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  1. #1
    Shady Doctor's Avatar
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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, Shady.




    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
    18) Fuuton: Jaakuna gēmu | Wind Release: Wicked Games
    19) (Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
    20) Fuuton: Myōna hyōjō | Wind Release: The Zone
    21) Fuuton: Akiro no kingu | Wind Release: King of The Fall
    22) Suiton: Poseidon no yueki | Water Release: Poseidon's Infusion
    23)
    24)
    25)
    26)
    27)
    28)
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    31)
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    33)
    34)
    35)




    Cfs

    Chishi Shindou - Fatal Impact:
    1) ( Chishi Shindou: souran )Fatal Impact: Altered Size
    2) ( Chishi Shindou: Erementaru Shindou ) - Fatal Impact: Elemental Impact
    3) ( Chishi Shindou - Suterusu-a-rang ) | Fatal Impact - Stealth-a-rang
    4) ( Chishi Shindou: Chishi Erupti ) | Fatal impact: Fatal Eruption
    5) ( Chishi Shindou: Stunaarang ) | Fatal Impact: Stun-a-rang
    6) ( Chishi Shindou: Ōkina eikyō ) | Fatal Impact: Greater Impact
    7)
    8)
    9)
    10)


    Coiling Dragon Arts | Maki doragon - ātsu
    1)
    2)
    3)
    4)
    5)
    6)
    7)
    8)
    9)
    10)




     
         
    Last edited by Shady Doctor; 03-28-2016 at 05:32 PM.

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


    Raiton


    Made by me:

    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.


    Taught to me:

    (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; 03-28-2016 at 05:39 PM.

  3. #3
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    Re: Shady's Customs



    Doton

    Made By Me:

    N/A

    Taught to me:

    (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

    (Doton: Euron's Entorappumento) - Earth Release: Euron's Entrapment
    Type: Supplementary
    Rank: A
    Range: N/A
    CHAKRA: N/A (+10 chakra to Earth Release techniques)
    Damage: N/A (+20 if mud is ignited, otherwise no damage boost)
    Description: The user will activate an ability which will allow them to add an additional layer of mud on the surface of all earth techniques for the next three turns. Through expending some extra chakra, the user will infuse extra earth chakra into his earth techniques and this chakra will coat any earth techniques made with an adhesive, flammable, layer of mud. The mud itself is chakra infused and because of its adhesiveness when it comes into contact with another substance, it quickly SPREADS around the object/being. The mud would coat whatever substance it is touching and basically disable it within seconds due to the sheer weight of the mud. This technique is applicable on walls, domes or other earthen defenses and the extra layer of mud serves to increase their defensive capabilities, making it so that the defenses can defend against techniques with 20 more damage points. This boost has no effect on the defenses offensive capabilities; so Hardening technique could defend against 20 additional damage points but have no change to its offensive uses. The mud is flammable and can be ignited through flames, sparks and friction, and when it is ignited it will become aflame and burn rather than explode.The mud layer is quite thick and if used correctly it can make for a deadly combination attack. For example, with this technique active the Hardening technique would have its earthen armour coated in the layer of mud, and for techniques such as stone golem the creature would rise covered in a layer of mud from head to toe. However, it can only be used within reason and the layer of mud will only be APPLIED to earth techniques that already have a hard surface; so it will have no effect on swamp, mud or dust-based jutsus or jutsus like antlion and the weight/flight jutsus. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Earth Release technique. This ability doesn't have to be APPLIED to every Earth Release techniques used while this is active.

    Note: Lasts four turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by Rayder
    Note Doesn't work with KG/CE variants


    Learned here
     
         
    Last edited by Shady Doctor; 04-16-2016 at 02:31 AM.

  4. #4
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    Re: Shady's Customs



    Katon

    Made by me:

    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..


    Taught to me:

    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; 03-28-2016 at 05:46 PM.

  5. #5
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    Re: Shady's Customs



    Suiton

    Made By me:

    (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: Poseidon no yueki | Water Release: Poseidon's Infusion
    Type: Supplementary
    Rank: A-rank
    Range: Short/Long
    Chakra Cost: 30
    Damage Points: N/A
    Description:
    The user creates an abundance of thick moisture within the surrounding atmosphere using their suiton chakra as a base. At first sight the moisture itself is many times thinner than the original hiding in the mist technique, being nearly invisible to the naked eye. While the moisture on its own doesn’t possess an immediate threat, when combined with a wind style jutsu it comes into full effect. When a wind jutsu is used, the moisture ‘thickens’ the wind immediately, infusing with it to create a coat of sorts. It’s purpose is to essentially eliminate the natural weakness wind has to fire, as when colliding with a fire jutsu the moisture prevents the fire from feeding off the wind/continuing forwards by becoming a first line of defense for the wind. This doesn't only have an affect against fire though. Due to this techniques nature and affects, the way it is created makes it only react to the user's chakra. This means that when another wind jutsu goes through it that isn't the user's, it won't attach to it, it'll act as a normal A-rank mist.

    Restrictions
    • Only enough moisture to coat 1 wind jutsu per use
    • Usable 2x per match
    • No water jutsu S rank or above While active
    • Wind jutsu infused with this become neutral to fire jutsu
    • Due to this jutsu having no affects on its own and only being something to aid another technique, it can be used beside a wind technique within the same time frame



    Taught to me:

    (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

    (Suiton: Zerasu-jū no hara) - Water Release: Belly of the Zealous Beast
    Type: Offensive/Supplementary
    Rank: S-rank
    Range: Short-Mid
    Chakra: 40 (-80 per turn to the target)
    Damage: N/A (80 if used Offensively)
    Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside.
    Notes and Restrictions:
    - Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals.
    - The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water.
    - Can only be used once and no water techniques above S-rank while this technique is active.

    Learned


    (Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage: 80
    Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.
    -Usable once per battle
    -Lasts for 3 turns
    -No other S-rank or higher water jutsu this turn or next
    -The hydra can also be created from a large water source.

    Learned


    [Suiton: Rippou Fuzen] - Water Style: Cube of Mischief
    Type: Offensive/Attack
    Rank: A
    Range: Short - Long
    Chakra: 20
    Damage: 40
    Description: This technique can only be used when the target is standing on water. The user will first wave 1 hand-seal. Doing so, will focus chakra into the water below the opponent, then the water opens up in a square shaped box below the target, making them fall in. Afterwards the user if wanted may wave 1 more handseal and cause the sides of the cube to close in on each other with tremendous strength, violently crushing the victim to a bone-breaking degree due to the pressure of the water. This technique is very versatile, for it can be as wide and as deep as the user wants, within narutoverse logic and reason; to fit the entire body or just a part, meaning the user can open it only wide enough to make 1 of the opponent's foot fall in and then crush it [ if wanted ]. This can be done wide enough to make 5 bodies lined up fall inside, and as deep as 10 meters, however, the larger the space, the more it takes to close in. Nevertheless the process in which it opens and shuts is rather fast. It can be shut just enough to prevent foot or body movement, not crushing the trapped body [part].
    - May only be used x3 per battle.
    - Must be taught by Loki


    (Suiton: Kanui Batsu) - Water Style: Water Blitz
    Type: Offensive
    Rank: A
    Range Short - Long
    Chakra: 30
    Damage: 60
    Description: A water variation of Wind Blitz. After infusing water chakra into a kunai, and coating it in malleable water [which takes the shape of the Kunai it's surrouding]. The user will then hurl it at the intended target, and when deemed necessary, the user may wave 1 handseal, controlling the water coating the kunai to expand and spin rapidly around the kunai. Taking the shape of a spinning spear; with the kunai as it's epicenter while spinning. Said spear is 6 feet long and 3 feet wide, capable of piercing and shreadring human flesh with ease. This technique follows a sraight path, thus, only moves foward and in a single direction.

    *Only usable with 1 kunai per usage.
    *Only usable x3 per battle.
    *Must be taught by Loki

    Learned both here

    (Suiton: Seputon Riben-Sei) - Water Release: Septon's Convenience
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: N/A (+10 chakra to Water Release techniques)
    Damage:N/A
    Description: The user will activate an ability which allows them to extract water from the battlefield (for the use of techniques) when its not readily available for the next three turns. Through expending some extra chakra, the user can extract the water residing in oil, sticky water and similar liquids or even from mist. Once the water content of the TARGETED semi-solid/liquid has been depleted, it will lose its watery consistency. Liquids will simply leave a residue of miscellaneous by-products. Size is taken into regard so large-scale water jutsus cannot be made from a small puddle. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Water Release technique. For example there's an oil puddle the user activates this jutsu and then performs a C-rank suiton jutsu using the oil puddle as a water source, by precisely extracting enough water from the oil to use for the jutsu, depleting the puddle and leaving remnants of oil behind.

    Note: Lasts three turns
    Note: Can only be extracted from substances with a large water content, but also within reason
    Note: Cannot extract water from earth, mud and swamp sources.
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Rayder
    Note: Cannot be used on living beings


    Learned here
     
         
    Last edited by Shady Doctor; 03-28-2016 at 05:50 PM.

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    Shady Doctor's Avatar
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    Re: Shady's Customs

    Fuuton


    Made By me:

    ( 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


    18) Fuuton: Jaakuna gēmu | Wind Release: Wicked Games
    Type: Supplementary/Attack
    Rank: A-rank
    Range: Short-Long
    Chakra: 30
    Damage: n/a (60)
    Description:
    A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely pressurized in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now pressurized into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its pressurized state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.

    ☆ usable 4 times
    ☆ only taught by Shady


    19)(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
    Type: Offensive | Defensive | Supplementary
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg) attack from the inside.

    ☆ Usable twice per battle
    ☆ Can't be used in consecutive turns after ended
    ☆ Lasts three turns (unless cancelled)
    ☆ Each ability used by the dragon counts as a move
    ☆ No S-Rank or above Wind on the turn this is deactivated
    ☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.


    20) Fuuton: Myōna hyōjō | Wind Release: The Zone
    Type: Attack/Supplementary/Defense
    Rank: S-Rank
    Range: Self/Short
    Chakra Cost: 40 (+10 to pressurize)
    Damage Points: 80
    Description: Myōna hyōjō is the sister technique of Jaakuna gēmu, utilizing the intangible and pressurized aspects of Fuuton. Unlike its sister technique though, Myōna hyōjō isn't used on a projectiles or techniques being used, but instead a technique used directly on the user himself or melee weapons he is holding. The user would create a thick "shell" of Fuuton Chakra around the shape of either his entire body or a melee weapon i.e. a sword, hammer, club etc. being about 5m thick and about an inch away from actually touching the user. The shell of Fuuton initially takes on the unique intangible state though it gives off a pale white glittering affect on whatever it is around, (see photo. Lel). Once the shell is created it stays active around the user for three turns before the Chakra runs dry and the shell vanishes all together. While the shell is active it isn't affected by solids such as earth techniques, water, steel, or other human bodies, though the shell reacts to energy based elements and such according to elemental strengths and weaknesses. This means the shell would be unphased by a kunai or earth technique coming in no matter the rank, but would combat against a fire, wind or lightning technique according to rank and weakness. The pressurized usage of the shell comes into play when the user wills it to, by spending an extra +10 chakra for the shell, thus pressurizing it to give it a physical aspect of aggressive cutting wind. This means the user can be performing a Taijutsu technique with the shell around his body in the intangible state, having no affect on how his Taijutsu attack is defended from when it comes to non energy defenses, but at any point the user can spend the needed chakra for the shell to pressurize and rip up anything it is in contact with. The shell becoming pressurized only lasts a brief moment before returning to non aggressive intangible wind again. This means for each attack to be pressurized the user has to spend additional chakra. Due to the wind staying present around the body, it becomes impossible for the user to use any other technique related to another element besides Fuuton. Even though the usage of elements is restricted to Fuuton, the user can still use Taijutsu, Genjutsu, Kenjutsu and Ninjutsu as long as it is raw chakra or Fuuton.



    ☆ Usable twice per battle
    ☆ Only to be taught by Shady
    ☆ Lasts three turns once activated
    ☆ Costs a move to pressurize the Fuuton


    21) Fuuton: Akiro no kingu | Wind Release: King of The Fall
    Type: Defense | Supplementary
    Rank: S-Rank
    Range: Mid/Long
    Chakra Cost: 40
    Damage Points: N/A
    Description:
    Akiro no Kingu is an activation technique derived from the Jaakuna gēmu technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

    ☆ Taught by Shady
    ☆ Usable 3×
    ☆ Lasts 3 turns with 1 turn cool down between activations
    ☆ No wind techniques above A-rank the rest of the turn


    Taught to me:

    (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

    (Fuuton: Tobideru no Jutsu) - Wind Release: Popping Technique
    Type: Attack/Supplementary/Defense
    Rank: B*
    Range: Short
    Chakra Cost: 20
    Damage Points: 40
    Description: The user focuses wind chakra at certain points in range, manifesting small balls of pressurized air (max 6) which immediately burst and push away objects near them but have no effect more than 2 ft away. They may be created all at once or in sequence and each one is capable of knocking over an adult. While this technique won't deal much damage to enemies, it is a good surprise attack and could leave them open for additional attacks. If the user creates a ball beneath himself he may evade attacks by launching himself upwards and can do the same for allies. Defensively, this technique could deflect weapon strikes and projectiles with enough precision to even launch objects like shuriken back at the enemy.*
    -Usable once per turn
    -Can only be taught by Ushiro


    Learned

    (Suraisu Kaze) - Slicing wind
    Type: Attack/supplentry
    Rank: A
    Range: Short-Mid
    Chakra Cost: 25
    Damage Points: 45
    Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

    Note: Only doujutsu can see the wind.
    Note: The user takes double damage in wind state from fire attacks
    Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
    Note: Only be used twice
    Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.


    learned here

    (Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction
    Type: Offensive/Defensive/Supplementary
    Rank: S
    Range: Short-Long (Explosion of Wind spans Short-Range)
    Chakra: 40 (-15 chakra per turn)
    Damage: 80
    Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom.

    Notes:

    -Can only be used 3x per battle
    -Animals last for 3 turns, before they disperse normally
    -More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)
    -No Wind above A-rank for the rest of, and the next turn.
    -Can only be used on Earth
    -No mythical creatures may be created through this technique.
    -While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation
    -Can only be taught by Baldy


    (Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra: N/A (+10 to chakra cost of each technique)
    Damage: (+20 to wind techniques)
    Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

    Notes:

    -Can only be used 4x per battle
    -Lasts for 3 turns


    both learned here

    (Fuuton: Gachi Tameni Aeolus) l Wind Release: Grace of Aeolus
    Type: Supplementary/Offensive/Defensive
    Rank: S
    Range: Short - Mid
    Chakra: 40
    Damage: 80
    Description: The user will channel their wind chakra around them, bringing it together and manipulating it a thick sheet of wind. The sheet gives off a greenish hue and is very strong and durable yet being flexible as well. The size, strength and thickness of the sheet can vary depending on how much chakra the user inputs. It can be like a small .5m by .5m handkerchief to as big as 30m by 30m. The sheet is created short range but can travel up to long range when needed by the user. The sheet can be used to wrap around an object and move them, or push object out of the way and it can be made with sharp or dull edges. It can be used to catch large or small earth materials used by an enemy and throw them back at the opponent. Alternative roles it can play is acting like an umbrella over the user, a make shift bridge or a little fan. Overall the sheet is to act as a general battle aid with not much offensive capabilities. However it is capable of doing physical damage by smashing into the opponent, cutting them or wrapping around them and squeezing. The sheet also requires constant focus and as such cannot use another jutsu while the sheet is being used. The user can at will decrease and increase the size of the sheet upto its allowed max at will, as long as he keeps focus on the sheet.*


    Note: Can only be taught by Strawberry
    Note: Can only be used 3 times
    Note: If it is not destroyed the sheet disappears after the third turn.
    Note: No S-Rank or above Wind on the turn this is destroyed/deactivated


    learned here

    (Fuuton - Fantomu tora) Wind Release - Phantom Tiger
    Type:Offensive|Defensive
    Rank: S
    Range: Short - Long
    Chakra: 40 ( +10 to solidify)
    Damage: 80 (+10 if solidified)
    Description: The user focuses there wind chakra from around there body in front of them projecting there wind chakra forwards which takes the form of a large tiger running towards the opponent, the tigers head has the height of a common shinobi in proportion with its body giving you an idea of the tigers actual size, the tiger holds the intangible properties of wind, being nearly invisible all except for a faint greenish hue which creates the tigers outline and is able to seperate itself in order to move around solid structures and reform itself on the other side of the technique, additionally the user is able to perform a single hand-seal solidifying the winds at any moment he or she chooses which creates a bludgeoning and cutting force when it strikes the opponent, this makes the tiger appear to be a type of spectre, appearing suddenly and then fading away once again.

    The wind tiger whiles intangible can combat intangible elements such as lightning, fire as well as other intangible techniques respecting strengths and weakness and if ramming the opponent in this intangible state causes moderate amount of cuts as it passes through the opponent, if ramming the opponent in its solidified form the tiger deals a massive amount of cuts plus a large bludgeoning ripping force as it rams the opponent and will also effect solid elements such as earth, water and others solid techniques.

    The user spends an extra + 10 chakra in order to solidify the winds which only lasts a mere instant before returning to its original intangible state, the tiger is able to act on its own accord using the chakra the user previously spent as a fuel to maintain itself thus allowing it to move around the opponents defence if necessary. Additionally the tiger is able to let off a mighty roar of devastating cutting winds which holds A rank power however can only use this roar a limited number of times in order to maintain its own form.

    Note - Costs a move to solidify the Phantasmal Tiger
    Note - Can only be used twice per battle
    Note - The Phantasmal Tiger lasts 3 turns
    Note - The Tigers roar is an A rank ability with a range of short - mid which can only be used twice and counts towards one of the users allotted moves
    Note: No S-Rank or above Wind on the turn the tiger is created


    Learned here

    (Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
    *This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
    *Can only be used once every 3 turns*
    *Can't use Wind Techniques above S rank in the same turn*


    Learned here

    (Futon : Ten no hejji) - Wind Release : Celestial Hedgehog
    Type: Defensive/Offensive
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    The User Surges Wind Chakra all through their body, The user can then channel this wind chakra into their back and create hundreds of wind needles which can pierce into targets and push them back slightly. After they have focused the wind chakra throughout their body they can choose to jump and curl into a ball thus shooting off condensed, pressurised wind needles in various directions, or can aim their back in a direction of there choice, aiming the needles in that particular direction.

    The wind needles expands from their back as a defensive mechanism similar to that of a hedgehog and can cause quite severe cuts, however as the needles travel and reach Mid-range they begin to loose pressure thus expanding and becoming spirals of wind and then when they reach Long-Range they become huge tornadoes that travel horizontally in the sky.

    - Can only be taught by Kirikoe
    - Can only be used 3 times
    - No s-rank wind on the same turn


    Learned here
     
         
    Last edited by Shady Doctor; 03-28-2016 at 05:55 PM.

  7. #7
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    Re: Shady's Customs


    Made by me:
    N/A

    Taught to me:

    (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


    (Ninjutsu: Aku no difendā) - Ninjutsu Technique: Defender of Evil
    Type: Offensive | Defensive
    Rank: S
    Range: Short-Long
    Chakra: 40 (-15 per turn)
    Damage: 80*
    Description: There are various ways of performing this jutsu. Most commonly, the user will perform the Ram hand seal and place their palms outwards. Alternatively, a user can point a sword, Katana, or any long weapon towards the desired direction. Once doing so, the user will send out a large amount of raw chakra in front of the palm, or weapon and as it is released through, the user will shape the chakra into an animal. The animals created from this technique varies; it is capable of creating animals capable of flight, or grounded animals. Offensively, the user can use extreme shape manipulation to create animals made of chakra and send it out as a projectile, towards the intended target with the power of an S-rank Shaped Ninjutsu technique. The user can, if they choose to, separate the power of the animal into four different creations. Of course, each one would be smaller and have a lesser strength, but they would be capable of traveling faster than one large one. The maximum height of the animal created from this technique is twice the size of a normal human (about 4 meters), and with a maximum width of three meters. This technique is capable of creating animals that are larger, or smaller than what they are in real life, like creating a Penguin that is twice the size of a regular human or create a bull as small as 2 meters. The minimum size of these animals is two meters. The attack damage comes from the force the chakra-animal projectiles create upon impact, similar to that of the Rasengan technique, but at a larger scale because of the larger size. The offensive animals are sent out as projectiles initially, however, the user can manipulate the movement of the animal by continously feeding the creature with chakra, meaning he/she is unable to perform other techniques while manipulating the movement of the animals. Defensively, the user can create an animal to act like a "tank", like a Bear made of chakra that would sit upright that would defend the user. These defenses are capable of defending against elemental techniques up to A-rank, but if it's an attack lower than A-rank, then it'll be able to stay on the battlefield to take on more attacks (It will last up to three turns, or until it is destroyed). (Basically, it acts as a defense until A-rank damage is dealt to it. e.g. 2 B-ranks, 4 C-ranks, etc.*
    Notes and Restrictions:
    - Usable two times per battle with a two turn cooldown and can only be taught by Greed*
    - No mythical creatures, like Dinosaurs, or Dragons can be created through this technique.
    - No S-rank or above Ninjutsu techniques for the same turn
    - The animals do not have the traits exclusive to them. For example, if you were to create a cheetah and send it out as a projectile towards the enemy, it wouldn't be capable of running as fast as it would if it were real. The speed of these projectiles are the same speed as the user running


    Learned here
     
         
    Last edited by Shady Doctor; 03-28-2016 at 05:58 PM.

  8. #8
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    Re: Shady's Customs


    Made by me:

    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


    Taught to me:

    (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; 03-28-2016 at 06:00 PM.

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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 01:30 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 08:58 PM.

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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 03:13 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 03:07 PM.

  14. #14
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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

    (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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    Re: Shady's Customs

    Cardinals


    1)
    Kuchiyose: Koigokoro Megami, Aphrodite (Summoning: Love Goddess, Aphrodite)

    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra Cost: 40
    Attack Points: N/A
    Description:
    The user uses his summoning tattoos to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self righteous egotistical behavior she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so.

    When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a predatory bird now larger than most men. Light plating armor sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. The flame that begat this transformation leaves its mark, the feathers making up the bird’s wings alight with a flickering blaze. She is ¾ of the size of Gamabunta, with an enormous wing span of 15 meters. Nevertheless, she may be the Love Goddess but she has also earned the title of Mistress of Ninjutsu. She earned the title due to her Dual affinity to Fire and Wind, which she can perform up to A-Rank.

    Proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self important smart ass, then her company would be more tolerable.

    *Note*: Can be Only Summoned Once.
    *Note*: The Armor takes 3 C-Rank hits and breaks.
    *Note*: Must sign Cardinal Contract to use.
    *Note*: Only one element may be used in a move.


    2)
    (Kuchiyose:Arashi no Onna Keleano )- Summoning: Keleano Lady of the Storm

    Type:Supplementary
    Rank: A-Rank
    Range:Short
    Chakra:30 Chakra
    Damage:60 Damage
    Description:
    Keleano is the Love Godess Aphrodite's younger sister. She was born in a storm in the valley of the cardinals and this was prophesied to be a great sign of things to come consequently she has a dual affinity to lightning and water, which she can perform up to A rank .She is about half the size of gamabunta and can fit one rider on her back. Due to flying in storms many times and dodging lightning she is very agile and fast flying at up to 150 miles per *hour. She is very fierce which represents her affinity and will immediately fight anyone she does not see fit to summon her. However when she does trust her summoner she is a very good fighter and helpful as well.
    Note: Can be Only Summoned Once.
    Note: Summoning counts as a move*
    Note: Must sign cardinal contract to use


    3)
    Kuchiyose: Hahanarudaichi Summoning: Mother Earth

    Type: Summoning
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A
    Description: Mother Earth is Father Time's wife and is equally as old. Having to have the trickery of a woman to stand up against the wisdom of her husband, she of course learned and studied Genjutsu for many many years. Thus she is able to use any genjutsu the user knows up to A rank. Mother Earth also has a telepathic connection with her summoner and any cardinal on the field. She is a brown cardinal as small as the Ma toad and sits on her summoners shoulder, channeling chakra into her feet so that she does not fall of even when the user moves at high speeds, the chakra is just to her feet and will not break the user out of a genjutsu. Mother Earth is able to trigger these genjutsus by releasing a high pitched call.

    -Stays on the field for 4 turns and can only be summoned once
    -Can only be taught by -Broly-


    Approved


    Kuchiyose: Appugurēdo Summoning: The Upgrade

    Type: Summoning
    Rank: B
    Range: Short
    Chakra: 20
    [B]Damage:[/B] N/A (+10 to Taijutsu)
    Description:The user will clap his hands, summoning an armor made completely of extremely sharp cardinal beaks over his body. The armor looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armor. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, increasing the damage to the user's taijutsu. The beaks are naturally very strong and resilient, able to block damage from up to B rank taijutsu and C rank ninjutsu. While sharp and resilient, the beaks are relatively lightweight and thus arent very taxing on the user's speed.
    Suits appearance

    -Lasts 4 turns after which the beaks fall away.
    -Can only be used twice per battle.


    (Kuchiyose: Kurt Travis) Summoning: Kurt Travis
    Type:Summoning
    Rank:A
    Range:Short
    Chakra:40
    Damage:N/A (+10 to Taijutsu)
    Description:
    Kurt is the greatest taijutsu master in all of the land of cardinals and has undergone extensive training with the user in his own taijutsu training. Due to this, Kurt is pefectly in synch with all of the user's body movements and is able to move and think in conjunction with the user's tai. When the user attempts to land a blow on an object Kurt will surround the user's limbs with a precise burst of chakra, strengthening the power of the blow. As Kurt is simply channeling chakra to strengthen the user's blows, this act is passive.In order to summon Kurt, the user must only simply clap his hands and Kurt will be summoned to his shoulder. Kurt stays on the user's shoulder by focusing chakra in his feet, similar to how Ma and Pa stay on their user's shoulder
    -Can be summoned once per battle.
    -Stays on the field for four turns.
    -Can only be taught by Broly.


    Approved




    Learned/Ownership
     
         

  18. #18
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    Re: Shady's Customs



    Rain jutsu




    (Ameton:enchou kouu tamaishi) Rain Style: Dome Of The Rain Pebbles
    Type: Offensive/Defensive
    Rank: S
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description: This is a very advance water jutsu. The User can only do this while its raining. The user will do 3 handseals while its raining, causing the rain to form a water dome around him about 6 meters wide in both width and height. Stopping all the rain from coming into the user area. As the dome of rain is complete. The user will do the tiger handseal, causing water size pebbles to shot out from all directions of the rain dome very fast with piercing strength. Once the rain bullet/pebbles have shot off, the water dome disperse

    Note: Cant Use S Rank Water and Rain For the same and next turn
    Note: Cant Use Water Jutsu in the same turn as this
    Note: Can only use A rank Rain for 3 turns after use
    Note: Can only use once


    (Ame unsou no Jutsu) Rain Transportation Technique
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage: N/A
    Description: The user focuses water chakra throughout their body and breaks down into rain drops. The rain drops then quickly shoot up into the clouds above where the user is free to move throughout the clouds. They then rain down in the desired location where they reform their body. This happens fairly fast, but is nowhere near instantaneous. The break down of the user's body is quick taking just a second, similar to someone user the water substitution technique. It then takes a couple of seconds to ascend into the clouds where it takes several seconds to move from one location to the other, being logically longer depending on the distance travelling. Finally it takes another couple of seconds to rain down in the desired location and reform. While preforming this technique the user is susceptible to being scattered, blown away or evaporated. If scattered while in rain drop form it will take the entirety of the user's turn to reform their body (even if using this technique as the user's last move, the amount of time to reform stays the same if scattered, independent of who's turn it is after the technique is used). Being evaporated results in the death of the user. They can't preform any techniques until they reform and must reform in the same turn the technique is used.*
    -Can only be used twice per battle.
    -Cannot use any other techniques before reforming.
    -Must reform during the same turn.
    -Rain clouds must be present.
     
         

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    Re: Shady's Customs

    Konoha Village Custom Jutsu



    (Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball
    Type: Offensive
    Rank: C-A
    Range: Short-Long
    Chakra: 15-30
    Damage: 30-60
    Description: Being capable of mastering high-level techniques for various jutsu in Konoha, the Sarutobi Clan was known for their afinity towards Fire Release, namely those that revolved around their trademark technique, the Ash Cloud technique. After observing the Uchiha Clan's Great Fireball technique for many years, they decided to develop a similar technique and make it more deadly by combining it with their own skills. Through practice and diligence, they came up with the Great Ash Fireball technique. As the user channels his chakra inside his lungs, he makes the Boar → Horse hand seals. As the user exhales, he releases a large fireball enveloped in ash. The projectile created is a compressed fire ball, covered in incredibly hot ash, resembling a ball of red hot rock rather than a fire ball. Upon impact, the ash breaks and releases the compressed flames into a fiery mayhem which rips through anything caught within a mid range area around its impact. The effect is devastating as the ash augments the destructive power of the fire by adding a physical almost sand-like grinding effect to it and by quickly engulfing the area in a cloud of blazing hot ash. Alternatively, the user can perform only the Boar handseal and unleash a barrage of smaller, yet much faster, Ash covered Fireballs. In this case, the quantity can be such that it seems more like a stream of ash and fire rather than a barrage of individual projectiles. The more chakra added, the more powerful the ash fireball becomes.
    Note: Can only be used by Konoha Ninjas
    Note: If A rank version is used, the user must wait at least 2 turns before using again in any form.

    (Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre
    Type: Attack
    Rank: D-A
    Range: Short-Mid
    Chakra Cost: 10-30
    Damage: 20-60
    Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack.
    -Can only be used by members of Konoha
    -One tree is equivalent to rank D
    -A few trees is equivalent to rank C
    -A thin forest is equivalent to rank B
    -A large forest is equivalent to rank A

    Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
    Type: Offensive
    Rank:S-Rank
    Range:Short-Mid
    Chakra:40
    Damage:80
    Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.
    -In order to use this jutsu, the user is required to have mastered his Genjutsu training
    -Usable only twice per battle
    -Usable only by Konoha Ninjas
    -Requires user to know the Rasengan

    (Katon: Ryūsei-gun) – Fire Release: Meteor Shower
    Type: Attack
    Rank: S
    Range: Close-Long
    Chakra Cost: 40
    Damage: 90
    Description: The user extends both arms in front of him, with the palm of his hands facing forward. Then, as he focus fire and wind chakra into both hands, two small but bright flames will be create in front of each palms. Immediately after, as the flames keep hovering centimeters away from the user, he will start punching those flames at a blazing rate. Each times he do so, a powerful jet of fire will burst from the flame and shoot itself toward the enemy(ies). Each of those fire blast are so fast and powerful that an untrained eye will only see flashes of light and the craters created where the fire hit it's target. The total amount of damage will be divided by the number of fire blast sent. This mean that if the user shoots 4 blast, they do 20 damages each.
    -Can only be used twice per match
    -Can only shoot up to 10 fire blasts and a minimum of 3 fire blasts
    -Must at least be Sannin rank to use this jutsu

    (Sono Izō no Senju: Hachi Mie no Moji) The Legacy of Senju: Trigram of Eight
    Type: Offensive/Supplementary
    Rank: S-Rank (S-Rank)
    Range: Short-Long
    Chakra: N/A (40 per stage)
    Damage: N/A (80 for the first stage)
    Description: A simple yet devastating summoning technique, the Legacy of Senju was a technique designed by the Senju clan elders in the war thorn era of their feud with the Uchiha Clan. Designed to be effective against large enemies or large groups of enemies, the technique stands as a vicious and enormous attack using basic weapons to their fullest. The user will draw blood and perform the Rat+Tiger handseals while focusing copious amounts of chakra. As it glows red, the user will point his palm at a target. From 8 points around the target, in an octagon formation, 8 Senju Clan crests appear mid air, glowing in light blue. From them, a torrent of swords, daggers, kunais, shuriken, etc shoot out, faster than any ninja can throw them. As the technique triggers, above the target, a final symbol appears, the crest of Konoha, before a large octagonal prism is summoned, falling on the target from above. The prism will always be proportionate to the size of the target as are the weapons shot in the first stage of the technique. The prism is made of chakra conducting metal and has a smaller hollow area, allowing it to imprison the enemy inside. If the user knows fuuinjutsu, he can clap his hands upon the completion of the technique and focus a huge amount of chakra. The 9 crests will converge upon the prism and activate a powerful sealing technique, containing the target inside. The first stage of the technique carries 80 damage and is equal to an S-Rank Weapon attack, the second stage carries no damage but carries an S-Rank strength with it, while the sealing technique is a S-rank sealing technique, with 40 chakra cost. Sealing technique can be released by the user by spending 50 chakra points and doing the confrontation handseal. Enemies caught inside can release the sealing through whatever method is valid to release a sealing technique of that same rank.
    Note: Each step counts as a move but the first two can be done in the time frame of a single one and simultaneously
    Note: Cannot use summoning techniques above A-Rank for 3 turns; if the sealing technique is triggered, cannot use sealing techniques for the next 2 turns
    Note: Can only be completely used once (with all three stages); however, one can use the first and second steps of the technique up to 3 times
    Note: Can only be used by Konoha Ninjas

    (Fuuton: Arashi) – Wind Release: Tempest
    Type: Attack
    Rank: Forbidden
    Range: Close-Long
    Chakra Cost: 50
    Damage: 100 (-20 to user)
    Description: The user will start by infusing a large amount of Wind chakra into a projectile (Kunai, Shuriken, Needles…etc). Then, after he throws it, he will perform one hand seal which will trigger the jutsu. A devastating spinning wind will be created around the kunai, merging with it. From the enemy’s point of view, it’ll look like an F-5 tornado is coming toward him, horizontally, and that the tip of that tornado is the kunai, which is now spinning at a furious speed. This jutsu will carve the very earth as it rushes toward its target, and it’ll leave the field devastated to the point where even the user will suffer damage and be projected long-range from his initial position. Even if the jutsu doesn’t directly hit the opponent, both him and the user are left with several cuts on their bodies, moderately bleeding.
    -Can only be used once per match
    -No S-rank and higher Wind jutsu next two turns
    -Must at least be Kage rank to use this jutsu

    (Hijutsu: Konohagakure no Rō) Hidden Technique: The Law of the Leaf
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra: 70
    Damage: 90 per each enemy on the field (-15 to the user)
    Description:
    A technique developed to protect the hidden leaf, ages ago, the Law of the Leaf is an offensive technique that has no equal in terms of power. The user will gather an immense chakra and mold it into his primary elemental chakra nature, focusing it in his hands and will clap them. Depending on what elemental chakra the user is primarily linked to, the effects will vary, though a unique characteristic will be kept: bearers of the Will of Fire or the Will of Darkness will suffer no harm from any of its variations. The technique itself is designed as a punishment to anyone who the caster sees as an enemy of the Hidden Leaf and was made specifically to fight more than one enemy at a time.
    Earth: as the user claps his hands and the technique is triggered, the earth around the user shatters outwards in a gigantic shockwave-like effect (as if the earth was punched by a large, invisible fist from above). The jagged rocks lifted from the ground, rise up into gigantic spikes, chasms, fissures, plateaus, etc, altering the terrain in a dramatic fashion. As the ground is cracked outwards all around, the large rocks will converge upon any enemy nearby. The rocks will lift up and converge upon them with drastic force and speed, pilling themselves upon the enemy in rocky layers, eventually crushing the enemy within.
    Water: as the user claps his hands and the technique is triggered, countless droplets of water materialize and seemingly grow out of thin air all around the field. The thick and gluey spheres of water rapidly converge upon any enemy on the field from all directions, first heavily impacting upon his body and then rapidly spreading across it. Once the enemy is fully covered in the gluey water, he'll begin to suffocate as the water, even when the technique ends, will retain its stickiness and be incredibly hard to get rid of. Seemingly simple, the speed of the small droplets and the sheer number of them add up to make one of the deadliest techniques.
    Fire: as the user claps his hands and the technique is triggered, an inferno of flames rapidly rages outwards from his body in tendrils, waves and large arcs, as the user releases more and more flames. Rapidly resembling a sun, the user will shine in a bright orange color as the flame arcs and tendris spread chaos all around. The flames, once released will be attracted to any enemy on the field and surround them in a mayhem inferno of rotating flames and reducing them to ash.
    Wind: as the user claps his hands and the technique is triggered, the air all around shifts as if a large shockwave passed through the field. As this happens, strong currents of wind ravage through the field seemginly out of nowhere in rapid speed as the skies darken and the weather shifts, converging upon any enemy around and rapidly surrounding them. Forming large spheres of ravaging rotating winds, the currents tear upon any enemy in the field, cutting and bashing their bodies inside until nothing is left.
    Lightning: as the user claps his hands and the technique is triggered, electrical arcs span away from the users body as he glows in a golden light. Small minute electrical discharges will be felt all around the user and the sky will rapidly become charged with great amounts of electricity. Suddenly, Lightning will fall from above in the form of a large cylinder of golden light, hiting the ground with the user as its center. The effect is drastic and the speed ridiculous. Ravaging the field all around, the lightning will only affect enemies who will be electrified and killed if they can't defend or escape from the technique.
    Note: Usable only once per battle
    Note: The technique can only be used for the element in which the bio who is using it specializes (this means, the element it is able to use with one handseal). In the case a bio has no elemental specialty, the user will need to do 5 handseals prior to clapping his hands and pick one of the 5 elements above. Bios that can wield more than one elemental specialty can pick between the available ones to use.
    Note: The element used for the technique cannot be used above B-Rank for 2 turns and the user cannot use any other Forbidden Rank techniques for 2 turns

    The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi)
    Type: Supplementary
    Rank: N/A
    Range: N/A
    Chakra Cost: N/A
    Damage: +10 or +15
    Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village.
    • The will of fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished.
      • Can only be used by members of Konohagakure who embody the Will of Fire.
      • Only usable when defending the village from external threats
      • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
      • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
      • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
      • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
      • If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points
      • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.
    • The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire.
      • Can only be used by members of Konohagakure.
      • Only usable when attacking another village or enemy in accordance to an official mission.
      • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
      • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
      • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
      • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
      • If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points
      • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.


    Summoning Technique: The Golden Branch Armor (Kuchiyose no Jutsu: Eda no Yoi Yoroi)
    Type: Supplementary
    Rank: C-Rank
    Range: Short-Mid
    Chakra: 15
    Damage: N/A (60 if used offensively)
    Description:
    All Konoha ninjas sign a contract which links them to a secret bunker inside the village. In this bunker, hundred of thousands of different weapons exist, from basic ones, to more elaborate ones, making the whole of the villages arsenal and armory. With a simple chakra cost and using the basic summoning method (blood + handseals + slam hand on air/surface) the user can call forth any number of these weapons to aid and use in battle. If he wishes, he can summon them anywhere around him up to mid range, which can result in damage if used correctly. However, as they are summoned they carry little to no momentum thus the damage is only possible if the user summons the weapons above his opponent which will enable them to fall under the effects of gravity and thus do damage (summoning a large amount of weapons more than 10 meters above the target will induce the mentioned damage). The technique can be used in tandem and in a fast sequence with the (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu, which doubles its damage and its lethality by multiplying the number of weapons almost to infinity. The list of weapons one can summon encompass any basic weapon known to exist in the ninja world though the most common variations are: Shurikens, Kunais, Knifes, Needles, Swords, Axes, Spears, Staffs, Shields, Bows, Nun-chucks, etc. The user can summon from each type specific weapons, like summoning a windmill shuriken instead of a normal one or a broad sword instead of a katana or a ninjato.
    Note: Usable only by Konohagakure Ninjas
    Note: The user can use this technique with (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu to double its damage, costing 2 moves but being done in the time frame of a single move

    (Kuchiyose: Kin-hi) - Summoning Technique: Kin-hi
    Type: Summoning
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage: N/A
    Description: Kin-hi is one of the five Guardians of the Golden Eagles. He is slightly larger than the toad Gama (first on seen in the series) and is able to carry up to two people. Kin-hi specializes in fire techniques and can use up to rank A fire jutsu that the user knows. He is also capable of releasing an A-ranked eagle shaped blast of fire once every two turns. Kin-hi is unique among the Guardians in the he can burn a target he touches and is immune to B-rank and below fire.
    -Can only be used once.
    -Lasts four turns once summoned.
    -Can release an A-ranked fire blast every other turn which counts towards the user's three moves.

     
         
    Last edited by Shady Doctor; 12-02-2015 at 05:48 AM.

  20. #20
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    Re: Shady's Customs


    Summoning animal: Tiglon
    Scroll owner: Shady Doctor
    Other users who have signed contract: Nyumetsu
    Summoning boss if existing:
    (Tiglon Kuchiyose: Aizen)-Tiglon Summoning: Aizen
    Type: Summon
    Rank: S-rank
    Range: Short
    Chakra: 40
    Damage: N/A
    Description:
    The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts boss summon Aizen. Aizen is an all white Tiglon that is the size of a full grown elephant though his body mass is pure muscle. He also has a short, scruffy mane. Aizen is able to speak english in order to comprehend what his summoner says and communicate with him to strategize, though he can communicate with the contracts owner telepathically. Aizen, being the king of Tiglon's is known to be cocky and he taunts his enemies.
    Abilities
    Aizen being the king of Tiglons is known for his strength in battle and as the strongest and fastest of all Tiglons.
    He has an affinity for lightning in which he can perform with no hand seals and up to S-rank with complete ease. Aizen can also release an electrically charged S-rank chakra roar that is wide spread. Along with that he can cover his claws with condensed lightning chakra that can rip through B-rank defenses (A-rank earth).
    He's also able to move at the speeds equal to that of a Kage ranked taijutsu specialist thus making him very dangerous on the battlefield.

    • Can only be taught by William24
    • Can't be used against the contract owner
    • Can only be summoned once and lasts only 4 turns, while all of his moves and techniques count towards the users own 3 technique per turn count
    • Takes a direct S-rank technique to kill him/disperse him
    Approved here

    Other animals tied to contract:
    ( Tiglon Kuchiyose Bách ) -Tiglon summon: Bách
    Rank: S-rank
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: The user uses his blood and uses the normal summoning technique or wipes blood on his Tiglon tattoo and summons the Tiglon's king's twin brother; Bách. Bach is a large, all black Tiglon, being nearly the size of a full grown elephant though his body mass is pure muscle. Unlike his brother, who has a short mane, Bách has a large black mane that flows with the wind. Like all other Tiglon's Bách can talk and communicate with his summoner and can speak to the contract owner via telepathy. Bách is known to be the calmest and most strategic Tiglon alive.
    Abilities:
    Being the twin brother of Aizen, Bách is known to be one of the best Tiglon's in combat and is feared in battle. Bách was born with an affinity to the fire element in which he can perform jutsu up to A-rank rank in without the use of hand seals. Once a battle, Bách is capable of transforming his entire mane in to flames in which he has control of, the the flames aren't used to attack. With his firey mane active he is able to absorb up to A-rank fire techniques into his mane, which in return enlarges the flaming mane.
    - Only taught by william24
    - Can only be summoned once and lasts 4 turns
    - Absorption ability counts towardz the alotted jutsu per turn
    Approved here

    (Tiglon Kuchiyose No Jutsu: Ichigo)- Tiglon Summoning Jutsu: Ichigo
    Type: Summon
    Rank: S-Rank
    Range: Short-Long (Summoned short range of the user can move up to long range)
    Chakra: 40
    Damage: N/A (Depends on which attacks)
    Description: The user uses his blood and uses the normal summoning technique or wipes blood on his Tiglon tattoo and summons Ichigo of the Tiglons. Ichigo has orange fur with white claws. His size is that of 12 feet head to tail and 4 meters tall, he has a very lean and fit physique. He is able stand on his hind legs and move around while standing on his hind legs. He is able to speak with his owner telepathically. Ichigo has rather large fangs and claws. His claws are the size of regular kunais with his fangs slightly smaller. He is able to utilize his wind chakra ability to channel wind through them to increase their cutting ability (Counts as a move, A-Rank). Ichigo is considered one of the more active and respectful of the Tiglons, he has a cool demeanor but can overreact at times. Ichigo has a great affinity with wind chakra. He is able to perform all wind jutsus up to S-Rank. He can also withstand the power of S-Rank lightning without dispersing. Ichigo being a master of wind is able to manipulate wind around himself to such a advance degree he is able to float around the air exactly up to 10 meters above ground, though he is able to move around as freely with pace. He can only move with S-Rank speed when afloat, while floating he can carry small items and weapons.

    Note: Can only be summoned once
    Note: Lasts on the field for four turns
    Note: Any jutsu Ichigo executes is counted as a move

    (Tiglon Kuchiyose: MoMo No SìdūoKíck)-Tiglon Summoning: MoMo The Sidekick
    Type: Summon
    Rank: S-rank
    Range: Short
    Chakra: 40
    Damage: N/A
    Description:
    The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts self proclaimed greatest side kick, MoMo. MoMo is the daughter of the Tiglon Bach, as such she bares a striking resemblance to him in terms of their dark black fur that wrapped around their bodies. Unlike most Tiglons, MoMo isn't very large at all, in fact she only stands about 1ft tall and weighing a few pounds at most thus allowing her to sit on a summoners shoulder or head. Just like her father and uncle who are summonings of the contract, she has inherited the keen ability to communicate mentally with signers of the contract, allowing them to better strategize mid battle.
    Abilities:
    MoMo's abilities come from her being a pure ninjutsu specialist, being able to perform normal ninjutsu up to S-rank, but has no skill in elemental usage or Genjutsu. Her real talent comes in the form of specific jutsu such as the chakra transfer technique, which makes her the perfect side kick. She has Mastered the chakra transfer technique to such a degree that at all times that she's in contact with her summoner or another Tiglon, she begins passively transferring chakra into them, boosting the damage of their techniques +10. The only downside to her constant transferring of chakra into who she's aiding is they're chakra would constantly disrupted so they wouldn't be able to perform jutsu that are overly complex such as Genjutsu and Fuuinjutsu. Along with her amazing ninjutsu skill, she has the trademark senses of a great cat, being able to hear extremely good, smell the difference in odors between people within mid range, and can see greatly in a dark environment.

    • Can only be taught by Shady Doctor
    • Can only be summoned once and lasts only 4 turns, while all of her moves and techniques count towards the users own 3 technique per turn count

    Description and background:
    A tiglon ( /taln/) or tigon (not tigron) is a hybrid cross between a male tiger (Panthera tigris) and a lioness (Panthera leo). Thus, it has parents with the same genus but of different species. The tiglon is not currently as common as the converse hybrid, the liger; however, in the late 19th and early 20th centuries, tiglons were more common than ligers. Tiglons can exhibit characteristics of both parents: they can have both spots from the mother (lions carry genes for spots—lion cubs are spotted and some adults retain faint markings) and stripes from the father. Any mane that a male tiglon may have will appear shorter and less noticeable than a lion's mane and is closer in type to the ruff of a male tiger. It is a common misconception that tiglons are smaller than lions or tigers. They do not exceed the size of their parent species because they inherit growth-inhibitory genes from the lioness mother, but they do not exhibit any kind of dwarfism or miniaturization; they often weigh around 180 kilograms (400 lb). A century ago, tiglons were evidently more common than ligers. Gerald Iles, in At Home in the Zoo (1961), was able to obtain three tiglons for Manchester's Belle Vue Zoo, but wrote that he had never seen a liger. A number of tiglons are currently being bred in China.
     
         

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