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  1. #21
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    Re: Hashi's secrets



    Summoning Animal
    Hooded Pitohui(Pitohui dichrous)
    Scroll Owner
    Priest
    Other Users who have signed contract
    Ace.
    Summoning Boss if existing
    Majele
    Other Summoning Animals tied to contract
    Arwin
    Kullio
    Dada & Ige
    Seth
    Description and Background
    Origin
    Hooded Pituhois live and Originates from the
    tropical rainforests and jungles of Modakeke
    from the lower forests to sea level located Northeast of KIri .
    General Description
    Hooded Pitohui, members of the family Corvidae(crows, ravens, jays, etc.), are beautiful passerines, i.e., songbirds. Their wing, head, and tail feathers are black and their back and belly feathers orange. They have black legs ending in sharp claws and a black beak that is strong and sharp. Male and female birds have the same coloration. When threatened, these birds erect their head feathers to form a crest.
    Their sizes varies from younglings to Adult
    birds. Some averaging sizes of a normal raven
    bird while others are as big as peins bird. Hooded Pitohuis are omnivorous, feeding on a
    variety of berries and insects.
    This species were the first documented
    poisonous birds. The poisons found in the birds' skin and feathers, A neurotoxin called
    homobatrachotoxin which for the most part, cause numbness and tingling, sneezing and other minor symptoms when touched.
    Serious side effects such as paralysis and
    death would occur if you came in contact with a
    higher quantity of this poison. They acquire its
    poison from part of its food, the Choresine beetles. the exact same poison that is found in
    the slightly more famous “Poison Dart Frogs”.

    ~Approved~
     
         
    Last edited by Lytes; 11-13-2015 at 06:19 AM.

  2. #22
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    Re: Hashi's secrets

    Wind #2

    (Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra cost: 50
    Damage: 90 (-40 from user)
    Description: After successfully devising the parent technique, Yosamu pushed himself yet again, to break all the boundaries that obscured his initial success and developed a successor technique that far surpassed the first. He named it, Type 0, because it was the final form of the ingenious jutsu, set to annihilate the greatest of foes. This move, required immense amounts of chakra from the user being converted to Futon at a near instananeous pace. The user will gather this great amount of energy within himself and hold both his hands outwards, as if getting ready to hug something but as he does this he/she's actually releasing all this stored chakra across the battlefield in an omnidirectional manner starting from short ranged reaching up to long ranged, a gate will open up short ranged from the user as this happens. Then, the user will run a physical non-chakra coated object through this initial gate, just like the parent technique. But, instead of just one portal opening 5 meters from the target multiple gates will open, amounting to the hundreds, each with elaborate patterns on their 2D shape. The object that the user had placed through the first gate would get replicated by this multitude of gates and will be multiplied accordingly. Meaning, if the user had thrown a kunai through the first gate, the gates that follow would each release a single Futon replica of this said kunai which would in turn fire hundreds of replicas at the target all collectively amounting to Forbidden rank. But it doesn't end there, the gates will close as usual after releasing this replica, but will continue to repoen to fire more replicas of the said object, they will continue to reproduce these replicas at a rapid pace with the Futon projectiles appearing as green streaks of light. The gates open and close at the speed of a blinking eye, releasing only replica at a time, but in the company of the many other gates these replicas appear infinite. The gates will continue to rain down the projectiles on the enemy for two whole turns and their arrangement can be set in any order by the user. Meaning, he can choose to arrange the firing gates in a wall formation, a dome formation, a concave/convex formation anywhere as long as it stays 5 meters from the opponent. With chakra guidance and control the user can even open the firing gates in his vicinity as well, having the projectiles rain around him without as much as touching a hair on his head. Throughout the technique however, he must stay focused and can't mold any other forms of chakra until the technique ends or is destroyed. After this technique ends, the user is left much fatigued, as that much chakra takes a strain on his reservoir and physical well being. His speed will fall by two ranks and the user will have sore painful limbs for two turns after using this technique.
    Note(s):
    - Can only be used once
    - Lasts 2 turns
    - After this technique, user can't mold above B ranked Wind next turn, then nothing above A ranked Wind the turn after, until the fourth turn after this technique he may use up to Forbidden ranked Wind jutsu.
    Taught to me by Zaphkiel
    (Fūton: Iongēto)- Wind Release: Aeon Gate
    Type: Supplementary/Offensive
    Rank: A
    Range: Mid-long
    Chakra cost: 30
    Damage: 60
    Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate five meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of B ranked, compressed wind shaped by Fūton with added speed on exit, similar to a firing mechanism. This means, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.
    Note(s):
    - Can only be used three times per battle
    - Only one object can replicated at at time and only once per use
    - Requires a 2 turn cool down
    Taught to me by Zaphkiel
     
         
    Last edited by Lytes; 11-13-2015 at 06:17 AM.

  3. #23
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    Re: Hashi's secrets

    (Fuuton: soudai hando)Wind release: Majestic Hands
    Type: supplementary
    Rank: S rank
    Range: Short-Long (Made Short-Range of the user but can travel up to long-range)
    Chakra: 40
    Damage: 80
    Description: The user performs the hand seals boar>>Ram>>Horse then clapping his hands together the user creates two large-sized hands having a maximum size of 5 metres in length and 3 metres in breadth, but the user can vary the size of the hands, with the minimum size being that of a normal hand. The hands can manifest solid-like properties, being able to deal physical damage (all within reason), it can also manifest a blunt wind force as strong as a powerful wind storm, however the user cannot manifest both, further more, the wind hands is not attached to the user but is created above the user, within short range. While the jutsu is active, the users hands has to remain together and cannot use another technique. The speed of the hands is as fast as a generic wind jutsu, finally the hands can be used for different purposes, only limited to the users imagination (also within reason, the hands cannot perform handseals for a jutsu for example), and also each hand can perform entirely different task, depending on the user, but the hands cannot be more than 10 meters apart.

    Note: The user cannot use wind for the turn after technique is used.
    Note: Can be used twice, with a three move interval.
    Note: Can only be taught by elmage

    Taught to me by Elmage


    Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
    Type: Supplementary
    Rank: B
    Range: N/A
    Chakra cost: 20
    Damage: N/A
    Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 20m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least one meter from the opponent.
    ~ The breeze can be seen by naked eyes
    ~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent hi
    ~ Can not be used on Forbidden rank wind jutsu
    ~ Can only be taught by Lytes .
    ~ Can be used three times per battle.

    Iris
    Type: Weapon
    Rank: S
    Range: Short
    Chakra cost: N/A
    Damage: N/A
    Description: Iris is a cloak said to be forged from darkness itself , it's black in colour and it fits itself to the height and desires such as color, shape, size and accessories e.g hood of the user which if used correctly allows the user to camouflage with his surroundings although ninjas of higher rank, can easily spot the user, the camouflage only masks the user's appearance, it doesn't mask chakra, sound, scent etc, when viewed up close, the cloak seems to be made of several tormented souls each trying to break free from the cloak, the true substance used to create the cloak is unknown but it is known the cloak can passively block basic ninja tools without sustaining so much as a scratch. Iris has only one special ability and that is the ability to create chakra human figures out of itself, it is rumored that it's simply the cloak releasing a soul and forcing it to do the user's bidding, these figures are black as night (Like an human with no face nor hair then covered completely in black paint), these figures also bend and move the same way the human body does i.e the joints and movements and they vary in height and body proportion(still within humanly possibilities), plus they pack quite a punch possessing with each attack counting as A rank similarly to how an earth golem's freeform attack depends on its rank e.g A rank golem freeform = A rank damage . Each chakra human figure counts as A rank Wind and costs the user 30 chakra per usage , also, each figure must be short range from Iris at all times or it'll simply vanish and if the user chooses, he might decide not to create the figure fully i.e creating upper body etc the it still counts as A rank
    ~ Only one chakra figure can be created at a time and it costs user 30 chakra plus it counts as a move and each figure stays for a turn before running outta chakra and vanishing.
    ~ Can only be taught by Lytes.
    ~ The Cloak's is so evil and dark that everything that comes from it is affected by its color, In real terms, the cloak literally darkens any chakra that passes through it changing its color to black, furthermore, In the NV, it has been shown that elemental chakra can exist in various colour. If this explanation doesn't work, then, The wind chakra in the figures is so concentrated that the conc blue chakra appears to black
    ~ The cloak can withstand freeform Taijutsu and weapons such as kunais, even explosive tags, it can also withstand up to B rank jutsus, any more would damage the cloak
    Approved here
    (Senbon Kusa)-Grass Senbon
    Type:Atack
    Rank: D
    Range:Short-Mid
    Chakra:10
    Damage:20
    Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
    ~Note:Can be only used on terrains with short grass.
     
         
    Last edited by Lytes; 08-11-2016 at 10:45 AM.

  4. #24
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    Re: Hashi's secrets

    Sei-Ashi No Mi: Haiseki - Holy Paw Arts: Boycott
    Rank: S
    Type: Sup
    Range: Short
    Chakra: 40(-10 p/turn)
    Damage: 0
    Description: Boycott is the fate of a timid Priest who prefers to be alone thus drawing a line between himself and the sinful world around him. Bartholomew Priest discovers how to use the paws and its repel power in a grand but subtle non aggressive manner. The user repels with one or both his paws and quickly engulf around himself up to 5meters, in a subtle albeit translucent but visible paw bubble. The user is the center point of the bubble and the bubble moves with him. The paw bubble once made, stays and is self-sustaining for a short period. Though not agressive, anybody is able to move within and out of the bubble without any damage as it does not acts as a physical barrier though the air within the bubble is extremely dense that any physical matter moving within it becomes immensely slow. A close opposite of "Train Wreck"(instead of removing air friction like the train wreck, it increases the air friction in 100folds though alternatively affecting only non bartholomews as non-bartholomew can't also exploit the no-friction in train wreck, a closely opposing relativity). The user however, can move with his original speed within it thus making it look like he suddenly gains a drastic increase in speed which is not quite so. If a ninja target is caught within this, his overal speed drastically reduces x3. Jutsus moving within the barrier also becomes slow. Even the user's jutsu except paw arts, would be affected by this.
    NOTE: While this is active, the user can't use Paw arts above A-ranks
    NOTE: Last 3 turns
    NOTE: 3 turn rest for normal Bartholomew but 2 turn rest for Bartholomew legend
    NOTE: Can be used a maximum of 2 times for normal Bartholomew while Legends can use is 3x max.
    NOTE: Works on physical entities and any jutsu that requires air as its medium of transport(Meaning, so far the jutsu is moving through the air, regardless of what form they may be, they'll be affected).
    NOTE: Priest's personal ccj.
     
         

  5. #25
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    Re: Hashi's secrets

    (Fuuton: Kaze no Vànô ) - Wind Release: Rise and Shine
    Type: Attack
    Rank: S-Rank
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description:
    The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing wind chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large solidified wind 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
    • The jutsu can be performed at long range, but the radius of the pillars is mid range only..
    • No Fuuton above A-rank next turn.
    Taught to me by shady doctor
     
         

  6. #26
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    Re: Hashi's secrets

    (Suiton: Shokubai) Water Release: Catalyst
    Type: Supplementary/Offensive
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user focus his chakra into any water on the battle field, water which can either be a passive water source or water source as a result of water techniques used on the terrain. The user can use this technique to take control of A-rank and below active water jutsu/source. The user makes the entire water body to rapidly sink be absorbed into the ground and while it may seem the user is only making the water vanish, the user would make the water to compress into patches and once again seep
    out of the ground though a little compact, small but compressed. The water would re-emerge as small several puddles of water scattered around the field. The puddle of water looks gentle and peaceful until any chakra presence comes into a perimeter of 1
    meter radius from the puddle. It reacts and releases all the pent up compressed energy within itself as the water undergoes a cataclysmic explosion sending dangerous upthrust of dense water into the sky that
    quickly expand into a 2m radius column of water geyser. The geyser carries a very destructive force that can break bone with ease and they would affect anything up to 2m from its position.
    NOTE:
    - The puddles last 3 turns before the rescind back to the ground dormant.
    - The power of the each puddles is divided to the amount of puddles made, ranging from a one to ten. So with less puddles the force the geyser carries is more compared to more puddles. S-rank force is only one puddle is made, A-rank each for two puddles, B-rank each for 4 puddles, and so on.
    -Puddles cannot be created directly beneath an opponent
    - 3x per battle with a 2 turns in between usage
    - No S rank Suiton the same turn this is used

    (Suiton: Yorokobi) Water Release: Rapture
    Type: Supplementary
    Rank: S
    Range: Mid-Long
    Chakra: 40
    Damage: 80
    Description: The user after a single handseal, focuses his chakra onto on spot up to 20meters and the chakra acts like a suction to all volatile liquid that has its base as water. An exception is CEs that has water as one of its components. If the CE is purely water + chakra manipulation, then it would affected . This is akin to how one can use his
    chakra to gather black clouds into a spot, though the user would also need to use his chakra as a transporting medium to guide the volatile liquids to this spot. This includes mist, water droplets, rain, water molecules etc. They would gather from around a long range vicinity into that spot, coagulating and
    compressing into an unstable ball similar to the unstable water balloon during rasengan training. The unstable ball of compressed water then explode after a turn or prematurely when the user wills it or something punctures it. The explosion however carries an omnidirectional punch that extends to a 10meter radius, a reason why he has to form the ball a little further from himself.
    NOTE:
    - 2x per battle
    - 2 turns in-between usage
    - No S-rank suiton in the same turn.

    http://narutobase.net/forums/showthread.php?t=563329
     
         

  7. #27
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    Re: Hashi's secrets

    Nykyu Nykyu no Mi: Nykyu Engi - Paw Paw Arts: Paw Amplification
    Type: Sup
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A(adds a level to every paw jutsu except F-ranks)
    Description: The user after making 3 handseals gathers large amount of chakra while synchronizing their spirit with their paws, this is followed by cladding their paws in several layers of paw shaped bubbles with the outer layer vibrating on a microscopic level. the bubble is totally unseen to eyes except from doujutsu as the bubbles are not chakra itself but pressurized air. while the bubbles are completely formed, This corrects the weakness of the paw. After rigorous research and practice, Priest now find a way to go beyond his paw's weaknesses whereby making this modification thus with this, they negate the paw's weakness beings unable to repel fire, lightning making this modification allows the paw through the use of paw techniques to be able to repel normally, intangible/energy based elements without taking any damage.Lastly since every paw jutsu requires the user to use his paws and due to the amplification of the paw, the enhanced paws gives a power boost to every paw technique used thus increasing every paw technique except for forbidden ones by a rank. eg: A-Rank Paw + Modification = S-Rank Paw
    NOTE
    -Useable only twice, with a 5 turn coldown for second use
    -Lasts for 4 turns
    -After mode ends, user can't use paws for 2 turns
    -Only accessible to Bartholomew legends
    http://narutobase.net/forums/showthr...=559023&page=5
     
         

  8. #28
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    Re: Hashi's secrets

    Summoning Animal: Bengal Monitor
    Scroll Owner: Lytes
    Other Users who have signed contract: Layoola
    Summoning Boss if existing: Ekitenshu
    Other Summoning Animals tied to contract: Ekitei and Ekikappa.

    The Bengal monitors are related to the lizard species. They prey on invertebrates such as beetles, grubs, orthopterans, scorpions, snails and ants, and vertebrates such as bats, frogs, fish, lizards, snakes and rodents. They can feed on dead animals too. The Bengal monitors are capable of rapid movement on the ground. Their strong claws enables them to climb and dig well, and they can also swim well and stay submerged for at least 17 minutes. On the ground, they sometimes stand on their hind legs to get a better view or when males fight other males. On river banks, the pattern on their body provides excellent camouflage.

    The Bengal monitor's natural abilities include exceptional eyesight—enabling the species to visually perceive movement within a range of 250 meters, which is coupled with a passive x1.5 tracking speed. The Bengal Monitors can speak the human language and also have a unique language of their own which the contract summoners learn, similarly to the frogs, snakes and slugs, the Monitors possess their own Kingdom, an Island which is basically a mountaineous forest surrounded by a dry beach

    (Kuchiyose No Jutsu: Ekitenshu) – Summoning Technique: Ekitenshu
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: Ekitenshu is the boss of Bengal monitors. His size stands somewhere between that of Manda and that of Manda II. Using his earth chakra, Ekitenshu is able to cause fissures and sprouting spikes by stomping on the ground with his feet or tail. He can dig large underground tunnels to create escape routes or to cause violent tremors beneath the opponent so as to collapse the ground beneath them as well, each ability counting as B-rank, being an earth specialist he is also capable of canon earth jutsus up to and including S-rank. Ekitenshu also infuses his scales with earth chakra to make them as sturdy as Earth Style: Hardening Technique. This process is referred to as “Dragon Scales” by Bengal monitors and grants him with a natural armor resistant to most jutsus. Similarly to most Bengal monitors, Ekitenshu is an excellent swimmer and fast runner.

    Note: Can only be summoned by those who have signed the Bengal Monitor contract.
    Note: The summoner of Ekitenshu must be Kage rank or above.
    Note: All abilities associated with a rank count towards the summoner's allotted moves per turn.
    Note: Ekitenshu's "Dragon Scales" is resistant to A-rank jutsus and below, with the exception of lightning which is his elemental weakness and against which he is resistant up to B-rank jutsus only.
    (Kuchiyose No Jutsu: Ekitei) – Summoning Technique: Ekitei
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: Ekitei is a Bengal monitor who specializes in spying techniques such as camouflaging. He is normally the size of a regular adult Bengal monitor but will usually transform into the size of a lizard in order to hang/fuse to someone’s back and follow him (like a parasiting technique), his weight being so light that this person won’t know or suspect anything. While he does so, he will camouflage himself and be completely unseen from regular eyes. When Ekitei is summoned in battle, it will appear as a fail as he will already be in camouflaged mode (i.e. he will be the size of a lizard and hanging/fused to the summoner’s back, as well as camouflaged to deceive regular eyes). There, he will keep check of any disturbance in the summoner’s chakra flow and promptly release him from Genjutsu (up to A-rank), as well as link his vision to the summoner's vision and vice versa allowing the user to look out (requires physical contact) for any attacks coming from the summoner's back, alerting him of such dangers in a timely manner. Thus, while Ekitei is active, it is very hard to catch the summoner off-guard through the use of genjutsu and/or sneak attacks from his back.

    Note: Can only be summoned by those who have signed the Bengal Monitor contract.
    Note: The summoner of Ekitei must be Sannin rank or above.
    Note: Only summonable once per battle, with a duration of four turns.[/COLOR]
    Note: Camouflaging will not deceive Sensor-type ninja, including Byakugan users and Sharingan users. Furthermore, it will not deceive sensory techniques that makes use of physical conditions other than visual ones, such as Chakra Sensing Rain which makes physical contact, or the Inuzuka's smelling senses.
    Note: Releasing the summoner from Genjutsu counts as a move.
    Note: Being on the back of the summoner, Ekitei is unaffected by regular genjutsus as long as his presence is undetected
    http://narutobase.net/forums/showthr...7#post20910497
     
         
    Last edited by Lytes; 10-12-2016 at 11:40 AM.

  9. #29
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    Re: Hashi's secrets


    (Mugen Yontōryū) - Infinite Quad-Wielding
    Type: Ninjutsu | Kenjutsu
    Background: A monk from Sunagakure develop this fighting style becoming a renown knife expert. After his temple was pillaged by ninja who killed his brothers - being the lone survivor - the monk honed his knife skills to seek revenge. In the end of his revenge path, he returns to being a monk. He was later sought out by a boy name Kurapika who lost his family during the Great Shinobi World War. The monk refused to teach anyway the deadly fighting style for revenge, but after hearkening over Kurapika's story, he made an exception. Thereafter Kurapika was tutelage under the monk and learned all of his teaching of Mugen Yontōryū. Eventually, the monk passes away, leaving Kurapika the only individual known to utilize this fighting style. There are ranks allocated to this style.
    Quad - Can wield max four knives simultaneously .
    Tri - Can wield max three knives simultaneously .
    Bi - Can wield max two knives simultaneously
    The Description on the Abilities and Inner Workings of the Style: A style based on the user's knowledge of projectiles, kenjutsu and ninjutsu, curve knife(s) is wielded and then thrust or thrown like projectiles at the opponent.

    Quick Thrust: Chakra amplifies the user's speed of their strike, causing the tip of the knife to hit the opponent multiple times in 1 single attack. This is controlled by the user who slightly bend their arm, jerking their blade into their opponent, focusing on a specific spot of the body. The strikes are delivered in quick succession, appearing as one strike. Although, showing less force behind the strike than attended, the damage sustain is more severe than what the opponent anticipated: losing an abundance of blood.
    Elemental Conversion: The elemental natures can be imbued into the weapon to add a greater effect.

    Flying Blades: Knives are augmented with chakra and thrown at the opponent. However, they are spun before reaching their mark. Controlling them with chakra similar to telekinesis, the blades can be controlled fluidly to move in all directions in short range while in mid and long range, the blade's direction can only be changed once(will submit jutsu) , the user can passively change the trajectory of the knives and return them to the starting point at which they were thrown (i.e the user). The knives can also be used with Shuriken Kage Bunshin no Jutsu to increase their numbers.

    Kurapika Handling: Improving the fighting style over time, Kurapika has been shown wielding four blades simultaneously in one hand. His knife of choice is the Karambit (a hand-held, curved knife resembling a claw).


    Example of Techniques:


    Type: Supplementary
    Rank: D
    Range: Short
    Chakra: -
    Damage: -
    Description: The knife is held in a reverse grip and when swung, it is curved in a sickle shape motion, where it is used to "hook" onto the opponent's weapons wielded or limbs and effectively yanking them away. This leaves the opponent open and defenseless which compliments the short range of the knife.




    Type: Offensive
    Rank: B
    Range: Short
    Chakra: 30
    Damage: 60
    Description: N/A




    Restrictions:
    ~ Complete Ninjutsu and Kenjutsu
    ~ Must be Sannin rank
    ~ Only taught by Mako
    Approved here

    Rank: B
    Type: Offense
    Range: Short
    Chakra cost: 20
    Damage Points: 40
    Description : The user uses chakra to amplify the user's speed of his strikes for a moment, causing the tip of the knife to hit the opponent multiple times in what appears to be 1 single attack. This is controlled by the user who slightly bend their arm, jerking their blade into their opponent, focusing on a specific spot of the body. The strikes are delivered in quick succession, appearing as one strike. Although, showing less force behind the strike than attended, the damage sustained is more severe, the user's striking hand moves slightly faster than his base speed for the duration of the strike.
    ¬Bi wielders and above can perform the jutsu with both hands stabbing two different spots while the highest rank can perform this jutsu from up to mid range using their chakra to manipulate the blade similarly to Infinite Quad wielding - Control and stabbing their target with the same speed they would have attained with their hands.




    Rank: A
    Type: Supplementary/Offense/Defense
    Range: Short - Long
    Chakra cost: 30
    Damage Points: 40
    Description : This is the core jutsu of the flying knives aspect of the Infinite Quad wielding style created by Kurapika himself, knowing he could only wield four knives at a time with his hands, he decided to use his chakra to control the blades and this allowed him to control more blades similar to telekinesis which can be used in various ways, attacking from an opponent's blind spot, going around opponent's defenses to strike them, changing targets or even gathering into a formation to form a defensive wall around the user, the blades can be controlled fluidly to move in all directions. This weapons however can be infused with elemental chakra to deal more damage when hitting a target or to be capable of defending better from an attack, each element has its own effect when being used either offensively or defensively. The user can use his chakra to mark a target as the starting point of his blades and the blades would go after the target as long as the target is within sight/smelling/hearing/sensing etc range of the user, this jutsu costs B rank chakra and deals B rank damage, however if the blade possesses damage on it's own i.e already infused with damage, this will increase its rank by 1, doesn't boost F rank jutsus.

    Offense - The knives upon hitting any target would send spikes of compressed water in all direction up to short range except the user's direction but the user can activate this prematurely.
    Defense - When been used defensively starchy syrup leaks out from all the blades as they spin while connecting to the nearest wieldings creating a network of impenetrable wielding-water combo , this is most effective against other water jutsus as the syrup seals the cracks between the formation making it water proof.





    Offense - Knives infused with fire chakra grow red as the blades get extremely hot leaving a red trail as it moves, upon hitting a target, not only would the wielding deal third degree burns to the affected area, they would also explode violently in a 1 meter radius sending hot shards of metal into the area, the user can will it to explode before making contact.
    Defense - The wieldings after attaining the formation mentally ordered by the user would connect via flames to form a dense wall of flame so hot that if an human (even the user) comes 1 meter within the range of the wall, he/she would get terrible third degree burns, this is effective against CQC users and also wind jutsus as the flame ignites them causing them to explode safely from the user.



    .

    Offense - Wieldings possess more cutting power and the air 1 meter in diameter around them spins with them making the knives look like fuma shurikens
    Defense - Wieldings constantly release a terrifying breeze which blows away everything in a direction, this is capable of even blowing a grown man out of short range.

    Offense - The air 3 meters around the wieldings are electrically charged numbing the target however the wieldings would electrocute the target on contact.
    Defense - Wieldings after attaining a formation get connected by ropes of lightning while been charged with Lightning, this isn't water proof like the Suiton counter part however it is effective against earth and solid elements.



    Offense - The wieldings' weight can be increased or reduced to either deal more damage or move faster
    Defense - The wieldings gain an increase in weight and durability, this is especially effectively against heavy earth jutsus.



    ¬When infused with chakra, the weapons play on equal footing with elemental techniques although the size of elemental technique must be put within reason
    ¬Quad wielders can passively launch the knives at a target telepathically although the direction can't be altered, this has no special damage boost, it's simply an alternative to throwing normal knives with the user's hands.
    ¬The knives under the effect of this jutsu are always spinning, spinning fast making it impossible for non practitioners of this style to catch it however the user can catch his knife.
    ¬Each elemental infusion can be 4 times per battle with 2 turns cool down.
    ¬When infused with chakra (elemental or not), the user is capable of manipulating the wieldings telepathically.

     
         
    Last edited by Lytes; 11-21-2016 at 08:10 AM.

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    Re: Hashi's secrets

    Learnt here.

    Way of the Sai (Sai no michi)
    Type
    NinKenjutsu

    Background

    After Travelling the Ninja World Sokka learned to be able to use the Sai in a style kept between a group of Shinobi that resided in the Land of Lightning. This group didn't live inside Kumogakure, but inside a village - the shinobi of this village seemed to only know of this style and nothing else, a traditonal technique taught among them.

    Description on the Abilities and Inner workings of the Style



    The Sai is split into different parts and all of the parts of the Sai have a use in this style (Labels shown in diagram above). The tsuka being the handle of the blade allows the normal grip that is made with the Sai, it is usually held in a reverse grip and with one in each of the user’s hand - this is the ordinary and the first stage of Sai Practice along with the use of the Saki. The Saki is the pointed tip on the end of the Sai, because it is a rounded blade, this is the main method of attack, it is primarily used as a striking weapon for short jabs into the solar plexus but it also has many defensive techniques. Users of this style with have the knowledge to be able to strike an enemy in the abdomen and cause collateral damage - instead of most people going for the head or neck, users of this style will aim for the area of nerves behind the stomach. If this area is hit it just with one jab it can cause spasms, harsher breathing and extreme pain. The Element of Wind can be used in combination with this to cause sever damage, expelling it through the Sai like a needle and shredding the opponent’s body.

    The next part of this style is the use of the monouchi - this is the rounded part of the blade which means the user can hold it without it hurting himself. After practising in this style the user can freely switch from a Tsuka grip to a Monouchi grip, this allows the user to counter attacks quickly with great effect, by hooking the yoku over a blade and yanking it out of the way, this allows the user to then slash or thrust their opponent freely with the other Sai. This Monouchi grip also allows the user to block Taijutsu based attacks but also cause damage to limbs, by plunging the Yoku into the opponent’s arm or leg and again yanking it out of the way so you can freely attack your target and cause some damage (especially if you hit a muscle). The Butt end of the Tsuka is called the Tsukagashira and become a weapon that deals blunt damage when in the monouchi grip - though for extra damage, Lightning can be used in combination to cause a Paralysing smash, leaving the opponent open for a switch of the grip and a slit throat.

    The Spinning Technique of the Sai is mainly used to switch from Tsuka Grip to the Monouchi grip in very quick speeds allowing a quick defence and then a quick switch to counter. The users of the style will be able to use this spin at very quick speeds, spinning them using the tip of his finger in the gap between the yoku and monouchi to manipulate this spin. There is also the fact that if a Sai is thrown, users of the style will throw it in a spinning motion so that the tip of the blade is affecting a bigger radius - this is just a simple technique.

    Example Techniques

    (Sai no Michi : Kitei no injekushon) Way of the Sai : Prescribed Injection
    Type: Offensive
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description:
    The User deals multiple blows towards the opponent’s torso with one of the Sai’s as a distraction, these blows don’t have to be offensive and it could be defensive again the opponent’s close combat attacks. They would then channel Wind into their spare Sai and step immediately to the side, stabbing the Wind Sai into the side of the abdomen and injecting the Wind Chakra through it and shredding the opponent from the inside of their stomach hitting their solar plexus, causing extreme pain and muscle spasms.



    (Sai no Michi : Monouchi gurippu ) Way of the Sai : Monouchi Grip
    Type: Supplementary / Defensive
    Rank: A
    Range: Short
    Chakra: N/A
    Damage: 60
    Description:
    The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), they will quickly counter a Kenjutsu / Weapon attack by hooking the Yoku around the blade and yanking it away from them, this gives the user and opening to strike the target with the other blade. They can also block Taijutsu attacks by plunging the tip of the Yoku into the attacking limb and again, yank it away so it gives them an opening to strike with the other Sai.


    Additional Effects and Restrictions

    -Can only be taught by Shino500

    -To be taught in this style you must have mastered elements lightning and wind

    -Arm movements are slightly faster than the average Shinobi’s

    - Approved : here

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

    -Shino-, our loyal member, gave on the date the 13th of July 2014 a request for a Patent on Custom Fighting Style (Way of the Sai). 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;


    Sai no Michi
    Powered by Caliburn
    Copyright 2014, Madāra Uchiha, NarutoBase.net



    (Sai no Michi : Fōku fukushū ) Way of the Sai : Fork Vengeance
    Type: Offensive / Defensive
    Rank: B
    Range: Short
    Chakra: N/A (+20 Lightning)
    Damage: 40
    Description:
    The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), and more adept users of this style can switch the grip instantly by spinning it on their finger in between the Yoku and Monouchi. The user can then counter a Kenjutsu/Weapon attack by hooking the 'Yoku' of the Sai around the blade and yanking it out of the way leaving them free to strike with the other Sai OR even disarming them by twisting it out of the opponent's grip and catching it for them self with a free hand (if they are only using one Sai) leaving their enemy completely defenseless.
    This Grip can also be used to counter Taijutsu moves, the tips of the Yoku on the Sai are point and can easily pierce the human skin with enough force - and so by stabbing it into the attacking limb the user can move it out the way, putting their opponents in awkward unbalanced positions and leaving them open to being struck with the other Sai. This way of using the can be accompanied by lightning, it doesn't add any damaging properties and only comes into effect once the limb has been stabbed, it paralyzes whatever limb is stabbed and makes it useless for a number of turns (one).
    ~ Must Know Way of the Sai
    ~ Can only be taught by -Shino-
    ~ Can only be used 4 times

    (Sai no Michi : Kuikkuhanmā) Way of the Sai : Quick Hammer
    Type:Defensive/Offensive
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A
    Description:
    Similar to Fork Vengeance this is a very quick counter attack switching to the Munouchi grip with BOTH Sai and using the Yoku to stab the attacking limb whilst at the same time striking with the other Sai and hitting the opponent with an electrified Tsukagashiri (butt end of the Sai) like a hammer to slam into the body of the opponent which sends a quick pulse of lightning through the enemies body paralyzing them for a turn leaving a big opening for attack.
    - Must know Way of the Sai CFS
    - can only be taught by -Shino-
    - Can only be used twice

    (Sai no Michi : Kage seriu) Way of the Sai : Shadow seil
    Type: Offensive / Defensive
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description:
    The user can channel channel the element of wind or lightning into either Sai or only a single one. Using one Sai and keeping the other sheathed or in their hand doing nothing, the user will defend attacks and distract the opponent using combos with the single Sai in CQC of their choosing by blocking attacks or hooking the crossguard of the Sai around a sword or limb etc. The distraction is all for the other Sai which is usually (depends on the user) channelled with Chakra whether it be lightning or wind will whip their hand forward (whilst unsheathing the Sai if sheathed) and flicking it forward with great precision all whilst attacking/defending with their other Sai. The hidden Sai will be done low around the waist area whilst the other is usually keeping the opponent's eye busy at chest area, the attack being sort of hidden and quick because of the close range. The lightning can paralyse whereas the wind can cause a internal damage by exhaling through the tip of the blade once it has stabbed the opponent.
    - Must be taught by Professor Shino
    - Must know Way of the Sai
    - Paralysis if used lasts for two turns
    - Can only be used twice
    - No Way of the Sai in the same turn
    - Two turn cool down
     
         

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