measures like majority of the other snake summons, but Asmodeus was born with a special gift that makes him just as important as any other powerful snake, Asmodeus' snake senses are almost double as sensitive as regular snakes, he is able to detect even the slightest bit of a vibration 120 meters away, Asmodeus can still however travel underground like all snakes and thanks to his miniature size he wouldn't be easily detected by regular ninja even if he travels close to the surface of the ground, Shady also has the ability to contact any other snake summoning via telepathy as well as its summoner.

    Note - Can only be summoned once per battle.
    - Lasts for 4 full turns until automatically dispersed.
    - Summon is able to detect any vibration (this includes any movement and any sound since sound is produced through high frequency vibrations.) across the entirety of the battlefield, And also up to 120 meters maximum, but cannot sense any chakra.
    - When traveling underground the summon can only be detected by Doujutsu users and those with Sensory abilities.
    - Can only be taught by Yashiro.


    Snake Guardians
    (Hebi Kuchiyose No Jutsu: Voldemort) - Snake Summoning: Voldemort
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/a
    Description: Voldemort is one of the 5 Guardian Elemental Snakes. These Snakes each specialize in one of the 5 basic elements and are the Manda special minions. Voldemort specializes in use of the Fire element. The user takes blood and wipes on his tattoo or on the scroll and slam his hand, summon this Firey beast. Voldemort can use all Fire Jutsus up to S rank and the Guardian Snakes all have this unique ability. They can disperse into whatever element they are specialized in. This replacement ability is an A rank ability. Voldemort can replace into a burst of flames to avoid techniques if he so wishes. Voldemort is the same size as the Manda.

    -Must have snake contract signed
    - Can only replace once
    -Can only be summoned once
    - Last 4 turns
    - Can use S rank and Below Fire
    - Can only be taught by Better

    (Hebi Kuchiyose No Jutsu: Nola) - Snake Summoning: Nola
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/a
    Description: Nola is one of the 5 Guardian Elemental Snakes. These Snakes each specialize in one of the 5 basic elements and are the Manda special minions. Nola specializes in use of the Water element. The user takes blood and wipes on his tattoo or on the scroll and slam his hand, summon this Water beast. Nola can use all Water Jutsus up to S rank and the Guardian Snakes all have this unique ability. They can disperse into whatever element they are specialized in. Nola can transform his body into water to avoid damage. It's rank is A rank. Nola is the same size as the Manda. Nola can also swim in water, just like the new Manda 2.

    -Must have snake contract signed
    -Can only be summoned once
    - Last 4 turns
    - Only can replace itself once.
    - Can use S rank and Below Water
    - Can only be taught by Better

    (Hebi Kuchiyose No Jutsu: Kobe) - Snake Summoning: The Black Mamba
    Type: Summon
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/a
    Description: Kobe is one of the 5 Guardian Elemental Snakes. These Snakes each specialize in one of the 5 basic elements and are the Manda special minions. Kobe specializes in use of the Lightning element. The user takes blood and wipes on his tattoo performing then the needed handseals and slam his hand, summon this lightning beast. Kobe can use all Lightning Jutsus up to S rank and the Guardian Snakes all have this unique ability. They can disperse into whatever element they are specialized in. This replacement ability is an A rank ability. Kobe can replace into a current of lightning to avoid techniques if he so wishes. Kobe is 1/3 the size of the Manda. Kobe is able to feel the vibrations through the ground to pinpoint and enemy, however he cannot use this method underwater.

    - Must have snake contract signed
    - Can only replace once and that doesn't serve to move anywhere, only to change the structure of the body to avoid damage.
    - All his moves and techniques count towards the normal 3 limit per turn of the user
    - Can only be summoned once
    - Last 4 turns
    - Can use S rank and Below Lightning that the user knows.
    - Can only be taught by Better



    Learned here


    Snake Arts


    6) (Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents

    Rank: A
    Range: Short - Mid
    Type: Offensive/Supplementary
    Chakra: 30
    Damage: 60
    Description: The user performs a single hand seal before thrusting his left arm upwards and releases a single snake from his left sleeve and in the direction of the target, this is used as a distraction, and while the user is releasing the snake into the air he also releases another one from his right sleeve which quickly slithers across the ground and coils around the targets body, before constricting and paralyzing the target.

    Notes - Must have signed the snakes contract
    - Can only be used 3 times per battle
    - Paralysis lasts for 2 turns
    - The snakes are large enough to completely coil around a full grown humans body
    - Can only be taught by -Yashiro-


    7) (Hebi geijutsu: Hebi kiba senbon) - Snake Arts: Snake Fang Needles
    Rank: S
    Range: Short - Long
    Type: Offensive
    Chakra: 40
    Damage: 80
    Description: Once Manda is summoned onto the battlefield the user manipulates him into gathering a large amount of his chakra and compressing it all into his fangs, then in a burst Manda releases the chakra all at once from his fangs in the form of thousands of fang shaped needles, the needles cover a wide range of the battlefield and can be used to attack multiple targets, also due to the natural venom which a snake carries within its fangs, the fang needles would be able to numb multiple parts of the body (All parts that come into contact with the fang needles) and paralyze the target.
    Notes - Must have signed the snakes contract
    - Can only be used with/by the Manda summoning
    - Can only be used 2 times per battle
    - Paralysis and numbing lasts for 2 turns
    - Can only be taught by -Yashiro-


    All learned here
     
         
    Last edited by Shady Doctor; 03-19-2014 at 04:44 AM.

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    Re: Shady's Customs


    Sōhei no Junban (Order of the Warrior Monks)
    Type: NinBōjutsu
    Background: In the time of monks and hermits, when chakra was being taught, but its limits were not fully understood, wars were beginning to grow at a faster rate. With more power, groups felt that they were able to retake pride they had lost, or gain treasures they sought. This was the chaos that the world felt.

    The Sōhei, or Warrior Monks, knew the intentions of the Sage who taught strength to the people of his world, and knew that it was their job to protect the peace that was slowly being destroyed. The Sōhei who believed in the peace they knew the Sage stood for banded together under the name, The Order of the Warrior Monks.

    This nomadic group of warriors traveled the world, looking for utilizes of the powerful energy called "chakra" who used this power for their own gain. As they found them, the monks attempted to subdue these people by force, with the sheer strength of their staffs. But even with their fluent fighting style of versatile strikes and defenses, the monks knew that they would not be able to defeat every chakra-user who fought for themselves. Yet they pressed on.

    In one battle between the Order and a group of shinobi who wanted nothing more than to take every treasure they could find, the monks learned just how feeble their attempts were. Without killing a single member of the shinobi group, more than half of the Order was mercilessly slaughtered. But when his younger brother was slain in battle, the leader of the Sōhei no Junban took his staff and, in a fit of rage, proceeded to attack with both his and his brother's staffs in either hand. Being able to divert the attention of his opponents away from the true attack, as well as being able to defend from multiple different sides at once, gave the leader the edge he needed to kill but a single member of the shinobi group. And that small victory instilled in the Order the confidence to continue their attack.

    The Order of the Sōhei was utterly defeated in battle. The twenty monks who were fighting for peace was reduced to a single free man, with everyone aside from their leader killed, and their leader captured. The one man, the youngest of the monks, just barely escaped with his life. The Order had managed to kill but three of the opposing men. But when compared to the sheer death that surrounded them when fighting with a single staff, the young monk could see the strength and advantage granted to one who used two weapons at the same time. And so the young man, having watched his leader fight with the new style, trained on his own, gathering a group of followers to reform the Order of Warrior Monks, after which the style was named, all of whom used two staffs in battle instead of one.
    This style was then passed down through generations of Sōhei, advancing and becoming stronger with each passing generation. And this is where the Sōhei no Junban of today began.

    Description on the Abilities and Inner Workings of the Style: Order of the Sōhei is a very flexable style which revolves around staffs acting as an extension of the users' body, mostly pertaining to the arms and hands. The user of Sōhei no Junban will utilize two staffs during battle placed in their left and right hand to serve as an extension to their limited reach. The user uses the two staffs in collaboration with each other in different ways, primarily for distracting and attacking. Because of the unique fighting style granted by using staffs, the user is capable of attacking in the same motion they defend in, and as such this style of fighting focuses on the users ability to perform quickly-executed combinations with both staffs under difficult conditions during battle. Most techniques are based on the concept that one staff is used for distraction or preoccupation, while the other staff is used for executing the main part of the technique that will deal damage, be the strong defense, or set the user up for a combination with a different technique from outside the style.

    The style is famous for devastating combination attacks which utilize both staffs at the same time. The vast versatility in the style grants the user a great deal of possibilities in terms of techniques and derived fighting styles, as Order of the Sōhei revolves around defending and attacking either at the same time with different staffs, or in the same motion with the same staff while the second staff provides some other supplementary effect, dependent on the technique itself. Finally, monks of Sōhei no Junban have developed techniques for their fighting style which incorporate the usage of the basic five elements, empowering the impact their staffs have or changing what the best way to attack with each staff becomes.

    Example Techniques:

    (Raiton: Inka-Ten) Lightning Release: Flash Point
    Rank: B
    Type: Attack | Defense
    Range: Short-Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user begins by tossing one of their staffs lightly into the air. As the staff leaves their hand, the user concentrates raiton chakra through their other staff, held in their dominate hand, before throwing it at the opponent like a javelin. As the staff flies through the air, its speed and natural thrown distance increased by the raiton chakra, the staff releases all of the chakra channeled through it in a large cone shape, with the tip being the end of the staff, growing larger towards the user. This cone also gives off a bright light, similar to Lightning Illusion Flash Pillar. As the first staff flies through the air towards the target, the second staff falls to the ground, having the lightning of the first staff pass over it and coating it in a weak electric field. As the second staff falls, the user kicks it through the air, the raiton "coating" giving the staff the extra energy it needs to reach its target.

    This technique differs from most jutsu which revolve around two parts, as instead of dividing the chakra evenly between the two parts, all of the chakra is focused through the first staff, allowing the lightning cone to act as a B-rank defense which also blinds the target of the user's actions while the technique is going on (specifically, kicking the second staff). This also means that the second staff only has a D-rank raiton "charge", as it passes through raiton chakra as it's used. The technique's strength comes from tricking the opponent into defending against the initial lightning javelin, and then having the second staff follow up quickly for a surprise attack.

    Note and Restrictions:
    Can only be taught by a master of Sōhei no Junban
    Requires at least B-rank lightning training
    The user doesn't use any chakra after initially filling the first staff with raiton to form the cone

    (Roki no sagi) Loki's Deception
    Rank: C
    Type: Defense | Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 30
    Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.


    Additional effects and Restrictions:
    - Masters of the style are capable of utilizing a staff with as much strength and leverage one-handed as a person of equivalent raw strength two-handed
    - Masters of the style gain the ability to add an elemental affinity to non-elemental techniques of this style, or even free-form movements, in order to add the equivalent of E-rank "elemental affects" to techniques (such as slight burning, paralysis, minor weight altering, cutting power, or slightly increased durability and ability to absorb impact, for fire, lightning, earth, wind, and water respectively).
    - Masters of the style gain a stance known as "The Phantom Warrior", which is only the use of Sōhei no Junban through hovering staffs via Manipulate Advancing Blades (this "stance" is only available to specialists of the style and requires the use of the technique beforehand)





    Techniques:

    (Sōhei no Junban: Roki no sagi) ✖ Order of the Warrior Monks: Loki's Deception ✖
    Rank: C
    Type: Defense | Attack
    Range: Short
    Chakra Cost: N/A
    Damage Points: 30
    Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
    Notes and Restrictions:
    - The "barrier" created by the spinning action of the staff is able to intercept projectiles like kunai's and shurikens, and other weapons, like swords and daggers, provided that they do not exceed the size of the barrier itself and must follow elemental S/W. (Therefore, if it is a sword enhanced by lightning, depending on the rank of the lightning, it cannot be intercepted.) The barrier can also defend against C-rank and below Tai and Ken and D-rank and below solid elements (Like Earth and Water)

    Learned here
     
         

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    Re: Shady's Customs

    Hebereke Seiyuuki Genkotsu| Drunken Monkey Fist
    Type: Nintaijutsu
    Background: Long ago there lived the Monkey King, ruler of the monkey race. The Monkey King was well renowned for his superior fighting style and cheerful, playful nature. People would come from all around the world just to see the Monkey King in his fights. The techniques were completely random and unexpected; agile yet powerful, and acrobatic and effective. To add the effectiveness, the Monkey King would often drink large amounts of liquor, increasing his power in the art he created.

    Upon drinking liquor, the user becomes so intoxicated that at times, even he himself has trouble predicting his next move. This also directly effects his strength, with him becoming slightly stronger due to no inhibitions and all restraint thrown out the window due to his drunkenness.

    Description on the Abilities and Inner Workings of the Style:
    Simply put, once a user of the style has become intoxicated enough, their movements become unpredictable to the point that to accurate predict or see what exactly is coming towards them, the enemy would need a 3 Tomoe Sharingan active. Their blows will become wildly thrown, seemingly to miss yet land at the last moments.


    Techniques in said form:


    Drunken Monkey Style: Idiot’s Stupor| Hebereke Seiyuuki Youshiki: Hakuchi Soushin
    Type: Offensive
    Rank: C
    Range: Short
    Chakra Cost: N/A
    Damage Points: 30(+10 to user)
    Description: The user drunkenly swings his left leg slightly in front of him (he swings it to his right) while throwing a punch towards the face of the enemy, losing his balance whilst doing so, causing him to fall forward. As he falls to his left, he head butts the enemy in the stomach, causing them to double over. The user, who by then would have hit the ground, then raises very quickly, once more head butting the enemy, this time in the chin with great force, causing him to fall backwards. The user is then left with a small headache from the drunken, accidental head butting.
    *Can only be used in Drunken Monkey Mode*


    Additional effects and Restrictions:
    -Masters of Drunken Monkey will have increased Agility, Reflexes, and Speed when compared to the average Strong Fist user.
    -Due to the unpredictability of the Drunken Monkey, it requires at least a 3-tomoe Sharingan to effectively predict movements. Taijutsu masters can also predict the movements, and the attacks can still be effectively reacted to by taijutsu specialists. People without any specialty in taijutsu will have moderate difficulty reacting to each attack.
    -Upon activation, the style lasts until the user is either struck without enough force to cause bodily harm or with enough force to draw blood as the sight of the user bleeding tends to snap one out of a stupor.
    -After the style ends, the user is left with a slight headache and cannot use taijutsus over A rank for two turns.
     
         

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    Re: Shady's Customs

    (Gōrudo Sutaffu No Enel) ψ Gold Staves of Enel ψ
    Type: Weapon
    Rank: S
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: The Gold Staff of Enel is told to be forged in the skies where the heavens are located. The staff is told to be the property of an almighty and powerful god of lightning, Enel. Although these were all myths, the two staff proved to be a relic, a symbol of the God's power. The story about the dual staff is a legend, nothing but a myth but it is a fascinating one. The staffs, according to tales, originated from a mysterious city above the clouds, often known as the heavens. The god who ruled during that time went by the name of Enel, a superior lightning shinobi that was described as a god from his powers and skills of the lightning element. Enel acquired the throne to the kingdom by defeating the previous leader at that time, and proclaimed himself as god. The past workers and peacekeepers that once worked for the previous god was forced to physical labor, giving up their lives to the god. The soldiers worked to build an ultimate weapon, a weapon so strong that it had the power to obliterate a whole country on its own. Needless to say, the Enel we speak of is described as a power hungry tyrant, and despite the title he gave himself, he was no where near the ethics of a god. The plan would have succeeded, and if it did, the shinobi world would, more or less be under hos control. No soldiers or villagers had the guts nor the strength to oppose him, and every spark of rebellion was to be taken care of by lightning, in other words, death. Before his plan was set in motion, he was defeated by an unknown shinobi. Legend has it that the man was defeated by a wanderer, and the god descended from his golden thrown in the city of gods to the floors of the deepest seas. Although his body was told to be irretrievable due to the amount of pressure under the sea, the only remembrance the "God" left behind is the two brightly-yellow staffs. The staffs are made entirely of gold. Although they look like plain and simple staffs, the abilities of the staffs are what intrigues modern-day historians who seek power in the world of the Shinobi. Although they were just myths, the two staffs left behind in the land of the ninja world would be a powerful tool, if given to the right shinobi. The only reason people believe and repeatedly hear the myth is because every once a while, the villagers under the Moon country would hear the ringing of bells from the sky. A truly majestic sound that soothed every man, woman, and children yet remain unknown up to this day. The only visible relic is the two staffs, currently wielded by Ace and those who he think is worthy. The story, however, has yet to be proven. This, however, is simply a tale that is most often told to children and is not real whatsoever. Though the relic (weapons) found near the location of the area is the sole reason many argue that such a city exists.

    The weapon is a dual staff, including two staffs made of pure gold. It is about three meters tall and two inches in diameter. Despite the composition of the staff's, it is unexpectedly light. This is because of its fairly hollow insides, allowing the user to be able to channel chakra throughout the staff, enabling themselves to perform or activate certain abilities that correspond with the staff's. Because of its light weight, it can be hung behind the back and is easily accessible during battle. The staff itself, even when on your back, will make no difference towards the physical performance of the wielder. The user of the dual staffs will run, punch, kick, walk, move, etc as easy as they would without the staff's on their back. This, of course would have an effect on difficult and complex moves, like backflips, front flips, etc where the body needs to move in a manner that would cause the staff's to hit a solid object, like the floor. This does not mean that it is impossible, but more difficult to perform complex moves such as the ones described above. The physical attributes (height in general) of the user would also come into play whether or not a body movement, like flips, would be slowed down by the dual staffs.

    The staff he is holding, but two of them.



    Abilities:
    • Transformation; Both the staffs are capable of transforming the physical appearance of the weapons. The transformation can only be applied onto the top part of the staffs, and only about 1 meter of the top of the staff can be modified. The user can change the shape of the top part of the staff by channeling lightning chakra into the gold, and turning it into lightning. They will re-shapen the lightning with the use of shape manipulation and shape it to the shape they desire the weapon to be. With further chakra manipulation, the user will solidify the lightning and turn it back to normal gold, with a different physical property. This can only be done to the specific weapons because of its mysterious composition of the two staffs. Each staff can be transformed twice, equalling four times and each time will cost 15 Chakra points and a jutsu slot. There is also a one turn wait to each time a staff can transform. Furthermore, the transformation is limited to the original size. You cannot transform it into a weapon that is longer then the original. Things that would work would be transforming it into a sharp-edged sword, able to perform kenjutsu techniques or a trident, and of course, up to the users imagination. It, however, cannot be used to create larger weapons, only weapons that would still fit in the staffs.Also, once the new tip of the staff impales an opponent/target, it can be heated and burn organs from the inside. This counts as a separate turn and does not count as a limit to the heating. Heating from the inside can only be done once.
    • Heating: Another ability that comes with the staffs. The user can channel lightning chakra into the insides of the staff and have it shape around the walls of the staff. (Keep in mind that the staff is fairly hollow inside.) By doing so, the user can heat up the gold of the staff, so hot that it could melt through B-rank steel release techniques without melting the staffs. The purpose of this is to attack when it is extremely hot and potentially cause severe burns to a target. This can only be done once per staff, equaling two times together. The actual heating of the staffs do not take that long, a second or two would suffice for the time it takes to reach such a warm temperature. Furthermore, the damage it deals is equivalent to an A-rank fire technique. This counts as a jutsu and costs 15 chakra
    • Lightning Strike: The user will channel lightning chakra into both of the staves and join them together, having them connect at the top part of the staves. They will release the lightning a few inches away from the two staves, floating in mid-air. It creates a ball of lightning, much like the shape of a Rasengan and can be released with great force, electrocuting any target. This lightning strike counts as a move and is equivalent to an S-rank lightning technique (40 chakra, 80 damage). It has a limit of three uses. Once per battle the user can sacrifice the abilities of the staffs by focusing an immense amount of lightning and unleashing a forbidden rank attack (50 chakra, 90 damage). However, he will be unable to use the staffs abiliites for the rest of the match and will face electrical damage to his hands, rendering his muscles numb for 1 turn.



    Restrictions:
    Note 1: Despite it being two staffs, you can only perform the abilities of the staffs one staff at a time, excluding the transformation ones (Meaning you can't create two whips at the same time, or heat up the staffs at the same time. You can, however, do it one turn at a time, in accordance to time frame.) Each ability used counts as a move.
    Note 2: Can only be wielded by Ace. and those he allow.
    Note 3: In NW, this can only be used by one person at a time.
    Note 4: Heating and transformation is obviously short-range.
    Note 5: The weapon can transform back to its original form an unlimited amount of time.
    Note 6: It is indestructible.


    CW taught Here [x]
     
         

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    Re: Shady's Customs

    Kirigakure Village Custom Jutsus



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

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

    (Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
    Rank: A
    Type: Supplementary/Defensive
    Range: Short - Long
    Chakra cost: 30 (-10 chakra per turn)
    Damage points: N/A
    Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

    Note: Can only be used three times per battle
    Note: Can only be used by Kirigakure Shinobi
    Note: Chakra draining effects will only work on techniques, not on living creatures.

    (Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
    Rank: S
    Type: Supplementary/Offensive
    Range: Short - Long
    Chakra cost: 40 (-10 chakra per turn)
    Damage points: N/A (80 damage if used to attack the opponent)
    Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

    Note: Lasts for three turns
    Note: Can only be used twice per battle
    Note: Can only be used by Kirigakure Shinobi
    Note: No Water Release above A-Rank in the user's next turn.


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

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

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