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> Global Advanced Ability Jutsu
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 Posted: Mar 19 2015, 06:34 AM
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Medical Ninjutsu


D-rank

Houtai no Jutsu [Bandage Technique]
Rank: D
Requirements: None
Description: The user creates a temporary bandage with their chakra, and employ the new material to cover a wound. While this technique does not heal on its own, it can serve to prevent excessive bleeding and infection. The bandages created by this technique remain in place long after the jutsu has been cast, but should be changed as often as ordinary bandages. The bandages are three inches wide and can vary in length based on the user's needs.
Limitations: The bandages are no more durable than cloth, and are thus easily broken. This limitation cannot be removed.
Cost: 10 per foot of bandage

Senbon: Atten [Needle: Pressure Point]
Rank: D
Requirements: Senbon ; 25 Medical Knowledge
Description: Making use of their medical expertise, the user throws a senbon in such a way that it strikes a particular pressure point in the neck. If the attack lands successfully, the needle will impale the target's throat completely and place the victim in a near-death state, creating the illusion that the target has died. Once the needles are removed, however, the target will regain consciousness, with only slight soreness in the neck to show for the experience.
Cost: -

C-Rank

Chakra Hankyou [Chakra Echo]
Rank: C
Requirements: 25 Medical Knowledge (Optional, but recommended)
Description: The user places their palm over a target and releases a small wave of chakra. The chakra rushes through the target's body and bounces back when it reaches the other side, giving the user a mental image of the inside of an individual's body, akin to an X-ray or MRI. This can be done to detect internal injuries or other conditions not visible to the naked eye. While this jutsu does not require
Cost: 30

Chakra Kaifuku [Chakra Recovery]
Rank: C
Requirements: None
Description: The user places their palms over a target and focuses on the chakra contained within that individual's body. Without utilizing their own chakra, the user can spur on the production of chakra within another person's body, allowing them to recover chakra at a greater rate than normal. Specifically, the individual's chakra recovery rate is treated as one step up (so, if they were at Moderate Chakra Usage level, they instead recover at the Light Chakra Usage level) The user may use this technique on themselves as well to enhance their own chakra recovery, but in doing so, cannot be considered "resting", instead only allowing them to recover as if they were engaged in light activity. If the target's chakra level is within the Light level when this technique is used, the target's chakra will recover in a quarter of the time it would normally take. The user must remain positioned near the target, with their palms over the intended target the entire time this jutsu is active.
Cost: -

Hougou no Jutsu [Suture Technique]
Rank: C
Requirements: Chakra no Ito [Chakra Thread]
Description: The user creates a thread with chakra, and creates a sharpened, curved needle on the end. They can use this new thread in order to sew a wound shut if time and chakra do not afford them the opportunity to apply more adequate healing. This thread remains in place long after the user has performed the jutsu, but can be easily removed as ordinary thread, or with a simple wave of the hand by another individual who possesses this jutsu.
Cost: 25 per inch of sutures

B-Rank

Chakra no Mesu [Chakra Scalpel]
Rank: B
Requirements: None
Description: This medical technique forms one's chakra into a small, sharp blade around the user's hand. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can make cuts inside the body without actually creating an open wound, limiting the risks of an infection, though it is still possible for the technique to cut skin.
Limitations: Use in combat requires a great, nearly unattainable deal of precision to make fatal cuts, though it can be used to cut muscle fiber. This limitation may not be removed.
Cost: 65 to activate; 20 to maintain

Iryo Suiton: Mizu Kamakiri [Medical Water Release: Water Praying Mantis]
Rank: B
Requirements: Suiton, Chakra no Mesu [Chakra Scalpel]
Description: The user can form giant mantis-like claws on their arms made of water, extending the range of their attack. The user applies a chakra flow through the claws similar to the chakra scalpel, drastically increasing its cutting potential.
Limitations: Much less precise than Chakra no Mesu, this can only cause external cuts like a regular bladed attack.
Cost: 70 to activate, 20 to maintain

Iryo Suiton: Mizu Kurage [Medical Water Release: Water Jellyfish]
Rank: B
Requirements: Suiton, Shousen Jutsu
Description: The user stores medical chakra inside a jellyfish made out of water and attaches it to a target, the jellyfish then becomes invisible until it is used. If the target is damaged while the jellyfish is active it proceeds to heal them for the same amount as Shousen Jutsu until it is drained. After it is used or its time runs out the jellyfish cannot be reused and the jutsu must be recast.
Limitations: The jellyfish can only stay active for three posts
Drawbacks: If no damage is taken, the chakra used is wasted.
Cost: 70

Masui no Jutsu [Anesthesia Technique]
Rank: B
Requirements: 50 Medical Knowledge ; Raiton
Description: The user places their hand on a target and uses their chakra to block the electrical signals within a target's body that register pain, thus allowing them to operate on a patient without undue suffering. Once contact with the target is broken, this effect ends within one minute or three posts, whichever is shorter.
Limitations: This technique is best used in tandem with another medic, as constant contact must be maintained. As such, anyone who uses this technique would only have one hand available for other actions. This limitation cannot be removed.
Cost: 45 to activate ; 15 to maintain

Saikan Chuushutsu no Jutsu [Delicate Illness Extraction Technique]
Rank: B
Requirements: 60 Medical Knowledge
Description: After making a small incision in a target, the user employs medical chakra to draw out a toxin or pathogen that has entered that individual's body. Greater amounts of toxin require greater amounts of time to successfully draw out. This technique also simultaneously repairs the damage caused by the toxin as it is being extracted. This technique cannot entirely draw out poison; it can assist, however, in aiding in recovery from that poison, or in researching an antidote. This process is incredibly painful for the patient, making it a technique only used in emergency situations.
Limitations: Not all poison is drawn out; this reduces the post duration on all poisons to one, unless the poison was fatal. If the poison was fatal, it does not prevent death outright, but does extend the process much longer, potentially allowing for the creation of an antidote. These limitations all count as the same limitation for purposes of removing limitations via favoring.
Cost: 65

Shikon no Jutsu [Dead Soul Technique]
Rank: B [Kinjutsu]
Requirements: Corpse ; 60 Medical Knowledge
Description: The user uses their precise chakra to force the heart of a corpse to start beating again. The user can control his chakra within the corpse to allow it to continue moving afterwards. The user can perform handseals and jutsu through the corpse by utilizing the chakra they imparted into it, though the corpse may only use the chakra present in its body. This essentially makes the corpse a mentally controlled puppet, with no personality or mind of its own.
Limitations: The corpse will retain the state of decay it had before being restarted, making damage potentially easy. This limitation may not be removed.
Cost: 70 to activate; 25 to maintain

Shousen Jutsu [Mystical Palm Technique]
Rank: B
Requirements: None
Description: This technique allows the user to speed up a body's natural healing process by sending chakra to a wound via the user's hands. The user can heal a wide range of wounds using this technique, to include cuts, burns, even broken bones, provided the bone was set previously. As wounds tend to vary drastically, there are specifications for each type of wound and how this technique reacts to it.
Cuts - This technique can close a cut at a rate of 1 cm per post, to include length of the cut and depth of the cut. Be aware that while this can eventually close a cut, it is possible for a victim to bleed out before the cut can be repaired, and any lost blood is not replaced.
Burns - This technique can reduce the severity of second and first degree burns down to first degree and healed, respectively, at a rate of 1 cubed cm of flesh per post. This technique cannot effectively heal 3rd degree burns. Nerve damage is not repaired by this technique.
Bruises - This technique can reduce bruising in the affected area, and can heal the internal injury that causes the bruising. While this cannot completely remove bruising, it can effectively prevent further bruising.
Broken Bones - This technique can spur on the healing of a set bone, but cannot completely repair it. Use of this technique on a set broken bone for five continuous posts can allow the target minor use of the affected body part, though strenuous use will rebreak the bone.
If the wound you are attempting to treat is not listed here, please ask a moderator for how effective this technique would be.
Weaknesses: This technique requires the user's utmost attention, and requires at least one of the user's hands on the wound. Distracting the user in any way can keep them from effectively using this technique. This may be reduced via favoring to allow for distractions, but the user must always maintain contact.
Drawbacks: Extended use of this technique may reduce the target's overall lifespan; ordinarily, this is minor enough to be ignored, but repeated healing via this technique may take its toll.
Cost: 50 to activate; 10 to maintain

Soeko no Jutsu [Splint Technique]
Rank: B
Requirements: A method of seeing the target's skeletal system ; Houtai no Jutsu
Description: The user places their hands over a broken or dislocated bone and releases a steady stream of chakra, carefully resetting the bone in its proper position. The user then creates a thick cast, if needed, around the broken body part. The cast remains long after the technique is cast, but can be removed as an ordinary cast or at will by another caster of this technique.
Cost: 45 to reset bone; 25 to create cast

A-Rank

Dai Chakra no Mesu [Great Chakra Scalpel]
Rank: A
Requirements: Chakra no Mesu [Chakra Scalpel]
Description: The user overcharges Chakra no Mesu, creating a larger blade around one of their hands. While this technique is no longer especially suited for delicate surgeries, it is considerably more useful for procedures such as amputations, as the user's entire hand is now treated as an incredibly sharp blade. This jutsu retains the former's ability to cut internally without breaking the skin, though to do so would serve little purpose. This technique is more commonly used in combat than its predecessor.
Cost: 90 to activate, 25 to maintain

Satsugaisen Jutsu [Killing Palm Technique]
Rank: A [Kinjutsu]
Requirements: Shousen Jutsu
Description: This technique is the adverse and exact opposite of Shousen Jutsu. Instead of forcing cells to duplicate, thus speeding up the healing process, this technique forces cells to die, thus increasing the potency of a wound it is focused into. When this technique is used, it is almost identical to Shousen Jutsu, though the chakra is red instead of green. This technique can kill very quickly if used properly, and is shunned by most medical ninja. It destroys at approximately the same rate that Shousen Jutsu heals. If used on an existing injury, it intensifies that injury. If used on uninjured flesh, it creates necrotic flesh where it strikes.
Cost: 95 to activate; 20 to maintain

In'yo Shoumetsu [Yin Healing Wound Destruction]
Rank: A
Requirements: None
Description: This is a preemptive medical technique, used to minimize damage and maximize response time to a wound. The user of this technique focuses regenerative chakra to a location on their body before they even receive a wound, thus starting the healing process early. When done correctly, the wound will continue to heal on its own without the user needing to focus on it, though it will continue to drain chakra. This wound heals at three times the rate of Shousen Jutsu.
Drawbacks: If no damage is taken, the chakra used is wasted; Additionally, the wound will heal independently of the user's will-if the wound is too severe, it could drain the user's chakra before the wound heals all the way. This drawback may not be removed.
Cost: 100 (Must be spent prior to receiving damage) ; 20 every post until the wound is completely healed.

Chikatsu Saisei no Jutsu [Healing Resuscitating Regeneration Technique]
Rank: A
Requirements: Cells of the intended target ; multiple users (optional) ; 60 Medical Knowledge (Each User)
Description: This is a very complicated, very powerful medical ninjutsu. By placing cells of the target within that target's wound and placing the patient in the center of a large seal, the user of this technique is able to focus on the regeneration of the patient's body. This is done by converting the cells of the portion of the target into different cells, allowing for rapid regeneration of the wound in question. This process takes a very long time, typically several hours. The chakra cost for this technique can be split between multiple users, or can be performed by one.
Limitations: This technique can regenerate grievous wounds such as impalings, but cannot regenerate lost limbs. This limitation may not be removed.
Drawbacks: This technique takes several hours of non-stop concentration, making it impossible to use in combat. This drawback may not be removed.
Cost: 500

Shousen Jutsu: Haretsu [Mystical Palm Technique: Burst]
Rank: A
Requirements: Shousen Jutsu
Description: By performing more chakra than is necessary to heal a wound, the user may perform an offensive function of the normally benign technique. Performing the technique in this way overloads the user's circulatory system, which can in turn trap the victim in a comatose state, effectively making the technique nearly fatal.
Drawbacks: While this technique may defeat an opponent, it also heals the existing wounds of the patient at a rate of double the rate of Shousen Jutsu. This drawback may not be removed.
Cost: 90

Ranshinshou [Body Pathway Derangement]
Rank: A
Requirements: Raiton ; 80 Medical Knowledge
Description: The user of this technique generates Raiton chakra into their hands, then strikes an opponent. Using their intricate knowledge of the nervous system, the user pushes their own electricity into the victim, altering the pathways electrical signals would take from the brain to the rest of the body; this causes the victim's body to move sporadically and randomly when they try to move; for example, their left foot might move when they intended to smile. For most ninja, combat becomes near impossible after being afflicted with this technique. The effects of this technique fade after about an hour.
Limitations: Those who have trained themselves to understand the nervous system, such as other medics, can overcome this technique by learning the new ways to move their body. This limitation cannot be removed.
Cost: 105

S-Rank

In'fuuin: Kai [Yin Seal: Release]
Rank: S
Requirements: At least 500 Chakra inside Byakugou no In
Description: After amassing enough chakra, the user releases the chakra held within their Strength of a Hundred Seal, allowing the chakra to take its effect on their body, and causing the mark on their forehead to spread across their body as purple lines. Specifically, the seal releases the chakra stored within the seal back into the user's body, replenishing the user's chakra reserves and making the use of the techniques Souzou Saisei and Ninpou Souzou Saisei - Byakugou no Jutsu possible. If any chakra previously within the Byakugou no In remains when the user no longer needs this technique, it can be used to reform the seal.
Cost: None; This technique replenishes chakra

Souzou Saisei [Creation Rebirth]
Rank: S
Requirements: In'fuuin: Kai
Description: After In'fuuin Kai is used, the user may use the chakra previously stored within the seal to heal their body at a constant rate. This technique can allow the user to heal from a wide variety of injuries, and can even restore lost limbs; however, it requires the user's utmost concentration to do so. As this technique uses the chakra stored within the Byakugou no In, the user does not need to concern themselves with providing the necessary chakra. Even if the chakra stored within the seal runs out, the user can still heal from almost any wound in a single post, provided they have chakra to pay for the technique-essentially, the user of this technique cannot be killed as long as they have chakra.
Drawbacks: The rapid healing process of this technique reduces the user's lifespan; specifically, each post that this technique is active physically ages the user a full year. This may be reduced to half a year per post via favoring.
Cost: 75 per post; Chakra from the Byakugou no In is used first. If this chakra is used up, the user can continue using the technique with their own chakra.

Ninpou: Souzou Saisei - Byakugou no Jutsu [Ninja Art: Creation Rebirth - Strength of a Hundred Technique]
Rank: S
Requirements: Souzou Saisei
Description: This technique can only be performed by those who have mastered Souzou Saisei and released the chakra within their Byakugou no In with In'fuuin: Kai. While similar to Souzou Saisei, this technique is much more powerful and requires absolutely no focus on the part of the user. Like the previous version of this technique, it uses the chakra of the Strength of a Hundred Seal, so the user does not need to provide it on their own unless the seal runs out. The rate of healing from this technique is much faster, however-any wound received is immediately healed within seconds, regardless of severity. Even when a body is bisected, this technique can allow the two halves to heal if they are brought in contact with one another.
Drawbacks: The rapid healing process of this technique reduces the user's lifespan; specifically, each post that this technique is active physically ages the user two full years. This may be reduced to one year via favoring.
Cost: 50 per post; Chakra from the Byakugou no In is used first. If this chakra is used up, the user can continue using the technique with their own chakra. Note: This technique requires NO concentration whatsoever.
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Jinchuuriki Jutsu


D-Rank

Sakebu [Yell]
Rank: D
Description: Instead of yelling, the jinchuuriki lets loose a roar identical to the one their Akuma has when released. This roar is very loud, and can be heard for miles.
Cost: 30

C-Rank

Akuma Chakra Tensou no Jutsu [Demon Chakra Transfer Technique]
Rank: C
Requirements: Jinchuuriki Version 1
Description: Through touch alone, an Akuma or Jinchuuriki can transfer some of their Akuma Chakra to another individual. This allows that individual to utilize the effects of Jinchuuriki Version 1 without side effects, though it drains the chakra used at a rate of 25 chakra per post. The chakra transferred carries all characteristics of the Akuma it came from, to include elements and chakra traits. Additionally, so long as this chakra is within an individual's system, the Jinchuuriki or Akuma may communicate with that person. This does not require handseals.
Limitations: The Akuma and Jinchuuriki must have at least a working relationship with each other; attempting to transfer chakra without that could result in the Akuma working against the Jinchuuriki's wishes. This limitation may not be removed.
Cost: Determined by user (Akuma Chakra Only)

Akumagan [Demon Eyes]
Rank: C
Description: The user's eyes change to resemble the eyes of their Akuma. While using this technique, the user can see if the intent a subject has is malicious or not, and can tell when they are lying. Additionally, the user's eyes apply a bright light to Akuma, even if they are not present, allowing the user to detect Akuma from a far distance.
Cost: 40 to active, 10 to maintain.

Kokorokara no Shin'nyou [Heartfelt Entry]
Rank: C
Requirements: Willing Target
Description: The user brings a willing target into the mental chamber they share with their Akuma, at which point that individual can interact with the Akuma itself.
Cost: 40

Kokoro no Tsunagari [Joining of the Minds]
Rank: C
Requirements: Friendly bond with your Akuma
Description: The users mind melds with the Akuma's, gaining their memories towards a specific scenario or person, reliving their feelings and experience with an event, or period of history.
Drawbacks: Any pain experienced as part of a memory is felt by the Jinchuuriki as the Akuma felt it.
Cost: 35

Yurei no Kamen [Mask of the Ghost]
Rank: C
Description: The user forms a mask over their face, resembling their Akuma. This offers little defensive abilities, and is useful, for the most part, only for disguise or intimidation. This technique does not require handseals.
Cost: 30 to activate, 10 to maintain.

B-Rank

Seishin Sekai [Mental World]
Rank: B
Requirements: Proximity to another Akuma or possession of the Chakra of another Akuma; Jinchuuriki must be able to access Demon Mode or Akuma Chakra Mode, though it's actual use is not required.
Description: When in contact with one another, or when in possession of some of another Akuma's chakra, an Akuma and their host may communicate mentally with another Akuma and their host inside a special mental dimension. Conversations had here happen very quickly, with 5 minutes of conversation being capable of happening within a single second. No outside influences of any kind can force its way into this dimension, even if said influence can read minds. This requires neither handseals nor chakra.
Cost: -

Kishin no Chakra-Ude [Demonic Chakra Arms]
Rank: B
Requirements: Must be in a Jinchuuriki form other than Initial.
Description: Using the sheer power of their chakra, a Jinchuuriki is capable of forming arms made of their Akuma's chakra. These arms can extend to 50 feet away, and are typically clawed, though the rest of the arm lacks joints, allowing it to bend in any direction. There is no limit to the number of arms other than the user's chakra, as this technique is instinctual and therefore does not require concentration. These arms move at a speed and strike with a force representative of the user's present Spirituality, and may burn on contact. The user can negate the burning effect at will. While these arms cannot perform handseals, the user can use jutsu that do not require them through the arms.
Cost: 50 to activate; 10 to maintain (per arm, Akuma Chakra Only)

Akuma Babunka [Demon Partial Transformation]
Rank: B
Requirements: Working relationship with Akuma
Description: The user can manifest part of their Akuma's full state, rather than the entire thing. This allows the user to use the benefits of that body part (such as wings or tails) without bringing on any side effects of a transformation. If a body part is transformed that is analogous to one on a human (such as an arm), the part will form over the user's arm. Otherwise, the body part will form where most appropriate.
Cost: 65 to activate; 30 to deactivate

A-Rank

Akuma Bunshin no Jutsu [Demon Clone Technique]
Rank: A
Description: The user creates a clone of their Akuma, up to half the size and power of the true Akuma in question. This clone is composed of the user's primary element, and may use any ability the Akuma has access to. This clone has access to half of the Akuma's chakra at the time of creation, and only one clone may exist at a time.
Limitations: This clone's size and power is based on how much chakra was used to create it relative to the Akuma's maximum chakra. This limitation cannot be removed.
Cost: Half of the Akuma's current chakra

Akuma no Chikara [Demon's Strength]
Rank: A
Requirements: 50 Strength
Description: Drawing on the raw power of their Akuma, the user takes up to 30% of their Akuma's Strength and Endurance attributes and add it to their own, causing their body seeming to swell and gain muscle mass.
Drawbacks: After use, the user will sore and exhausted, with the effect increasing in severity with every post it is maintained. If maintained pass 10 posts, the user will be rendered unconscious after the jutsu is released. This drawback cannot be removed, but can be extended to 15 posts.
Cost: 100 to activate ; 25 to maintain

Akuma Shougekiha [Demon Shockwave]
Rank: A
Requirements: Any Jinchuuriki Form active
Description: By roaring or waving one's arms, the Jinchuuriki or Akuma may create a large shockwave, manifesting as a blast of red chakra from one's mouth or as a wave of chakra following the motion of an arm. When used by a Jinchuuriki, this wave is powerful enough to break through the ground and launch opponents away within about 15 feet. Additionally, any jutsu that used less than 80 chakra are immediately dispersed on contact with this technique. When used by an Akuma, the shockwave can destroy buildings and crush those within 100 feet. Additionally, the chakra dispersal effect increases to any jutsu that used less than 120 chakra.
Cost: 80 (Jinchuuriki) ; 120 (Akuma)

Akuma Genjutsu Kai [Demon Genjutsu Release]
Rank: A
Requirements: Working relationship with Akuma
Description: When the Jinchuuriki is caught by a Genjutsu, the Akuma may use its chakra to break the host free of the Genjutsu, similar to Genjutsu Kai. Use of this technique follows the same rules as Genjutsu Kai, except for the following:
- It requires no handseals or focus on part of the user
- It takes the Akuma's Willpower into consideration for Genjutsu calculations, not the Jinchuuriki's
- This may break any rank Genjutsu
- This uses the Akuma's chakra
Cost: The cost of the Genjutsu being countered + the cost of any active side-effects + 5 chakra for the base effect and any active side effects

Oshiiru [Break in]
Rank: A
Requirements: Physical contact, willing Akuma
Description: After the proper handseals, the user places their hand on the head of another Jinchuuriki, forcing their way into the target's mental chamber. The target can resist this ability, but doing so renders them unconscious. This technique can only be used on a conscious target.
Weaknesses: Both are unable to move into the physical world
Drawbacks: While within the mental chamber, the opposing Akuma can attack the user if it can reach them; any damage taken in the Mental Chamber is inflicted to the user's real body.
Cost: 100

Watashi wa Oudesu [I Am The King]
Rank: A
Requirements: Must be the most powerful Jinchuuriki in the area, if not, must have defeated others in combat
Description: The user manifests a large, spectral form of their Akuma behind them, imposing a supernatural intimidation and fear. This effect is proportional to the user's relative power to those around them, and is felt less keenly by other Jinchuuriki, unless the user is also more powerful than that Jinchuuriki. Even a resisted effect imposes a gripping fear over the victim, however. This effect can be focused onto one target with eye contact instead, at which point, the effect is magnified, paralyzing a target with fear if the effect is not resisted by a more powerful target or by a Jinchuuriki.
Cost: 150

S-Rank

Akumadama [Demon Ball]
Rank: S
Requirements: Demon Mode Active
Description: The user gathers positive and negative chakra from their surroundings and focuses it into an incredibly dense sphere of purple and black chakra in front of their mouth. After this has been done, the ball can be launched in one of two ways. It can be fired in a spherical shape, in which case it is launched very quickly, has an incredible range, and detonates on impact, with an explosion that could level a small town. The second way it may be fired is by the Akuma swallowing the sphere, then calling it back up as a beam-like blast, with similar range as the spherical form, but striking everything on the way until it reaches its maximum range. In either case, the Akumadama is incredibly powerful, capable of destroying almost any defense that exists, and obliterating any object that gets struck by the blast. If multiple Akuma create Akumadama near each other, they may combine their attacks, multiplying the size and power of the blast by how many beasts made it.
Limitations: The technique takes a full post to form.
Cost: 500 (Akuma Chakra Only)

Kami no Himei [Scream of God]
Rank: S
Requirements: Charge time equivalent
Description: The user builds their chakra within their chest, drawing from their Akuma as well, before launching a beam of chakra and energy. Depending on their Akuma's powers and personality, each beam will look physically different. Additionally, the user can infuse any of their elements into the beam to change the elemental composition of the jutsu. The beam will take on attributes specific to each element. Depending on the charge the user can hold it for a short period of time up to numerous seconds. This blast can easily demolish a reinforced village wall.
Cost: 200

Mugen Kawaki [Endless Thirst]
Rank: S
Requirements: Chakra Absorption
Description: After performing a series of handseals, the user gains an aura around them within ten feet. This aura absorbs chakra on contact, taking 50 chakra per post from all within the area of effect. If the target's chakra is being enhanced by a secondary source, such as an Akuma, Sage Chakra, or Cursed Seal Chakra, this jutsu also absorbs 25 of that chakra in addition to the victim's own chakra. The user can choose to exclude a target from this jutsu's effect. This aura appears as a cloak of many smoking tentacles, of whatever color the user chooses.
Limitations: This technique does not give the user immunity from the negative side effects of absorbing Sage Chakra or Cursed Seal Chakra.
Cost: 150 to activate ; 30 to maintain

Shokudou [Cannibal]
Rank: S
Requirements: Oshiiru [Break In], Mugen Kawaki [Infinite Thirst]
Description: While Mugen Kawaki is active, the user will use Oshiiru on a target Jinchuuriki. If they successfully make it to the Mental Chamber, the user will then fight the Akuma inside the Mental Chamber. If the user fails to defeat the Akuma within six posts, the user will be expelled, and in addition to any wounds they may have received during the fight, they will be extremely exhausted, and will lose half of the chakra they had at the end of the fight. If successful, the opposing Akuma will be killed as their chakra is consumed by the user's Akuma, and the host will immediately suffer the effects of having lost an Akuma, as appropriate to the rank of the target Akuma. The user's maximum chakra will increase by 50 for every Akuma consumed by this method. The maintenance for Mugen Kawaki is temporarily put on hold while this technique is active. Any Akuma consumed by this method cannot reform, and is rendered considered permanently killed.
Weaknesses: The opposing Jinchuuriki may impede the user of this technique inside the Mental Chamber if they so choose, and can use their Jinchuuriki abilities alongside their Akuma in doing so.
Cost: 250

Tengoku no Iryoku [Heaven's Might]
Rank: S
Description: The Jinchuuriki actively focuses their Akuma's healing abilities on a severe wound, temporarily increasing the healing capability of the Akuma, such that entire limbs can be regenerated. The Jinchuuriki must be consciously focusing the healing abilities in order to apply this ability. The user can choose how quickly they regenerate, and need less chakra to regenerate slower.
Cost: 250 to regenerate within one post, 100 per post to regenerate over two posts, 60 per post to regenerate over three posts
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Cursed Seal Jutsu


C-Rank

Kyoufu [Fear]
Rank: C
Requirements: Any Cursed Seal State active
Description: The user simply allows his chakra to exude out more forcefully than normal. This creates an intense fear in animals near the user; those who haven't been trained will run away, and even pets and summonings will be very disturbed. This is a result of the creatures feeling the corrupted Natural Energy within the user's body.
Cost: 20 to activate; 5 to maintain

B-Rank

Juuin Chakra Tensou no Jutsu [Cursed Seal Chakra Transfer Technique]
Rank: B
Requirements: Access to Cursed Seal State 2
Description: The user may transfer any amount of their Cursed Seal chakra to another individual. If the individual does not possess a cursed seal, this is a painful process for the target, whose body will violently reject the chakra. If the individual DOES possess a cursed seal, however, this functions like the normal Chakra Transfer technique.
Cost: Determined by user (Cursed Seal Chakra Only)

A-Rank

Kuraidesu Jutsu [Darkened Technique]
Rank: A
Requirements: Cursed Seal State 2
Description: The user may apply this technique to any other non-Cursed Seal technique they own. By doubling the cost of the intended technique, the user may increase the jutsu's power significantly, up to five times the normal power. Techniques used with this technique take on a blackened hue, and if they make sound, the sound is altered to be more haunting.
Limitations: Varies by jutsu.
Weaknesses: Varies by jutsu.
Drawbacks: Varies by jutsu.
Cost: 2x the ordinary cost, in Cursed Seal Chakra
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Senjutsu


C-Rank

Senpou: Doubutsu Tanjou [Sage Art: Animal Creation]
Rank: C
Requirements: Imperfect Sage Mode
Description: After making the appropriate handseals the user opens their mouth and begins to create a number of small versions of their chosen summoning creature. The animals grow to their full size quickly once out of the user's mouth. The user is able to focus on a creature made with this jutsu and use its senses as though they were their own, this includes talking through them.
Limitations: 20 Creatures maximum
Drawbacks: Creatures created this way are as strong as natural animals of their species
Cost: 4 Sage Chakra per creature.

Senpou: Henkan [Sage Art: Transformation]
Rank: C
Requirements: Imperfect Sage Mode
Description: The Sage uses nature chakra to alter their own body in some way related to the summons who taught them, allowing them to add or remove traits associated with their Sage Animal. This can do anything from creating wings or adding claws to enhancing relevant senses.
Limitations: Only one change can be made per post, changes made using this jutsu cannot be removed while Sage mode remains active
Cost: 40 Sage Chakra

B-Rank

Senkumite [Sage Kata]
Rank: B
Requirements: Perfect Sage Mode active
Description: The user's Sage Chakra surrounds their body even as they're absorbing it. By taking control of this layer of chakra that, to anyone but a Sage, is invisible, the user can achieve great effects; the user can use it to coat their limbs, thus saving their body from damage during their strikes, or they can use it to invisibly extend the range of their strikes, making punches and kicks that seemingly missed actually hit. This chakra layer is about six inches thick.
Cost: 50 (Sage Chakra)

A-Rank

Senpou: Ryousei no Jutsu [Sage Art: Two Lives Technique]
Rank: A
Requirements: A summoned creature small enough to sit on one's shoulder (This jutsu may only be performed by a summoning that fits the requirement, and uses one of the summoning's jutsu slots. This CAN NOT be obtained by a human)
Description: Using this technique, a summoned creature may fuse itself to its summoner by sitting on the summoner's shoulder and remaining still. The summoned creature can then gather Sage Chakra for the summoner, provided they are the same species as the summoner's chosen Sage Mode. The summoned creature can gather Sage Chakra at a rate equal to half the summoner's ability to gather it, but gathering Sage Chakra in this way allows the summoner to fight while gaining chakra. Two summonings may be fused to one summoner at the same time, but both must have and use the technique on their own.
Limitations: No other jutsu may be used by the summoning while gathering Sage Chakra. However, the summoning does not need to be constantly gathering chakra, and may therefore contribute in other meaningful ways in combat by not gathering chakra. This limitation cannot be removed.
Weaknesses: Significant force can separate a summoner and his summoning. Additionally, this technique is impossible if the user possesses an Akuma or other significant, adversarial force within them. These weaknesses cannot be removed.
Cost: 100 to fuse; no maintenance (cost is made by the summoning performing the fusion)
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Celestial Gate Taijutsu


C-Rank

Koyubi Kougeki [Little Toe Attack]
Rank: C
Requirements: Any Gate Open
Description: The user delivers a very powerful downwards kick towards an opponent's foot. With enough of the Gates open, this is powerful enough to crush an opponent's foot, and can even damage titanic creatures enough to cripple them for the remainder of the fight.
Cost: 40

B-Rank

Omote Renge [Front Lotus]
Rank: B
Requirements: 2nd Gate Open ; Kage Buyou
Description: After opening the second Gate, the user kicks their opponent into the air and leaps after them using Kage Buyou. The user then restrains the opponent in midair and dives back to the ground while holding the target, slamming the opponent headfirst into the ground while rapidly rotating with enough force to shatter a concrete surface.
Drawbacks: This technique leaves the user feeling exhausted.
Cost: 65

Hitori Omote Renge [One-Man Front Lotus]
Rank: B
Requirements: 2nd Gate Open; Omote Renge
Description: The user rapidly spins through the air, creating a thin tornado around their body. They then dive headfirst into an opponent while moving at incredible speeds, rather than with the opponent as in Omote Renge.
Drawbacks: This technique leaves the user feeling exhausted.
Cost: 65

A-Rank

Ura Renge [Reverse Lotus]
Rank: A
Requirements: 3rd Gate Open; Omote Renge
Description: After opening the third gate, the user kicks the opponent into the air. Rather than restraining them as before, however, the user follows the opponent at high speeds, striking them again and again in midair as they user jumps past their body. After several of these strikes, the user hits the opponent with a simultaneously punch and kick, sending the body flying into the ground at inhuman speeds. Short of an incredible defense, this technique is almost always fatal.
Drawbacks: This technique closes the 3rd Gate and forces the user to deal with the side effects.
Cost: 105

Asa Kujaku [Morning Peacock]
Rank: A
Requirements: 6th Gate Open
Description: The user kicks the opponent into the air with enough force that the friction from the air ignites the user's leg for a few seconds. The user then jumps into the air in a distinctive stance and begins punching the enemy repeatedly. The punches are so fast, they are set ablaze by sheer speed and friction, which in turn creates a peacock-like fan of flames around the opponent. Once the attack is finished, the enemy will be sent crashing back to the ground, covered with the attack's flames.
Drawbacks: The user's hands will be burned and severely bruised after use.
Cost: 110

S-Rank

Hirudora [Daytime Tiger]
Rank: S
Requirements: 7th Gate Open ; Asa Kujaku
Description: After opening the 7th Gate, the user places a palm facing forward in front of their face and taps it with his other hand, formed into a fist. This creates a massive amount of air pressure in the area. Following this, the user forms a unique handseal shaped like a tiger's head and thrusts it forward, leaving a massive tiger-head impression in the air pressure surrounding the user. As it moves towards its target, the tiger's head compresses smaller and smaller, until it is compressed to a single point. Upon colliding with an object after being compressed, the air pressure detonates, creating a massive explosion that can be felt miles away. It is worth noting that, while chakra is used to aid the user in striking fast enough to create the air pressure, there is no actual chakra within the tiger head; techniques that sense for that or attack another technique's chakra are useless against this taijutsu.
Cost: 175

Sekizou [Evening Elephant]
Rank: S
Requirements: 8th Gate Open ; Hirudora
Description: The user launches a series of 5 incredibly fast, incredibly powerful punches, with each strike faster and stronger than the one before; even the first punch is powerful enough to create a massive tunnel in the ground. The strikes are delivered so quickly that it creates a vacuum of pressurized air around the user resembling an elephant's foot with each punch. There is not a material on earth that can withstand all five hits.
Cost: 200

Yaryuu [Night Dragon] *
Rank: S
Requirements: 8th Gate Open ; Sekizou
Description: The user expels every last bit of chakra from their body, which takes on a burning red aura in the shape of a dragon. The user then dashes forward at such an incredible speed that space between the user and the target distorts and bends, allowing the user to completely bypass any defenses, attacks, or walls put in his way, as well as shortening the distance between the user and their target. The user then delivers a kick that carries such force that it is capable of obliterating anything it strikes, carving a 3 foot wide hole in whatever is unfortunate enough to be struck; it also creates a devastating linear shockwave in a line directly back from the kick, delivering similar damage to anything directly behind the target for up to a mile away.

*While the technique takes the form of a dragon, it is not unheard of to replace the word dragon with the user's name, symbolizing that the user has "become" the dragon.

Drawbacks: Use of this technique completely shatters every bone in the user's leg. Additionally, when this technique is used, the 8th Gate will close, forcing the user to immediately undergo the side-effects of the Gate. These drawbacks cannot be removed in any way.
Cost: All remaining Chakra
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