Custom Clan's Jutsu Submission

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Crutch Kaguya

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Re: Custom Clan's Jutsu

(Arashi no Uta) Song of Storms
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-40 for each time a sub-song is used)
Damage: N/A (+20 for Kiyoshi Techniques)
Description: The Song of Storms is a sacred technique used by those who have gained true understanding of the Kiyoshi Arts. This technique requires fine balance between the Pure Energy within one's soul and the Pure Energy that resides in all living and non-living things according to Kiyoshi philosophy. It is thought that this technique was created for those who had truly mastered the ability to extract Pure Energy from the environment with the use of Energy Swamp. But unlike Energy Swamp, Song of Storms utilizes dynamic manipulation of pure energy to maintain a constant state of motion. The user will manipulate the pure energy in the air to condense the energy into clouds. From these clouds small drops of pure energy begin raining down throughout the entire battlefield. The user will simultaneously extract pure energy from the ground creating a swamp of pure energy beneath them. The sky and ground act as two parts of a cycle that the user manipulates to create a self-sustaining storm. The technique itself cannot be stopped even by the user once it is started as the pure energy will obey LeChatelier's Principle and continue to undo any change attempted on it. The pure energy that rains down from the sky floods the ground, and the pure energy that forms on the ground is slowly moved into the sky to replenish the clouds so that more energy can rain down. Because the pure energy is self-sustaining, any attempts to blow away the pure energy clouds in the sky will only fail because the energy can simply recreate the clouds instantly. The pure energy will rain down from the sky in massive amounts and with great force. The rain drops are so numerous that the vision of opponents that are two ranks below the user of the technique will be hindered so that they will have no visibility of their surroundings. Opponents that are the same/one rank below the user will maintain a certain degree of their vision and can still perceive the movements of the user but cannot track small objects which become lost in the blur of raindrops. The user can utilize the pure energy in the environment and manipulate it with Greater Energy Pulse or Universal Song at greater levels. Kiyoshi Arts will gain additional power and the user will be able to manipulate the energy faster and more freely. The user can only manipulate energy rain drops that are short range from the user for defensive uses but cannot use energy raindrops around the opponent to attack; the user can manipulate the energy in the swamp and clouds at any range.

The Song of Storms further allows the user to manipulate pure energy to mimic phenomenons in nature in the form of animals. The animals created by these technique are advanced in nature and act almost as the user's avatar. The user is able to control the exact actions and movements of the animals to a great extent, and can even use the animals as mediums for other Kiyoshi Arts. There are five different ways to use the storm; each way personifies one of the five natural elements. Each of the specific songs that the Song of Storms can produce is considered to be a usage of a technique in itself and counts of one move. The user may only have one of the Song of Storms active at a time. If the user wishes to change to another song, it will cost the user one of his moves per turn. Once a specific song has been activated, the song remains active until the user changes songs or the main technique itself ends. If one of the creatures created by one of the individual songs is destroyed by an opponent's technique or the user's will, the user can rapidly regenerate the creature at the cost of one of his moves per turn. This technique requires an enormous amount of focus and the user becomes unable to perform Ninjutsu and Genjutsu, and cannot mold elemental chakra for all elements while this technique is active.

Ballad of the Wind Fish: The user will cause the rain of pure energy in the environment to quickly start taking the form of three large birds (each bird is a fourth the size of Pain's Bird summon). The birds can release gusts of pure energy that form strong cyclones toward the opponent. While the user is using the Ballad of the Wind Fish, all their pure energy attacks will be sharpened and gain incredible slicing power. The pure energy can even slice through the hardest of metals. The birds can each be individually controlled but only one bird can be used to attack with cyclones at a time. The user can use the other birds to defend or for supplementary purposes such as riding on their backs. The user can also attack the opponent with all the birds at the same time. The bird will surround the opponent and fly around them in a circle. The birds will transform into a cyclone that then converges on the opponent trapped within.

Serenade of Water: The user will manipulate the pure energy in the swamp below their feet to shape the pure energy into a school of hundreds of medium-sized fishes (about the size of a tuna). The fishes of pure energy will swarm through the pure energy and will begin to jump out of the swamp. The flying fish will bombard the opponent and constantly slam into them. The fish after making contact with the opponent will explode releasing the pure energy in them causing blunt damage. All the fish will flow toward the opponent and create a continuous stream of small pure energy explosions that work together to result in a large wall of pure energy blasts that can cause large amounts of destruction. The pure energy attacks of the user will be much more fluid and will move like water.

Prelude of Lightning: The user will manipulate the pure energy in the clouds and unlike the previous songs, the user will condense the pure energy into one structure, a large eel (half the size of Hashirama's Wood Dragon). The user will make the pure energy much more chaotic than the other songs causing it to give off a much wilder aura. The user will cause sharp bolts of energy to jump off from the eel to strike the surroundings areas. The user can manipulate the eel to come down from the sky and strike the opponent from above with great speeds, or the eel can also be used for supplementary purposes such as being ridden or used to defend. The pure energy attacks of the user will become sharper being able to cut through the hardest of metals and also gain numbing properties.

Bolero of Fire: The user will harness both the pure energy from the lake and the rain to create a large lion (twice the size of an ordinary lion). The lion's mane will give off a fiery aura and the pure energy will have a very abrasive texture. The abrasive texture of the lions mane is strong enough to almost feel like fire. Anything that makes contact with the lion will experience extreme abrasion either causing deep burning sensations on flesh or immediate erosion that can turn earth and even metals into dust. The pure energy attacks of the user will also gain these characteristics. The user can cause the lion to explode releasing its abrasive energy to leave anything within short-range of it will be eroded into dust.

Goron Lullaby: The user will manipulate the pure energy from only the lake of energy to cause a large bear-like creature to be form from it (twice the size of a normal bear). The bear is made with incredibly dense pure energy. The energy is so dense that the bear almost seems like a completely physical creature, and not one of energy. The bear can be used to perform feats of pure physical strength and can even be used for supplementary purposes such as being ridden by the user. The bear is capable of releasing shock waves of pure energy from its palms so that it is able to destroy solid structures. The bear can explode and release its dense energy. The explosion crushes everything within short range of the bear even causing the air to become heavy. The user's pure energy will become much more dense, almost seeming like earth, and possess great brute force.

Restrictions:
- The Song of Storms can only be used twice per battle and lasts four turns. When the technique ends, the rain of energy will stop but the lake of energy will remain on the ground.
- The user must be at least General rank in the Kiyoshi clan, and must have Greater Energy Pulse or Universal Song active for at least one turn before the usage of this technique.
- The user may not use any Kiyoshi techniques on the turn after this technique ends, and the user must wait two turns before this technique can be reused.


(Seishin no Kurenjingu) Cleansing of Spirit
Rank: D-S
Type: Supplementary
Range: Short-Long
Chakra cost: 5-40
Damage: N/A (+10 for Kiyoshi Techniques)
Description: The Cleansing of Spirit is an ability that can only be used by those who have cleansed their spirit of the material world and have gained understanding of their spiritual purpose. Those with cleansed spirits can utilize this technique to express their spirit in the form of the purest pulsations of pure energy. This technique requires this purity of spirit because unlike other impure pulsations created through other forms of energy, the pulsations created by this technique are retained within the user's being with only the precussions of the pulsations being released externally. The pulsations created through the use of this technique are very unique in that there is no physical component to the pulsations; these pulsations instead represent the flow of the user's very spirit being carried by the pure energy. As such, these type of pulsations can only be used from the user's body, and cannot be created from pure energy sources extracted from nature. This technique can also be considered unique because it known to only affect the spirit of an individual. Unlike other techniques that affect the mind or the body, this technique draws power from one's very source of life. Thus when this technique is used, the user can transcend past the bodily limitations of their body and the human barriers of mind, and enter a realm of spirituality. This technique can be considered to take away the mental and physical strains of the user, and allow the user to act using only their spiritual instinct and clarity. These changes brought forth by the technique are all internal and do not actually change the opponent's bodily state in the world. The user's body is still confined to the limits of the physical world and cannot perform physical actions that it was not previously capable of performing. The user's spirit on the other hand can acheive much higher levels of action. The user begins to act based on how their spirit guides them. The user no longer has to worry about mental strains, thus allowing their actions to be much more fluid as they simply respond by utilizing all their basic instincts that they would need to focus on when they are thinking, which now come passively. But the cost of cleansing one's spirit comes steep. Because the user's spirit has been cleansed, though the user's mental and physical capabalities have not been weakened, the user has shelved those aspects of their thought away so that they can focus on their spiritual aspect. Thus the user becomes no longer able to use mental techniques such as Genjutsu, and without being able to use the physical aspect of their energy the user becomes unable to use Ninjutsu or mold elements as well.

Kurenjingu Tenohira - The Cleansing Palm: This is the first and most basic form of the cleansing pulsations. This usage of the pulsations requires the user to maintain an open palm and thrust their palm in the direction of their choice. The user will cause pulsations of pure energy to focus around their palm, and instead of the pulsations being directly released, the pulsations strike the pure energy that is naturally in the air to create a direct path of pure energy in which the user's spirit can flow. The user's spirit will then flow through the created path and can be seen as the color that represent's their spirit which will vary among users. The technique is the purest form of pulsations and thus carries no explosive properities and is purely dispersive. When the pulsations come in contact with an opponent's energy based technique, the spirit pulsations will spread within the technique and essentially cause it to disperse as it is purified. The pulsations are incapable of stopping physical techniques such as earth that are already in motion such as a boulder being throw toward the user, but can be used to stop techniques that require constant manipulation of the earth such as a earth dragon. Because this is a purely spirtual technique, it will not cause any physical damage on the opponent, but will affect the opponent's spirit. The opponent will be drained of their willpower to fight, and will lose the ability to use S-rank and above techniques for the next turn. The opponent will also become unable to use power up techniques of any kind for the next two turns.

Kurenjingukōru - The Cleansing Call: This is the second and most advanced form of cleansing pulsations. These cleansing pulsations are not meant to cleanse a technique but they are meant to cleanse the opponent by using the pure nature of the user's own spirit. The user will raise both their palms and hold them facing the opponent. The user then releases a wide range of pulsations from both their palms that will create an open spherical area of pure energy around the opponent that the user's spirit can flow into (this uses the user's spirit and pure energy, it is not considered normal chakra). The user's spirit will focus on cleansing the opponent's spirit of essentially anything that has altered it. This is useful because by resetting the opponent's spirit, the user can eliminate the usage of techniques that require the opponent to use their emotions, or cause the opponent to inadvertantly cancel out any and all techniques that they were using to power themselves up.

Kiyome Tamashī - The Cleansed Soul: This is the third technique in which the cleansing pulsations will automatically flow through the user's body when the opponent attempts to manipulate the opponent's mind or spirit through any means. The cleansing pulses will purify the user of any external energy sources or external manipulations and will erase it from their system. This will happen passively allowing the user to use other pure energy based attacks as this happens because the user is already able to sense the presence of foreign energy in their body, and the user's spiritual instincts will autmoatically respond to the foreign energy. The user is also capable of willingly choosing not the cause their spirit to interfere if they wish.

Restrictions:
- The Cleansing of Spirit is the core technique which can only be used twice per battle and lasts four turns. Usage of each of the sub-cleansing techniques will cost a move. The user may use The Cleansing Palm without limit because it is the basic technique that comes with The Cleansing of Spirit, and is an important combat skill for those whose spirit has ascended into the spiritual realm. The Cleansing Call and The Cleansed Soul can only be used twice each per battle, the user can use each one once the first time the technique is used, and once the second time the technique is used. If the user uses one of these two sub-songs then the user cannot use that same sub-cleansing skill for two turns, but is free to use the other sub-cleansing skill. The user cannot use any other sub-cleansing skill on the same turn as The Cleansing Call or The Cleansed Soul, and on the following turn can only use The Cleansing Palm at A-rank strength.
- The user must be at least General rank in the Kiyoshi clan, and must have Greater Energy Pulse or Universal Song active for at least one turn before the usage of this technique.
- The user may not use any Kiyoshi techniques on the turn after this technique ends, and the user must wait two turns before this technique can be reused.


(Satori) Enlightenment
Rank: Forbidden
Type: Supplementary
Range: All Ranges
Chakra cost: 100 (-40 per turn active)
Damage: 40 for each attack, +25 for all Kiyoshi manipulations
Description: Enlightenment is one of the final techniques that can be learned by Kiyoshi. The usage of this technique relies on the core Kiyoshi philosophy that all living and non-living things possess pure energy. The user of this technique uses their spirit to communicate with this pure energy on a spiritual level. As such, the user of this technique doesn't actually control the pure energy that results from this technique, but the pure energy understands the user's intentions and acts accordingly in symbiosis with the user. Enlightenment works through the user's spirit communicating with the pure energy and allowing the pure energy to use the user's body as a host. The pure energy from the environment continously enters the user's chakra network. The user's body begins resonating with pure energy but the pure energy doesn't escape the user's body but almost stabilizes around the user. The strain that maintaining the stabilized form causes prevents the user from using Ninjutsu or Genjutsu, and interestingly enough, the user also loses the ability to use Kiyoshi techniques other than Greater Energy Pulse. The pure energy will react to the user's spirit and will stabilize into a structure that matches the user's spirit. When this technique is used by Son Gohan Kiyoshi the pure energy stabilizes to the form of the Goddess Amaterasu.

The Goddess Amaterasu is ten meters tall and is composed of pure energy that covers the user's entire body. Amaterasu literally manifests from inside the user's body thus the user can never be removed from her. Because the pure energy radiates nature itself, the structure is able to possess unique vivid colors. In her left arm she wields a sword and in her right arm she holds a shield (if used by another Kiyoshi, though the structure may vary, it too will have an object in each arm). Each object represents the user's spirit, and both the sword and the shield represent any two the user's elements. The user cannot actually use techniques of those elements and cannot use any other elements, but because the pure energy is reacting to the user's very soul, it will draw out those two elements (this is considered to be the ultimate usage of Ride of Spring: Five Seasons) and materialize each and put one into the sword and one into the shield. Pure energy resulting from either the shield or the sword will have all the properties of that respective element. Each time pure energy from the sword or shield is used, it counts as one of the user's moves per turn. Because the user does not manipulate the pure energy using their will, but communicates with the pure energy and guides the pure energy of the whole structure with his spirit, the pure energy moves much faster and with more creativity than before. The user's regular pure energy manipulations also have increased pulsing effects and greater power. The user can use the sword and the shield at Forbidden-rank manipulation only three times total during the duration of this technique, if it is used a third time, the technique immediately ends. Amaterasu offers complete B-rank chakra based attacks and physical attacks, but techniques above that will hit the user at full force.

Restrictions:
- The user can only use Enlightenment once per battle and lasts six turns. Because the pure energy manifests itself around the user and acts according to the user's spirit, once the technique is started, it cannot be stopped or manipulated through external interference. But it can be overpowered if the user is forced to take the full brunt of a Forbidden-rank technique.
- The user must be at least Master rank in the Kiyoshi clan, and must have Greater Energy Pulse active for at least three turns before the usage of this technique. The user also cannot have used any other Kiyoshi techniques on the turn before this techinque is used.
- While this technique is active, the user cannot use Ninjutsu, Genjutsu, and can't mold elements (except the two materialized by the sword and shield, but the user cannot use techniques of those elements). The user cannot change the elements manifested in the shield and the sword after the technique has begun. While this technique is active the user cannot use any other techniques, even other Kiyoshi techniques.
- Once the technique ends, the user cannot use Kiyoshi techniques for three turns and loses all Kiyoshi abilities for those three turns (pure energy sensing, etc.). The user also cannot use Ninjutsu or Genjutsu, or mold elements for two turns after the technique ends.
- The user loses the ability to use the two manifested elements for the remainder of the battle.
- Even if the user cancels the technique early, the user will feel all the drawbacks.

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 All Pending  As per the rules, I need the clan head's opinion on these before I can check them.
 
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Re: Custom Clan's & Group's Jutsu

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 which takes 3-4 seconds, the user is able to detect shifts in nearby air through his paws as the vibrating paws momentarily synchronizes with the air mid-range from it thus the user is able to sense movement in the air mid-range from him.
This also corrects the weakness of the paw. After rigorous research and practice, bartholomew clan leaders now find a way to go beyond their paw's weaknesses whereby making this modification thus with this, they negate the paw's weakness being unable to repel intangible elements such as fire, lightning and wind 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 once
-Lasts for 5 turns
-After mode ends, user can't use paws for 2 turns
-Can only sense movement/changes in air upto mid-range
-only accessible to bartholomew legends

Nykyu Nykyu no Mi: Hara no Tsuihou - Paw Paw Arts: Belly of the Forsaken
Rank: Forbidden
Type: Defense/Offense
Range: Short
Chakra: 50
Damage: N/A(+90 for direct impact with opponent)
Description: The user simply places his paws together and pushes them against each other then gradually separates the paw from themselves until his arms are outstretched that he would now be forming a cross when he is viewed from afar. As he separates his arms, a green bubble that is in the shape of a spherical paw is formed which increases in size as the paws separate from each other so that the user is completely submerged and at the center of the air bubble(3m radius) the moment his arms are completely outstretched right and left. The bubble can't be seen by the naked eyes but doujutsus while the time between repelling both paws and stretching the hands apart is extremely fast, the bubble repels anything including chakra, energy and matter as a whole towards the direction whence it came at twice the speed. Its like sending an attack that takes 2sec to touch the bubble, it would then only take a sec to be sent back to its point of initial projection.
This also applies to physical being so that, an opponent that touches the bubble receives an enormous force/push able to repel him on a straight line into long range or depending on the direction/angle of his impact. Note that because the bubble repels even chakra, the user can't use any jutsu while in the bubble (except self induced jutsus, meaning he can use any as long as it is inside the bubble).
Note:
++Can only be used once and lasts for 5 turns
++Bubble will disperse off after taking impact from 2 F-rank techs
++User receives strain damage and would be unable to use his paws for 2 turns after bubble disperses
++User can only use one more F-rank Paw art for the rest of the match
++User takes +20 damage when bubble is prematurely dispersed(from above restriction) and still +10 damage if he disperses it himself or after its expiry.
++User can't use other F-rank technique for 2 turns after technique disperses
++The bubble can only be seen by doujutsus and sensors can only sense there is an aura of chakra therewith
++Can only be used by Bartholomew legends


++++++

Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/attack/Defense
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description:Their are 2 variations of this technique where the first would be:
¤User would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness) and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out the person, containing all the Fear, fatigue and foreign chakra thus while instantly gaining freedom from some jutsus(Genjutsu, sakki and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 3 turns.
Unlike the second variation, this cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
¤The second variation is when Bartholomew legends will put their hand on themselves or their comrade and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) there would be a massive blast that would/may affect everything caught in its 5m radius(equivalent to S-rank chakra air blast) including the terrain, in-case of land rendering it infertile for plant growth.
++Note++
1st variant:
~Useable only 3 times per match
~2 turns in between usage
~Cannot be used to push out pain and enormous fatigue(exhaustion)
2nd Variant:
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in
contact with it, depending on the bubbles size, it will explode.
~No Forbidden Paw jutsu for the next 3 turns which after then only 1 forbidden paw arts can be used for the duration of the match.
~the second variant can only be used by Bartholomew legends



Paw Paw Arts: Lucifer's Stomp (Nykyu Nykyuno Mi: Lucifer-Inshou)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra Cost: 70
Damage Point: 140(+40 to User)
Description: This jutsu is counted as forbidden due to its foul nature and its name goes against the pride of the clan. It is said that this technique was once used to sink an entire Island below sea level.
The user after 2 turns of preparation(where they won't use any paw arts), smears blood upon their paws, places both his hands against the ground and repels it 3 times with enormous strength where then a very powerful and invisible air pressure would descend upon the earth with its tiny epicenter where the user would be, unaffected. The pressure would descend upon the ground spanning an area up to the size of a small island, without any notice or sign except for doujutsus who would notice the concentration of air while it descend, however it can only be defended with space-time technique or absolute defenses(the likes of gaara's sand that responds on its own) or extremely fast defenses. The pressure would create a wide and deep crater(15m deep) in the shape of a paw but with a small circular space in the middle which is unaffected and occupies the user. While everything spanning the area of impact is obliterated, the user would also receive a great damage and sacrifices his paws in the process which he'll be unable to gain access to it for 5 good turns.
++Note++
-Useable only once per conflict
-no other jutsu can be used the same turn this is used.
-Takes 2 turns to prepare where no paw arts can be used.
-User receives +40 Damage and won't be able to use his paws for the next 5 turns
-No S-rank and above jutsu for the next 2 turns


Paw Paw Arts: Jet Push (Nykyu Nykyu no Mi: Pulsus Funsha)
Rank: C
Type: Sup
Range: N/A
Chakra Cost: 15(+5 per turn active)
Damage: N/A
Description: A Bartholomew clan member would push continuously at a very fast pace from both of the paws the air around them. Depending on how both their hands are placed(they must be parallel to each other and aligned in a good symetry), they would use their paws the way a jet pack is used. They would gain flight vertically into mid-air when their paws is facing vertically downwards and they can push forward or backwards and manouvre in mid-air just by tilting their paws in the opposite direction of where they want to move to, also the speed at which they move while using this can be compared to Lee's without his weight but is still trackable by normal eyes.
However the downside to this is that they can't use other paw-arts while using this as their paws is busy.
||All Declined|| Removing sensing in the first, de-power the third, I don't see the point in the resubmission as it's essentially two techniques in one. The fourth doesn't need to do 140 points of damage. The last is pointless. The second is just a no.


I am now the Leader of the Bartholomew clan which is bestowed here
-Removed sensing

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 which takes 3-4 seconds, This corrects the weakness of the paw. After rigorous research and practice, bartholomew clan leaders now find a way to go beyond their paw's weaknesses whereby making this modification thus with this, they negate the paw's weakness being 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 once
-Lasts for 4 turns
-After mode ends, user can't use paws for 2 turns
-only accessible to bartholomew legends
||Approved|| Removed Wind from the list for good measure.



Nykyu Nykyu no Mi: Hara no Tsuihou - Paw Paw Arts: Belly of the Forsaken
Rank: Forbidden
Type: Defense/Offense
Range: Short
Chakra: 50
Damage: N/A(+80 for direct impact with opponent)
Description: The user simply places his paws together and pushes them against each other then gradually separates the paw from themselves until his arms are outstretched that he would now be forming a cross when he is viewed from afar. As he separates his arms, a green bubble that is in the shape of a spherical paw is formed which increases in size as the paws separate from each other so that the user is completely submerged and at the center of the air bubble(3m radius) the moment his arms are completely outstretched right and left. The bubble can be seen by the naked eyes just like the bubble of "ursus shock" while the time between repelling both paws and stretching the hands apart is moderately fast, the bubble repels Ninjutsu including chakra and energy towards the direction whence it came at the same speed which it came. Its like sending an attack that takes 2sec to touch the bubble, it would take also 2 sec to be sent back to its point of initial projection.
This also applies to physical being so that, an opponent that touches the bubble receives an enormous force/push able to repel him on a straight line into long range or depending on the direction/angle of his impact. Note that because the bubble repels even chakra, the user can't use any jutsu while in the bubble (except self induced jutsus, meaning he can use any as long as it is inside the bubble since chakra also can't be projected outwards of the bubble).
Note:
++Can only be used once and lasts for 4 turns
++User receives strain damage and would be unable to use his paws for 2 turns after bubble disperses
++User can only use one more F-rank Paw art for the rest of the match
++User takes +30 damage when bubble is prematurely dispersed(from above restriction) and still +20 damage if he disperses it himself or after its expiry.
++User can't use other F-rank technique for 2 turns after technique disperses
++Can only be used by Bartholomew legends



++++++
seeing this is the same mode of execution where you push out something out from yourseelf, so the idea behind this is to upgrade this to do something less and thus partly assessible to non-bartholomew legends. de-powered it by reducing the affects in bold.
||Declined||As previously stated, this is a no-go.



Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/attack/Defense
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Their are 2 variations of this technique where the first would be:
¤User would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness) and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out the person, containing all the Fear, fatigue and foreign chakra thus while instantly gaining freedom from some jutsus(Genjutsu, sakki and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 2 turns.
Unlike the second variation, this cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
¤The second variation is when Bartholomew legends will put their hand on themselves or their comrade and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) there would be a massive blast that would/may affect everything caught in its 5m radius(equivalent to S-rank chakra air blast) including the terrain, in-case of land rendering it infertile for plant growth.
++Note++
1st variant:
~Useable only 2 times per match
~2 turns in between usage
~Cannot be used to push out pain and enormous fatigue(exhaustion)
2nd Variant:
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in
contact with it, depending on the bubbles size, it will explode.
~No Forbidden Paw jutsu for the next 3 turns which after then only 1 forbidden paw arts can be used for the duration of the match.
~the second variant can only be used by Bartholomew legends
||Declined||Remove the second variation altogether.



Paw Paw Arts: Lucifer's Stomp (Nykyu Nykyuno Mi: Lucifer-Inshou)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra Cost: 50
Damage Point: 90(+40 to User)
Description: This jutsu is counted as forbidden due to its foul nature and its name goes against the pride of the clan. It is said that this technique was once used to sink an entire Island below sea level.
The user after 2 turns of preparation(where they won't use any paw arts), smears blood upon their paws, places both his hands against the ground and repels it 3 times with enormous strength where then a very powerful and invisible air pressure would descend upon the earth with its tiny epicenter where the user would be, unaffected. The pressure would descend upon the ground spanning an area up to the size of a small island, without any notice or sign except for doujutsus who would notice the concentration of air while it descend, however it can only be defended with space-time technique or absolute defenses(the likes of gaara's sand that responds on its own) or extremely fast defenses. The pressure would create a wide and deep crater(15m deep) in the shape of a paw but with a small circular space in the middle which is unaffected and occupies the user. While everything spanning the area of impact is obliterated, the user would also receive a great damage and sacrifices his paws in the process which he'll be unable to gain access to it for 5 good turns.
++Note++
-Useable only once per conflict
-no other jutsu can be used the same turn this is used.
-Takes 2 turns to prepare where no paw arts can be used.
-User receives +40 Damage and won't be able to use his paws for the next 5 turns
-No S-rank and above jutsu for the next 2 turns
||Declined|| Absolutely not to the bold.
 
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Re: Custom Clan's & Group's Jutsu

Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:
Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.
Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. It clears any mental cleansing or boosting techniques cast before and makes the enemy release techniques such as Sage Mode, EIG, Susanoo, etc that he might have used to boost himself. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu transformations, although if the target has fully transformed, the transformation will revert but the target will not suffer from the immediate "loss" restriction or any negative effects. Once the effect ends, the enemy immediately recovers.
Note: Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
Note: Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
Note: Cannot use Force related techniques in the same and next turn.
Note: Grand Masters can use both abilities but only one application per battle.
Note: The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka techniques.

||Pending||
Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:
Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.
Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, appropriate dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. As the target descends into the despair filled pit that is the Sith's maniacal mental games, the lack of focus and will sustain them clears any mental cleansing or boosting techniques cast before by the target and makes him release techniques such as Sage Mode, EIG, Susanoo, clones, etc that he might have used to boost himself or other he might otherwise currently have active. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu chakra cloaks and incomplete transformations. Once the effect ends, the enemy immediately recovers. Restriction-wise, the target will suffer any effect he might have suffered had he released the technique himself, on his own free will. Due to the nature of the technique, the user is unable to differenciate from friends or foes while using will bend and will effectively do the same effect to nearby allies, summons or even his clones, dispersing them.
Note: Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
Note: Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
Note: Cannot use Force related techniques in the same and next turn.
Note: Grand Masters can use both abilities but only one application per battle.
Note: The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka techniques.
||Approved||
 
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1. Nekura Secret Jutsu: The Empty Nothingness of Keigoku | Nekura Ichizoku Hijutsu: Wuji no Keigoku
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: N/A / 80 (-20 to user)
Description: Based on Taoist concepts of Yin, Yang, and the force that gave birth to the two, Wuji (or Nothingness), the user starts by channeling Keigoku within a portal, gathering a very large amount into a compact shape, such a great amount that it appears extremely dark purple, nearly black. As the Keigoku is channeled, which takes next to no time, the user uses an inverted form of the Drain (a passive ability of the Nekura Clan to drain chakra from enemies to strengthen theirselves and to drain chakra from jutsus through the form of the Tranquil Demon of Pacifism). As he does this, he also uses his yin and yang affinities to channel either both or a single aspect into the shape, causing different effects depending on which is utilized alongside this. As all of this happens within the portal before it is created, the only way it can be sensed is through Doujutsu and sensory users using said abilities. As the portal is opened however, the user exerts control over the shape, targetting it at either a jutsu or an enemy. Upon contact with a jutsu, depending on the ratio of yin to yang, one of three effects take place, listed below (names are just listed for sake of clarity between the effects created) :
¤ Way of Nothingness 1: Being | Wuji no Hado: Shi
If the yin aspect is significantly higher than yang, due to yin being the release associated with spiritual properties and creation, it mixes with the equally corrupting and deteriotating properties of Keigoku and spreads through the jutsu, corrupting the creation and causing it to become "erased", for lack of better word. Said chakra of the jutsu will still be there, just no longer with form or motion (i.e. if a fire jutsu is used, the fire itself will dissipate whereas the chakra and properties of fire chakra, i.e. hot, unpredictable, and wide spreading, will be present still and if the user were to come in contact with said chakra, it'd cause the same effect being hit with the chakra enhanced fire would cause. Basically, the form and shape manipulation is lost and the chakra is reverted to it's rawest form yet still as dangerous)
¤ Way of Nothingness 2: Nonbeing | Wuji no Hado: Fei
If the yang aspect is significantly higher than yin, due to yang being the release associated with physical properties as well as life, it blends with the equally corrupting nature of Keigoku in a different way, creating a much denser and more corporeal sentient form of Keigoku, allowing it to combat any jutsu it is facing, stopping it full force and deteriotating the said jutsu's physical form from the spread of "living" Keigoku corrupting the enemy's chakra source within the jutsu it is facing. The form and shape would still be there, just completely devoid of chakra and somewhat weaker due to this (i.e. if a fire jutsu is targeted, the fire itself would remain as the chakra empowering it is deteriotated and "erased" and the element would be in it's rawest form in nature, devoid of chakra but the form still present, i.e. a fireball would remain a burst of fire shaped into a ball, but now devoid of chakra and as such, it'd be weaker yet still effective should the user come in contact with it)
¤ Way of Nothingness 3: Being and Nonbeing| Wuji no Hado: Shifei
If both yin and yang are found in equal portions, the Keigoku mixes with the yin and yang aspects and properties, using the joint abilities of creation and life granting properties to create a sentient corosive form of Keigoku that completely deteriotates chakra through the corruption of it's corporeal form and the sentient Keigoku spreading through the jutsu, deteriotating the jutsu due to the Drain depleting the chakra source within it, effectively "erasing" the jutsu from existance at the sake of the user's own vitality (i.e. both the chakra and said jutsu's form/shape both are deteriotated from existence at the sake of the user's own health and energy.

The user is also able to use this jutsu on sentient targets to a lesser, but more dangerous, extent:

¤ Way of Nothingness 4: Action | Wuji no Hado: Wu
If the higher yin (and therefore, spiritual) aspect is used alongside Keigoku on a human target, it causes characteristic mental pain and begins to drain an enemy of a chakra source, though not completely, instead cutting their chakra pool in half from the lowering of the physical aspects of chakra, through the high contents of Spiritual energies (yin chakras are increased due to the high contents of yin within the Keigoku). This inadverently raises the enemy's resistance to genjutsu and likewise increase the power of their genjutsus and spiritual powers by +1 rank at the sake of lowering their taijutsus and physical powers by -1 rank as well as making the body more suscepitable to taijutsu and physical damage.
¤ Way of Nothingness 5: Nonaction | Wuji no Hado: Wei
If the higher yang (and therefore, physical) aspect is used alongside Keigoku on a human target, it causes characteristis mental pain and begins to drain an enemy of a chakra source, though not completely, instead cutting their chakra pool in half from the lowering of the spiritual aspects of chakra, through the high contents of Physical energies (yang chakras are increased due to high contents of yang within the Keigoku). This inadvertently raises the enemy's resistance to taijutsu and likewise increases the power of their taijutsu and physical powers by +1 rank at the sake of lowering their spiritual powers and genjutsu by -1 rank as well as making the body more suscepitable to mental damage.
¤ Way of Nothingness 6: Action and Nonaction | Wuji no Hado: Wu-Wei
If equal portions of both yin and yang are found, the Keigoku mixes with the yin and yang aspects and properties, using the joint abilities of creation and life granting properties to create a sentient corrosive form of Keigoku that works as an inverted version of the Drain, used in the same way the Tranquil Demon of Pacifism uses it, aimed at a living target instead, draining them of chakra, negating the ability to use any chakra based for one turn as well as causing characteristic mental agony. Due to the perfect blend of yin and yang chakra (the same chakras that created the 10,000 things) within the Keigoku, it causes it to become more or less a near perfect manifestation of juubi chakra, taking on any corporeal form the user wishes, albeit within reason and proportionate to the user's rank within the clan.

Furthermore, given the destructive nature of Keigoku and the dangers of having unstable yin to yang ratios, it causes reanimated corpses to deteriotate when contact with either form of Keigoku, without a form of regrowth as the corrosive Keigoku is empowered by the yin and/or yang chakras, which acts as a solvent, dissolving chakra and/or corporeal forms alike, allowing it to break down the chakra link between the corpse and it's summoner, be it via Edo tensei, Rinne Tensei and/or custom forms of reanimation, effectively sealing and deteriotating an animated corpse. Despite the great abilities the jutsu is said to have, it comes with even greater drawbacks.

Restrictions:
-Though this jutsu has six different yet same uses to it, it can only be used a total of 3 times a match.
-If a Yin natured Keigoku attack is used, then another Yin natured attack cannot be used (i.e. if a user uses a Keigoku attack with more yin influence against a jutsu, it cannot be used against a living target, and the same for yang natured Keigoku as well as full yin-yang empowered Keigoku attacks).
-After using any form, the user cannot use Keigoku of B rank and above the next turn and if Yin is used, the user cannot use any Yin related elements ( Water, Earth, and Wind ) next turn and if Yang is used, the user cannot use any Yang related elements ( Fire and Lightning ) the next turn. If full yin-yang empowered Keigoku is used, the user cannot use any 3 elements of his choice the next turn.
-If yin or yang aspects are used Keigoku above B rank cannot be used the next turn. If both aspects of yin and yang are utilized however, the user is unable to use Keigoku above C rank for two turns.
-After using in any form, the user is left slightly fatigued and cannot use taijutsu (if Yin aspects were used) or Genjutsu (if Yang aspects were used) or either (if full yin-yang aspects were used) for two turns
-If yin-yang aspects are used fully, as in both yin-yang aspects were used, then the user is left with great fatigue and cannot use more than two jutsus the next turn and unable to utilize either genjutsu nor taijutsu for two turns.
-If used all three times, the user is left unable to utilize Keigoku for 4 turns as well as no taijutsu nor genjutsu for the same amount of turns.
-Each use of this jutsu causes the user recoil damage to his own mind, a negative side-effect and first time drawback of Keigoku. When the user uses it, he experiences a similar feeling a foe feels when in contact with low level Keigoku, such as slight mental pain and moderate headaches, but nothing that would cause him to be unresponsive or lapse in his fighting capabilities until the third usage has occured.
-After a usage of this, the user's control over his Keigoku slips and his clan based powers fade away for one turn, causing him to be susceptible to genjutsu as well as Keigoku if he is fighting another Nekura.
-After the last usage of this jutsu (i.e. all three usages have been used), the user's control over his Keigoku slips and his clan based powers fade away for two turns, causing him to be susceptible to genjutsu as well as Keigoku if he is fighting another Nekura. However, this is a double edged sword as it causes the same effect to a fellow Nekura if they are hit with the jutsu, meaning the yin and yang ratios empowering this cause the jutsu to negate the clan's connection with Keigoku and allowing it to harm them, the user included, even if momentarily.

||Declined|| One way or the other, you need to cut this down SUBSTANTIALLY.
 
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Work.

Force Protect/Persuasion | Kyōsei Mamoru/Settoku
Type: Defensive
Rank: S-Rank
Range: N/A
Chakra: 40 (-20 per turn)
Damage: N/A
Description:
The dichotomy of the force manifested in its truest form in those who dwell only in one of its shades. For those who dwell on the light side, the force can be used to protect themselves from harm. For those who dwell on the dark side, the force can be used to influence the world into attacking their enemies. As such two opposite abilities are possible:
Force Protect/Mamoru: A simple application of the ubiquitous power of the force and the defensive, passive nature of the Jedi, the user will focus on the force and allow it to protect him, for a short time duration, from a given harmful factor. The user can choose to be protected from an element, a skill, a technique, a poison, etc. As long as the user knows it exists, he can will the force to protect him from it. Off course, conscious input is still needed as well as chakra output to sustain it. The protection is simply the inability of said harmful factor to affect the user for the duration of the technique.
Force Persuasion/Settoku: The application of the sheer brute will power that Siths wield is shown through Settoku. Its the use of the force and one's will power to take control of enemy "entities" in the field, sever their connection to their user and turn them against their user. It can target Clones, Summoning Animals, Elemental Familiars, Edo Tensei Summons, etc. This control is limited as the user cannot force the clones or summons to simply dispel themselves or simply negate the technique and if his control is broken, the technique, if feasible, will be once again under its original user's control. He also needs to keep focus and conscious control over the technique to sustain its influence. The technique can also be applied to sentient-like techniques such as a Wood Dragon or Earth Dragon (basically elemental familiar techniques where the element is shaped into an animal of sorts, an entity which, even if control from the user is needed, will still be controlable by the user of Settoku) or even Edo Tensei summons. A rather specific and more advanced use is that the user can also target a Genjutsu and turn it against the opponent who used it. By using his will, the user can control and illusion and reverse it back into the opponent while releasing himself from it. The technique is limited into the aspect that the user cannot control other ninjas or non sentient beings or techniques such as Aburame Bugs or simple elemental techniques which aren't familiars or similar.
Note: Each application can only be used twice and the user can only use one application per battle.
Note: To use Mamoru, the user cannot have used any Dark Side abilities until that point in battle. To use Settoku, the user cannot have used any Light Side abilities until that point in battle.
Note: Lasts only a max of 2 turns (both Settoku's Controling and Mamoru's Protective effects).
||Approved||


Force Absorb/Drain | Kyōsei Kyūshū/Gesuidō
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
One of the most basic skills a Force Sensitive can have, it pertains to the ability one has to infuse himself and become as one with the force. The force exists all around and is an undeniable participant in the universe. All Force Sensitives are already part of the force but by using this ability they can actually manipulate and perfect their connection with the force becoming a much more perfect conduit to it and channeling a deeper and more open connection to it. By doing this, the Force Sensitive can take nourishment from the Force and gain power from it. Depending on which side of the force the binkan uses, he can gain different empowerments or different effects:
Force Absorb/Kyūshū: Used by users of the Light Side, the Force Absorb is used by passively absorbing into oneselves the natural force the exists in the world around the user. By opening themselves up to the force completely, the user will overflow with it, with his eyes glowing in a bright blue color. This enables the user to regenerate his chakra (100 chakra points per turn) and to negate any physical drawbacks that would come as a result of fatigue, pain, etc. While it will not heal the user, the influx of force will empower his body in a way that will enable a stronger chakra regeneration which will decrease the users fatigue and other negative aspects, while purifying his body from external agents such as poisons or toxins as well as illusions or mental hindering techniques (up to the same rank). Upon usage, the user can empower a single physical technique (either physical like taijutsu or belonging to a physical element such as Water or Earth) by one rank using the influx of chakra to do so.
Force Drain/Gesuidō: Used by users of the Dark Side, the Force Drain is used by actively absorbing into oneselves the living force that exists in every living being. By making direct physical contact with another living being, the user will absorb force potential and energy from that user into himself, draining the target of his force potencial (which needs to be another sentient being such as an Animal Summoning A-Rank and above or another Ninja), during which the users eyes will glow a light red. This will temporarily weaken the target (making him hazed, tired, and otherwise depleted of vitality and stamina for a moment) while empowering the user. While the target recovers rapidly (unless he is a force sensitive, he doesn't depend on the force and as such will not suffer long lasting effects from its depletion), this enables the user to regenerate his chakra (150 chakra points upon usage) by having the force power his chakra regenration and to negate any physical drawbacks that would come as a result of fatigue, pain, etc. While it will not heal the user, the influx of force will purify his body from external agents such as poisons or toxins while also boosting his awareness of living beings. Upon usage, the user can empower a single energy technique (either made from raw chakra or belonging to an energy element such as Lightning or Fire) by one rank using the influx of chakra to do so.
Note: Each application can be used 3 times, but the user can only use one of them per battle.
Note: Force Absorb works during 2 turns. While using Force Drain the enemy cannot mold chakra or move but can't also be attacked as that will break the Force Drain.
Note: Only Grand Masters can use this ability and it needs to be used to enable the usage of Force Awakening | Kyōsei Mezame
||Approved|| Removed the doubling effect.

Force Awakening | Kyōsei Mezame
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short
Chakra: 50 (-15 per turn)
Damage: N/A (-20 to the user)
Description:
The epitome of all Force Techniques, Force Awakening stands as the materialization of the Binkan’s connection with the Force and is a skill mastered upon reaching the highest rank within the clan: Grand Master. By having used Force Absorb or Force Drain before hand, the user will act as a perfect conduit, a vessel for the Force, essentially making him become an "avatar" of the Force; a pure embodiment of the Force. Reaching this state, where the user becomes the Force itself, is referred to as "awakening". The user will shine in a clear yet bright blue (or red, depending on which side of the force was used to fuel the technique) light, seemingly losing his physical body to become a seemingly energy entity. This isn’t, however, the case, as its simply the force making itself noticeable as the user and it become one, with its overflow creating the “glowing” effect. The Force flows through the user like fire, unleashing the power within him and awakening his complete force potential. As the user activates this ultimate technique, the force influx is such that upon activating, it pushes anything around the user (up to short range) away from him (A-Rank strength). The user will feel a surge in power equal to nothing, with the force granting him a much stronger usage of all its abilities as well as imbuing some physical and additional abilities to the user.

Abilities:
-Once the user awakens, he will shine in a bright either red or blue color all over, seemingly made of pure energy, becoming immune to the damage of regular weapons and low rank (D-Rank and below) Taijutsu and Kenjutsu.
-The user gains flight through the use of the Force, passive and active at all times during the awakening.
-All Force Techniques will cost half of the chakra they normally cost and the influx of vitality into the user boosts his chakra pool by 350 points, which are lost when the technique ends.
-The user becomes able to use all force abilities with no light or dark side limitations or restrictions (essentially, the user can avoid and simply ignore all restrictions linked to the dark or light sides of the force in any force technique, like those that state the user can only use one application of a given technique per battle), as he becomes himself the true embodiment and manifestation of the force and all its sides
-Force Alter techniques gain +20 damage to their offensive abilities and gain one rank in boost to its defensive abilities. They become much faster and stronger overall and if the user specializes in Force Alter, he will be able to use them without the need for hand gestures.
-Force Control techniques will become much stronger, becoming able to affect multiple enemies if offensive. If the user specializes in Force Control abilities, he can use them at any range and with no need to focus or concentrate.
-Force Acrobatics doubles in speed and power, making the user much faster and stronger than he was before when using them.
-Force Sense becomes much stronger as the user becomes able to even read the opponents thoughts as they are formed. This is something most force sensitives can already do if they focus enough and specialize in force sense but this will make it a passive ability, as the user will not need to focus or even control it to be able to use it.
-The user loses all his “organic” senses as he embodies the force. The awareness given to him by his enhanced force sense will be his only “information source” while he is awakened. As such he will not hear, see, feel, taste or smell through his body but thorugh the force. His body’s senses will be detached from him as the link with the force becomes so strong it overcomes the link to his own flesh. Because of this, he is immune to aspects such as fatigue, pain, etc and cannot be placed under an illusion (immunity to Genjutsu doesn’t include MS/EMS Level Genjutsu).

Restrictions:
-Once the user awakens, he can only use 2 elemental ninjutsu fields: the ones in which his bio specializes in. The influx of the force and the dramatic surge of power makes it impossible for him to imbue more elemental natures to his chakra a part from those in which he specializes. This includes special elements.
-Once the user awakens, he cannot use any type of self empowering modes, cannon or custom, until it ends.
-Once activated, it will last only up to 5 turns.
-To activate, the user will need to have used Force Absorb/Drain | Kyōsei Kyūshū/Gesuidō beforehand.
-Can only be used once per battle.
-Once it times out, the user cannot use any force techniques for 3 turns as his force connection is temporarily severed (negating his force sense, vitality, etc) and will suffer physical damage due to the rampaging influx of the Force within his body. This will leave him slightly hazed and exhausted for 2 turns, unable to mold chakra above A-Rank and unable to use Taijutsu above D-Rank. As this isn't the result of damage to his body, healing techniques cannot help the user recover his abilities faster.
-Only Grand Masters can use this ability.
||Approved||


The following techniques are the first of my set of personal CC techniques:

Force Distortion | Kyōsei Kyokusen
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 100 (-50 per turn)
Damage: N/A
Description:
The epitome of Force Control abilities, the Kyokusen is the purest manifestation of the users own will through the Force. The premise is simple, yet extremely hard to accomplish: using the force’s ubiquitous power and undeniable omnipotence to distort one’s own reality; the reality of the self. Reality of the Self is the concept behind every sentient being’s awareness of himself. It pertains to what he is in all dimensions he can possibly “be”. It includes his biologically defined, concrete, tangible body and his psychological persona and spirit. It’s basically all that one “is”. By using this ability, he is able to change his own self into whatever he so desires or needs by exerting his own will into the Force through his chakra and imprinting on it his own perception of himself. He cannot change anything apart from himself but he can change anything that he is without a real limit other than logic. He can achieve anything from simple cosmestic changes or others, such as a stronger, weaker, bigger, smaller, faster body to healing injuries, restoring his chakra levels, regrow lost body parts, etc etc. He can even go as far as to change his own genetics, distorting it to fit his own needs and changing his body to be able to survive a given poison, toxin or even hazardous environments or achieve new abilities, his gender or simply giving him the ability to perform some task he would otherwise not be able to do due to some limitation bound to himself. However, this comes at a great cost. The user’s distortion of his reality is real but short-lived and requires a great deal of mental effort, chakra, focus and stamina. The effort to sustain the distortion is enormous and once it times out, any change done is reversed and the user returns to his original self (as it was before the technique was used). Not only that but once it times out, the user loses all and any connection with the Force for the remainder of the battle. He will not even maintain awareness of the force, losing even his sensory abilities. Without connection with the force, the user is left without access to any Force Techniques or the force imbued perks such as his stamina, vitality and even his clarity of mind. Not only that but the distortion is so taxing to sustain on the users body that he’ll suffer a 100 damage penalty at the end of the distortion. This in itself is enough to remove his usage of Taijutsu as well as severely hinder his ability to mold chakra. Hazed, weakened and otherwise frail, the user will not be able to mold chakra above C-Rank, even if he is healed.
Note: The technique cannot violate Naruto-verse laws of physics and logic.
Note: The distortion lasts for 5 turns or until released.
Note: If released, the user will suffer only a 20 damage penalty for each turn it was kept active but will still experience the fatigue and the mental stress associated with using the technique for its full extent and will experience a reduction in the ability to use chakra by one rank per turn (1 turn active, cannot mold above S-Rank, 2 turns above A-Rank, 3 turns above B-Rank)
Note: Can only be used once and can only be used by Scorps
||Declined|| Short-Lived? .-.

Force Stasis | Kyōsei Seishi Jōtai
Type: Defensive/Offensive
Rank: S-Rank
Range: Short
Chakra: 70 (-20 per turn)
Damage: N/A
Description:
The ultimate Force Alter technique, the Seishi Jōtai is both an ultimate defense as well as an ultimate attack. The user will clap his hands together, fingers pointed forward, while focusing on the Force and molding a great amount of chakra. He will then swiftly point the fingers of one palm up and the others down, seemingly rotating one palm against the other around a virtual axis on his wrists. As he does this, a gigantic spherical area, with him as the epicenter, is locked in a stasis field of sorts. Within this field nothing moves or progresses; everything is seemingly paused. Energy, matter, time, space, etc; all is affected and paused inside the Seishi Jōtai. The only thing that can move freely is the user. However, to keep the technique in effect, the user cannot perform techniques other than force related techniques. Though this is a great limitation, as is the degree of focus and effort needed to sustain the technique, the user gains a enormous advantage: because everything, including kinetic forces, gravity, etc is paused and seemingly non existent within the stasis, the user becomes able to use Force Grip to a completely different dimension while inside it. The effect is so drastic that even molecular control of inanimate matter may be possible through its use inside the stasis. There are some limitations that come from the techniques own nature. For example, since inside the stasis, everything is paused, the user can never actually injure a caught enemy while its active. If he tries to damage the enemy, it will not happen, as the enemy is seemingly “frozen” in place, apparently indestructible. Not only that but while the enemies may be, in this state, unable to use externally manifesting techniques (techniques that manifest themselves outside the user) or move, their minds aren’t frozen and they can still think and be completely aware of what is happening.
Note: Usable twice per battle and lasts a maximum of 2 turns each time.
Note: Cannot use Force Techniques the next turn after its released.
Note: Cannot be broken or overpowered; its absolute. However, it can be escaped by using space-time techniques. Similar to how Force Grip cannot directly harm an enemy, enemies caught inside the stasis cannot be injured or damaged in any way while the stasis is active.
Note: While inside the stasis, the user cannot use any techniques apart from Force Techniques.
Note: The size of the affected area is dependent on the users needs and focus, varying from a short- range area all around to a village sized field. The bigger the field, the bigger the mental effort to sustain it.
Note: Can only be used by Scorps.
||Pending|| I shortened the range. I want a better understanding of this technique. Message me with any concerns.
 
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(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.

Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques

Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore
||How long does this last?||
(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.

Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques

Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore
Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle

||Approved||

(Mandalorian Koutetsu: Bushidō Kamikaze) Mandalorian Armor: Warrior's Suicide
Rank: Forbidden
Type: Offensive/Supplementry
Range: Short
Chakra cost: 50
Damage points: 90 (kills the user)
Description: The user triggers an intricate set of explosions within his/her armor and ignites the fuel tank of his armor. {used for the jet pack} A ton of fire instantly emits from the user's armor and engulfs the surrounding area. This fire is powerful and hot enough to incinerate anything within a 5 meter radius of the user including the ground. The fire burns for another 3 seconds and then disappears leaving no trace of anything in that 5 meter radius. The user himself is also incinerated by the fire and cannot escape even with the use of a Space/Time jutsu. This jutsu is a last result for all Mandalorians so that the enemy doesn't learn the secrets of his/her body or his/her armor. It can also be used to bring the enemy down with himself/herself if the opponent is in short range. This jutsu can be activated by 3 methods;
1- When the user dies a hearth beat monitor in the armor senses it and the jutsu is activated.
2- If the user commands the armor via voice control
3- If the user does a 4 Hand-seal code {varies for each Mandalorian} and hits the chest area of his armor
Note: The fire is incredibly fast and hard to escape; Ninja with speed 15 and lower can only escape with a Space/Time jutsu; Ninja with speed 25-16 can also use jutsu that require no hand-seals before the fire kills them; Ninja with speed 40-26 can also use jutsu which requires less than 4 hand-seals; Ninja with speed 50-41 can also use jutsu which requires less than 8 hand-seals; Ninja with speed 50 or more can react regularly. {all speed ratings are based on the speed chart}
Note 2: This counts as the 3 deaths for the bio, so if this jutsu is used the user has to make a new bio
||Pending|| Speed chart nonsense. Let me think about it.
(Mandalorian Koutetsu: Bushidō Kamikaze) Mandalorian Armor: Warrior's Suicide
Rank: Forbidden
Type: Offensive/Supplementry
Range: Short-Mid
Chakra cost: 50
Damage points: 90 (kills the user)
Description: The user triggers an intricate set of explosions within his/her armor and ignites the fuel tank of his armor. {used for the jet pack} A ton of fire instantly emits from the user's armor and engulfs the surrounding area. This fire is powerful and hot enough to incinerate anything within a 10 meter radius of the user including the ground. The fire burns for another 3 seconds and then disappears leaving no trace of anything in that 10 meter radius. The user himself is also incinerated by the fire and cannot escape even with the use of a Space/Time jutsu. This jutsu is a last result for all Mandalorians so that the enemy doesn't learn the secrets of his/her body or his/her armor. It can also be used to bring the enemy down with himself/herself if the opponent is in short range. This jutsu can be activated by 3 methods;
1- When the user dies a hearth beat monitor in the armor senses it and the jutsu is activated.
2- If the user commands the armor via voice control
3- If the user does a 4 Hand-seal code {varies for each Mandalorian} and hits the chest area of his armor
Note: The fire is incredibly fast with the speed slightly faster than the reverse 4 symbol sealing
||Declined|| Why did you increase the range by 5 meters? Also, all of the methods of activation are arbitrary and pointless. Stick to one.

Stealth Armor Mode(Suterusuāmāmōdo)
Rank: S
Type: supplementry
Range:short
Chakra cost:40
Damage: N/A
Description: This jutsu is done by the armor erecting a barrier the size of themselves around them. Blocking foreign chakra to enter the body, also suppresing their chakra, and blocking their physical presence from normal eyes, thus causing the user to become invisible. Dojutsu users and sensors can see through it,.
*can only stay active for 3 turns
*Must be a mandalorian warrior to use
*can only be used 1 times per battle
||Declined|| The Bolded has little to do with Stealth and seems like more of a countermeasure against Genjutsu. Whatever the case, it doesn't fit. Also, the description is lacking.
Stealth Armor (Suterusuāmāmōdo)
Rank: B
Type: supplementry
Range:short
Chakra cost:20
Damage: N/A
Description: This jutsu is done by the armor erecting a barrier the size of themselves around them. This barrier suppresses the users chakra aswell as their physical apperance. This will allow for sneaking attacks. Dojutsu users are the only ones able to track mandalores in this mode, due to the chakra supression chakra sensors can not sense them unless the users is gathering up chakra for an attack. That way the chakra supression part of the barrier is void but still their physical appearance is hidden.
Note: Last for 2 turns
Note: Must Wait 2 turns before using again
||Pending|| Need a second opinion on it. Restriction wise, it needs limit in uses.

_______

(Kokujo Tengen Myo-oh) Vidyaraja of Kalasutra's Heavenly Punishment
Type:Summon
Rank: Forbidden
Range: Short-Long (Made Short with a Long range Reach)
Chakra:50 (-40 Each turn its active)
Damage: N/a
Description: This summoning jutsu is only exclusive to the mandalore clan leaders, and those who he have appointed this summoning too. This summon has been passed down from leader to leader of the clan. Only a select few have been deemed by the leaders to be able to use this. (The General Mandalores mainly) This jutsu becomes active by doing a set of 5 Handseals and slamming their hands on the ground. Doing this brings will forth an giant, which is about a hundred meters tall behind the user that is linked to the user via chakra. It wields a a very long sword half the size of the giant. The giant takes the form of an armored samurai allowing it to deal out colossal amounts of damage. Its strength is proportionally far greater than that of a regular ninja due to its size. It is strong enough to take a 1 S rank jutsu point-blank. Once hit with an S rank the armor becomes vulnerable. The Giant can be controlled 3 ways. Voice Command, Directing it with chakra, Or by Simple body gestures (Meaning If the user was to punch forward the giant will follow the same movements and punch forward aswell) Despite its enormous size, it is also deceptively fast when following the user movements. (Being the same speed as the user) If controlled via Voice Command, or Chakra, the speed of the attacks is much slower. This Giant sword is able to cut through S rank attacks by swinging the sword in the direction cutting the jutsu dispersing it. . However, this jutsu has a critical weakness: if the giant is harmed in any way, the wounds are reflected onto the user mentally, essentially making it a larger target to a sufficiently strong opponent. Meaning the giant can take the brute attack of 1 S rank attack and the opponent wont feel nothing (Due to the hard armor of the summon) But once another S rank hit the giant, every attack towards the giant will mentally harm the user. Example. If the giant gets cut in the leg, the opponent will feel as if he got cut in the leg. Though its not physical pain, the pain from the giant is connected to the user. The attack from the sword (Or hand) is compared to S rank Strength and though if it does not strike the intended target the tremor of the strike to the ground is enough to send a slight major tremor on the ground. Enough to cause a massive crater sending rocks, and dust flying towards the opponent (Just side damage nothing lethal) Also causing a tremor that will knock the opponent off their feet.
Note: Can Stay On the field for 4 turns
Note: This Summon can not use any jutsu
Note: Due to the large strain of chakra to summon this. The user will suffer major chakra loss only able to use 1 other jutsu in the same turn as this
Note: Cant Use any mandalore techniques while jutsu is active
||Declined|| Remove the voice command and chakra control aspects. Please better define the strength of the giant also. Otherwise, this is a nice and fitting incorporation of a Bleach ability.

How the jutsu looks


(Gusoku buryoku) Armor Negating Field
Type: Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: This technique is very special to the clansmen as its something more absolute than the mandalores armor itself. The user will clap their hands activating a hidden device inside the mandalorian armor that will spread from around the armor to form around the armor. This will create a orb around the user. This Orb is formed in a 360 degree angle around the user, also very visible to the human eye. This technique is a very fast pace technique able to fully erect within a 2second span. Every jutsu that attacks this orb will reflect back to the opponent. This Negating orb is strong enough to block chakra based attack, taijutsu, or nature based attacks (Including Senjutsu) this orb will then send the attack that was directed that came in contact with the orb back towards the opponent with 1 Rank less
Note: Can Block Up to S rank Techniques
Note: Can only use Twice
Note: Cant Use any other mandalore techniques in the same turn
Note: Must wait 1 turn to use the technique again.
||Declined|| 2 seconds is an arbitrary assignment, again. Also, this kind of technique has been done before.
 
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(Kokujo Tengen Myo-oh) Vidyaraja of Kalasutra's Heavenly Punishment
Type:Summon
Rank: Forbidden
Range: Short-Long (Made Short with a Long range Reach)
Chakra:50 (-40 Each turn its active)
Damage: N/a
Description: This summoning jutsu is only exclusive to the mandalore clan leaders, and those who he have appointed this summoning too. This summon has been passed down from leader to leader of the clan. Only a select few have been deemed by the leaders to be able to use this. (The General Mandalores mainly) This jutsu becomes active by doing a set of 5 Handseals and slamming their hands on the ground. Doing this brings will forth an giant, which is about a hundred meters tall behind the user that is linked to the user via chakra. It wields a a very long sword half the size of the giant. The giant takes the form of an armored samurai allowing it to deal out colossal amounts of damage. Its strength is proportionally far greater than that of a regular ninja due to its size. It is strong enough to take a 1 S rank jutsu point-blank. Once hit with an S rank the armor becomes vulnerable. The Giant can be controlled 3 ways. Voice Command, Directing it with chakra, Or by Simple body gestures (Meaning If the user was to punch forward the giant will follow the same movements and punch forward aswell) Despite its enormous size, it is also deceptively fast when following the user movements. (Being the same speed as the user) If controlled via Voice Command, or Chakra, the speed of the attacks is much slower. This Giant sword is able to cut through S rank attacks by swinging the sword in the direction cutting the jutsu dispersing it. . However, this jutsu has a critical weakness: if the giant is harmed in any way, the wounds are reflected onto the user mentally, essentially making it a larger target to a sufficiently strong opponent. Meaning the giant can take the brute attack of 1 S rank attack and the opponent wont feel nothing (Due to the hard armor of the summon) But once another S rank hit the giant, every attack towards the giant will mentally harm the user. Example. If the giant gets cut in the leg, the opponent will feel as if he got cut in the leg. Though its not physical pain, the pain from the giant is connected to the user. The attack from the sword (Or hand) is compared to S rank Strength and though if it does not strike the intended target the tremor of the strike to the ground is enough to send a slight major tremor on the ground. Enough to cause a massive crater sending rocks, and dust flying towards the opponent (Just side damage nothing lethal) Also causing a tremor that will knock the opponent off their feet.
Note: Can Stay On the field for 4 turns
Note: This Summon can not use any jutsu
Note: Due to the large strain of chakra to summon this. The user will suffer major chakra loss only able to use 1 other jutsu in the same turn as this
Note: Cant Use any mandalore techniques while jutsu is active
||Declined|| Remove the voice command and chakra control aspects. Please better define the strength of the giant also. Otherwise, this is a nice and fitting incorporation of a Bleach ability.

How the jutsu looks
(Kokujo Tengen Myo-oh) Vidyaraja of Kalasutra's Heavenly Punishment
Type:Summon
Rank: Forbidden
Range: Short-Long (Made Short with a Long range Reach)
Chakra:50 (-40 Each turn its active)
Damage: N/a
Description: This summoning jutsu is only exclusive to the mandalore clan leaders, and those who he have appointed this summoning too. This summon has been passed down from leader to leader of the clan. Only a select few have been deemed by the leaders to be able to use this. (The General Mandalores mainly) This jutsu becomes active by doing a set of 5 Handseals and slamming their hands on the ground. Doing this brings will forth an giant, which is about a hundred meters tall behind the user that is linked to the user via chakra. It wields a a very long sword half the size of the giant. The giant takes the form of an armored samurai allowing it to deal out colossal amounts of damage. Its strength is proportionally far greater than that of a regular ninja due to its size. It is strong enough to take a 1 S rank jutsu point-blank. Once hit with an S rank the armor becomes vulnerable. The Giant can be controlled in 1 way Simple body gestures (Meaning If the user was to punch forward the giant will follow the same movements and punch forward aswell) Despite its enormous size, it is also deceptively fast when following the user movements. (Being the same speed as the user) This Giant sword is able to cut through S rank attacks by swinging the sword in the direction cutting the jutsu dispersing it. However, this jutsu has a critical weakness: if the giant is harmed in any way, the wounds are reflected onto the user mentally, essentially making it a larger target to a sufficiently strong opponent. Meaning the giant can take the brute attack of 1 S rank attack and the opponent wont feel nothing (Due to the hard armor of the summon) But once another S rank hit the giant, every attack towards the giant will mentally harm the user. Example. If the giant gets cut in the leg, the opponent will feel as if he got cut in the leg. Though its not physical pain, the pain from the giant is connected to the user. The attack from the sword has S rank Strength and though if it does not strike the intended target the tremor of the strike to the ground is enough to send a slight major tremor on the ground. Enough to cause a massive crater sending rocks, and dust flying towards the opponent (Just side damage nothing lethal) Also causing a tremor that will knock the opponent off their feet. The Base Strength of this giant was said to be 2x stronger than the Akamichi clans fully grown butterfly mode. Giving this giant massive strength enough to break through a meteor with his own hands
Note: Can only use once
Note: Can Stay On the field for 4 turns
Note: This Summon can not use any jutsu
Note: Due to the large strain of chakra to summon this. The user will suffer major chakra loss only able to use 1 other jutsu in the same turn as this
Note: Cant Use any mandalore techniques while jutsu is active
Declined ||No to the bold||
 
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(Rokujou) Anger
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+60 to a Taijutsu movement when used in combination)
Description: In the anime it's been shown that Natural Energy can cause explosions when released from the human body this technique is based on that principle along with the Valentine's ability to absorb and manipulate Natural Energy. The Valentine instead of molding the Natural Energy with his own chakra to create Senjutsu chakra he will instead force the pure unaltered Natural Energy he absorbs out of his body and into a medium or an opponent infusing their body with a strong sudden burst of Natural Energy which in turn creates a small internal explosion of force like that shown in the anime only somewhat weaker. The force is enough to break multiple bones and cause serious internal damage like bruising, tearing and rupturing of internal organs through the force, and when precisely and skillfully directed to attack vital organ it can be fatal. In addition it can be used in conjunction with most Taijutsu to create stronger more focused damage with a palm-strike, a punch, a kick or just about any bodily attack and can be great for causing crippling internal damage. Alternatively, the user can force the Natural Energy into an opponent, turning him to stone over the course of a turn. This would need for the opponent to be restricted enough to accomplish but can be just as useful as a direct attack.
Notes:
-Can only be used by Valentine Clan members
-Can only be used thrice per battle
-No other Clan Techniques can be used this turn
||Declined|| Very similar to the Kiyoshi Taijutsu save for the "stone" part. Anyway you can alter this? Also, +60 damage? Yikes

Death Gigas (Kyoujin Ojou)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (20/turn)
Damage: N/A
Description: Death Gigas is the second transformation of Valentines, after Chaos. Like all transformations of the Valentine Clan, Death Gigas too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment. The transformation is slow to take effect and reaches mature form after two complete turns has passed since the activation.
Activation: The user performs a series of hand seals activating the body as it begins to absorb natural energy continuously. Immediately after activation the user’s physical prowess improves comparable to that of a standard Sage mode user. This involves body durability and physical strength alone. The technique is the most premature state of transformation and there is no visible difference in appearance.
Initial Stage, Giga Dunk: The user achieves stage one after 1 complete turn has passed since activation. By this stage, the user has absorbed enough natural energy to induce a change in his appearance. His body begins to bulk up, increasing both muscle mass and height. Natural energy’s distribution on a cellular level result in the user transforming into a hulking monster. The intense amount of natural energy present in the users body makes his skin green and he gains berserking tendencies similar to Jugo’s Clan. Despite that he still maintains his composure and is able to make logical actions. The transformation raises the user’s speed comparable to standard Sage mode and his physical strength 2x (For Taijutsu techniques and Ninjutsu that involve physical strength).
Final Stage, Live Wire: Live Wire is the final stage of Death Gigas manifesting the real form of this transformation. The stage requires immense amounts of Natural energy that only a Valentine could handle. The mode raises the muscle mass to maximum the human body could allow (4x the users base strength). Even when all natural energy is used up to induce this sudden growth, the transformation still continues to collect more. As result a green aura appears around the user because of the condensed senjutsu chakra leaking from the body, bolts of electricity appear as well. The stage is named after this particular appearance, “Live Wire” refers to the wires of electricity flowing through the body. The final ability granted by this stage is not the boost in physique, its a cellular mutation. The initial stage Giga Dunk spreads natural energy across the body on a cellular level, reaching this stage suggests that the mutation took effect and the cells have been augmented. Sage mode makes the body stronger, Death Gigas makes the humans cells stronger: A human cell has a fixed capacity of absorbing energy, the amount of energy body always maintains within itself is roughly 100 watts. Exceeding this limit too much results in cellular damage and the primary advantage of Death Gigas is that this limit is exceeded way beyond normal with the help of natural energy. This makes the user incredibly resistant to damage, granting complete immunity to techniques up to A rank (within reason this mainly applies to blunt force impact or energy based techniques, cutting techniques will still cause damage just a greatly reduced level e.g. An A-rank cutting attack would do the damage of a C-rank). The user also gains tremendous physical strength allowing the user to lift up large summon with relative ease (Ordinary Sage mode allows the user to lift objects many times larger than himself. Reference: Naruto lifted the toad statue right after entering sage mode) as well as to jump huge distances easily across the field.
Disadvantages:
-Once the transformation is initiated it cannot be stopped or prevented, unless done forcefully using Anti Senjutsu equipment. (Check clan description)
-Altogether the transformation Lasts 5 turns, and requires 2 turns to mature leaving the actual transformation usable only for 3 turns.
-Genjutsu cannot be used once Giga Dunk stage is reached. The user cannot use Ninjutsu above A rank except raiton once Live Wire is reached and the user is left severely exhausted once the transformation ends.
Restrictions:
-Usable once per battle.
-Dark Knight Rank or Higher
- Grants a +20 damage boost to Raiton jutsu in live wire stage

||Approved||

(Galian bīsuto) Galian Beast
Type: supplimentary
Rank: S
Range: Short
Chakra: 40
Damage: (+30 to a Taijutsu movement when used in combination)
Description: The Galian Beast is the third Transformation available to valentines and is also the first they acquire. Like all transformations of the Valentine Clan, The Galin beast too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment and the Galian beast can represent the horror of the wild, untamed animals of nature.
The galian beast transformation takes root in one of man-kinds oldest fears, lycantropes, the valentine takes on the form of a highly muscular, armour clad lycanthrope with large horns protruding from its head. ( )
In this form, the user gains enhanced strength equal to a sage mode user and the speed at which the valentine can move doubles due to the enhanced musculature and dexterty afforded by the wolf-like form, also, due to the huge claws, horns and teeth, damage inflicted by taijutsu is greatly increased (reflected in the damage section above)
-usable by all valentines
-lasts 4 turns
-the user may not any Valentine Techniques for the following 2 turns.
||Approved||
 
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BusinessManTeno

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Taboo Prayer V1 (Kigan Imi Kigan)
Type: Supplamentary
Rank: Forbidden
Range: Self
Chakra: 50 (-20 Per Activation)
Damage: N/a (-40 to user)
Description: This is one of the forbidden , secret arts of the mandalores only possessed by the head mandalores themselves and only them. Their are 3 Taboo Prayers, V1 Being the safest, and weakest, while V3 being the most dangerous and strongest. Each of the versions having different abilities aswell. This is the most simple taboo prayer, V1. The user will give off a small chant, causing the chakra from their body to slightly burst out resonate around, and In their armor. Once done, the user armor will be coated in mass amounts of pure chakra. Any type of pain to the user (physical or mental) would eased, allowing the user to have been healed of pain but not the injury in itself. The chakra is transparent, and can not be seen though the force from the chakra makes it very noticeable that it is indeed there. This chakra that resonated from the users body onto the armor, is now working alongside the armors , pushing the armor abilities to the max of its capabilities. This doubles the activation of each stimulant used by the user due to the chakra giving the armor a huge boost in chakra, making the chakra somewhat like an amplifier. This also push the sensing to the max. Allowing the opponent to now track at 2T Speed, Allows the opponent to see heat signals from 10x off his regular site. And the most improve, the regular chakra sensing. This allows the user to sense if the opponent is channeling any of 5 Elements, and Where they are channeling it to. The sensing even goes as far as being able to sense the feelings of the opponent (if their sad, happy, mad etc) thus being called the ultimate sensing helmet. Also the sword vibrates and speeds are uncomparable. Only MS can keep track with the speeds of the vibrations of the sword giving that a powerful boost in power aswell. The armor becomes so powerful that it cant be pierced by C ranks and below techniques period. B rank and below Kenjutsu, and A rank and below Taijutsu.
Note: Can Only used once pr battle
Note: Last for 4 turns Max and has to stay active
Note: Once this armor has fully been used, the armor will crack and fade away. Now causing the user to be bare (No armor) rendering all mandalore techs unable to be used.
Note: Once the armor has been fully used (4turns) due to the huge strain of chakra that was being used. The user is only able to use C rank and below techniques for the rest of the battle.
Note: Only Taught By Dionysus (Personal Technique)

_____________________________________________

Mandalorioan Armor: Secondary Armour Activation
Rank : E-S
Type : Weapon and Activation
Range : Self/Short
Chakra cost : 10-40(+10 each turn when having no sunlight)
Damage points : N/A
Description : This is a full body armour created by an elite of the the Mandalore clan for the clansmen as a prize for their loyality and their unparalleled skills within the clan. This armour unlike the first one, consists of approximately two million grain-of-sand sized discrete units, which are shaped to have as large a surface as possible to optimize their effectiveness. The basis of the armour's structural integrity is the chakra stored in it which permeates the armour's "cells" as well as the whole configuration when active. Each of the "cells" is a tiny unit in its own right, contributing energy and power to the entire armour. This is also why the armour can remain functional even after having sustained considerable damage. This is also a reason as to why it can be broken down into countless pieces with a simple voice command, and still each piece be controlled remotely (unless it is damaged). The basic principle of the armour is holistic; each part contains the whole as it were. When inactive, the entire armour can collapse on microscopic level, the "cells" folding on themselves to take up a smaller volume, which helps the user to carry it with him convienently (mostly in a suitcase). The user may choose to wear this armour over his first one which would act as the first layer of defence, or simply use it as a partner (more like a clone) in his battles which would be controlled by the user via voice commands. The armour doesn�t have the ability to see, but is controlled entirely by the user. This armour is also equipped with a force field generator within each "cell" than can be used to generate pure chakra or pure energy out of normal chakra. This energy can be manipulated to create A ranked shields, or protective barriers of multiple shapes as long as they remain connected to the armour which can protect the user from elemental or non-elemental attacks. Just like the first one, this armour can fly, but here, it uses the repulsors attached to the armour's palms, feet, shoulders, knees and hips. The repulsors can also be used to shoot out an S ranked energy beam or 4 smaller A ranked energy beams at a time. The armour itself does not have a chakra system, but it has some stored chakra in it, which can be used to perform elemental as well as non-elemental ninjutsus (taught by the user). The �cells� are made of such a material that it softens most of the impact on it, having the ability to bear a lot of tension and hence the armour is much stronger as compared to the original one, having no effect of B rank or below physical attacks. Though it doesn't have chakra sensors, heat sensors or motion sensors on it, it covers up with its ability to move fast by slightly emmiting the chakra from the repulsors to its advantage . The armour also has equipped a solar/thermal collector on its chest, that provides chakra for maintaining the activation.
- Activation counts as a move.
- Shooting beams count as a move and can be used thrice per battle.
- Energy can be created as long as it remains in contact with the user (like when defending)
- The armour allows to move at the speed of someone who has just dropped the weights.
- Flash07's personal CCJ


 All Declined  Personal CCJ techniques need to be submitted by their owners, not the clan leader.
 
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Name: Kenbunshoku Haki - Color of Observation
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short-long (-5 chakra for each range ex. -15 for long)
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage 10)
Damage: N/A
Description: Kenbunshoku Haki, is a form of Haki that allows the user to sense the presence of others, even if they are concealed from view or too far to see naturally. With enough skill, one can use this Haki to predict an opponent's moves shortly before they make them, thereby making the attack that much easier to evade. This is technique rivals that of the Sharingan 2 tomoe. This prediction appears to the user as an image or brief "premonition" of what the opponent will do in the user's mind's eye, and the damage the user will take if the attack actually "hits". It appears that the more killing intent the enemy has, the easier they are to predict. Although, more skilled users can predict future moves whether there are ambient murderous intents or not. This lets the user keep up with someone even if they are no more than double the user's current speed. Though the user can use this to evade some attacks, it does not work on Forbidden. The user can see the attack coming and counter it, however the user cannot simply "dodge it". The user cannot dodge some weaker ones also if they cannot do so logically, example : Your opponent sends a huge fireball at you, you cannot simply dodge it for the fireball is too big, however, you can counter the attacks. The "dodging" motion is only usable if you're fighting a taijutsu user or if the attack is a small direct one. The user also does not since sense people by their chakra, however they do so by their "presence". Once activated it remains active for the entire battle, unless the user's concentration is broken via high-level genjutsu (S-Rank) that can cloud the user's mind breaking their concentration for the technique.
||Declined|| Remove the Sharingan comparison, and beyond that, my only issue is the killing intent clause. I think I know what you're going for, but it could prove problematic technically.
 
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Artificial Intelligence | Jinkō chinō
Type: Supplementary
Rank: S
Range: Short
Chakra: 40[-5]
Damage: N/A
Description: The Artificial Intelligence System is inputted in the armor of Mandalores upon reaching the rank of a Mandalore Fighter. As the name suggests, this is an artificial intelligence. It is run by the complex processors found inside of the Mandalores armor and is fueled by the user's chakra. The user has a choice over who the voice of the system is, but basically all systems are the same. They are directly connected to the brain and nerves of the user, able to transmit information it collects and feed it's infinite knowledge directly to the user much how the senses are sent to the brain.It can see what the user see's and the user can see what it see's. The system has a complete 360 degree field of vision, using it's electromagnetic waves to not only "see" everything but to detect any and all disturbances, even the smallest of disturbances, in the area up to mid-range from the user. The System has knowledge on all things cannon. Clans, KG's and Special Abilities, Special Weapons, pretty much anything that is general knowledge, making this very useful in battle. There's even more to it's abilities, it can also control the user, as long as the user is not void of chakra that it can leech off of. It cannot use techniques while the user is using one unless the user possesses Yin~Yang, but it can control his chakra and bodily movements to a precise point if for some reason the user isn't aware of an attack or if he loses the ability to move. Of course limbs that have muscles damaged such as tendons and cant move at all it wont work, but if a bone is broken it can still work, because it cannot feel pain and moves irregardless. And as far as pain goes, the System can turn off the nerve receptors for the user, making him unable to feel any pain until he wishes to feel pain.
~It can be activated Passively for "The Mandalorian Leader" and his right hand man "The CIC Mandalore" , While others must activated voice command.
~Can be used 3 times,
~Stays Active for 3 turns unless turned off


 Declined  DNR. Doesn't make sense in narutoverse context nor is it reasonable in any way.

Sonic Boom | Sonikkubūmu
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60 [+20 to Taijutsu techniques]
Description: This technique is available to all Mandalores that have access to the Jet Pack in their armors. By focusing an enormous amount of chakra into the jet pack itself and the user can let off a fierce burst of chakra from it boosters. The burst is so powerful that is sends the Mandalore flying in the desired direction at Quadruple the speeds they would normally be capable of and initially creates a sonic boom, creating a deafening sound that can bust the eardrums of an opponent if they are Short Range of the burst. It can also break the balance of the opponent by bursting the the tubes in the inner ear holding the inner ear fluid. The user is unaffected because he uses his armor to nullify the sound waves before it reaches his own ears. It can be used to get close to an opponent or as a powerful attack if the user slams one of his limbs into the opponent while the immense speed is being used. The Mandalore can only travel in linear directions, though they can abruptly stop if need be by returning the boosters in a different direction, though the speed would be lost.
~Can only be used twice per battle


 Declined  Problems: how can you survive this? You also say this propels you 4 times faster than normal, which means that you are trying to say and get approved/set in stone that you normally move at 1/4th the speed of sound which would mean roughly 85.0725 m / s ... No. And the effects are that of a Sound technique and for that you'd need sound element.
 
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Axle

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Name: Busoshoku Haki - Armament Haki.
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage -10)
Damage: N/A
Description:
Busoshoku Haki allows the user to create a force similar to an invisible armor around themselves.This allows the user to defend against attacks that would otherwise cause them harm. Only significant physical force can overcome this defense. Naturally this "invisible armor" can be used as a weapon to strike others with. It can be used to augment the user's own attacks, projected ahead of the user as pure brute force, or imbued in weapons to increase their effectiveness. Any attack enhanced by Busoshoku Haki hits immensely harder than it would normally be without it. This armor cannot stop that of someone in the 4th gate or higher, Raikage or Tsunade's punches, S-rank and above attacks. Also this technique raises taijutsu +15, the user doesn't get faster, just gets tougher for as long as the user wants to activate it . Even though it protects the user from damage, the user still feels the force, example: if the opponent uses a wind attack, the damage will not effect the user, however, the force the wind will still blow them back, the same for water. The user is now able to hit pure elements, meaning if the opponent turns his body into steam or any other element, the user covering his body or limb with Busoshoku Haki, the willpower allows the user to attack his opponent with taijutsu even with the opponent in that elemental state.
||Declined|| Overpowered. Especially the bold. You can do without this or alter it (try not to be vague about the defensive capabilities of this technique).

Name: Busoshoku Haki - Armament Haki. Lvl. 2
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -70) (S-class -60) (Sannin -50) (Kage -40) (Unofficial Sage -35) (Official Sage -30)
Damage: N/A
Description:
Busoshoku Haki allows the user to create a force similar to a visible armor around themselves. The properties of this technique is similar to the original however, the armor is now visible and is now pure black. This armor is stronger than the original attack. The taijutsu is also increased, the user still isn't faster however is stronger +30The user is now able to hit pure elements, meaning if the opponent turns his body into steam or any other element, the user covering his body or limb with Busoshoku Haki, the willpower allows the user to attack his opponent with taijutsu even with the opponent in that elemental state. Every turn this is active it costs the user the same amount of chakra. [/QUOTE]
||Declined|| Redundant

Name: Haoshoku Haki -Haki of the Color of the Conquering King
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -100) (S-class -90) (Sannin -80) (Kage -70) (Unofficial Sage -65) (Official Sage -60)
Damage: N/A
Description:
Haoshoku Haki is a rare form of Haki that cannot be attained through training and only one in a million people carry it. This type of Haki grants the user the ability to dominate the wills of others. The most common usage in the series so far is knocking those with weak wills unconscious.Whilst inexperienced users are restricted to merely overpowering the will of one individual or blindly knocking out weak-willed people around them, those with more expertise can pick out weak-willed individuals in a large group and knock them out without affecting those around them. However, those with stronger wills can resist or even ignore the effects of Haoshoku Haki. According to Rayleigh, while this type of Haki cannot be attained through training, it can be improved through training, as it grows as the user's spirit grows. The ability to knock someone out depends on the difference in strength between the person using Haki and the person or persons the user is trying to knock out. The greater the power gap, the easier it is to knock the victim out. It seems that upon recovery, victims of Haoshoku Haki experience the sensation of chills running through their body. However, it presumably wears off after a short period. This technique knocks out anyone who is 2 ranks or lower than the user's NB rank. For instance, if you're a Sage/Official Sage, this technique cannot knock out a Kage or Sannin but affects anyone lower for 1 turn. There have been two ways in which this Haki has been used. The first and most common way is in a quick burst that will knock out those with weaker wills relatively easily. The second method is to release it continuously, which will not only knock out those of weak wills around the user, but also put pressure on the surroundings, actually affecting other physical objects besides living beings It also has been shown that light bursts of Haoshoku Haki can be used in order to tame or intimidate creatures, and show the users superiority over the beast(s).

Note: can only be used twice per battle
Note: only affects those who are within short-mid range of the user
Note: In a war or multiple person battle, victims of this technique wake back up in 2 turns
||Declined|| I would prefer if you widened the rank gap and made this, in some way, more than just a glorified Killing Intent.
 
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Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: S
Type: Offense/Defense/Sup
Range: N/A
Chakra: Varies
Damage: Varies
Description: The Pinacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and steathly way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates is usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well inbued together into one massive use though they now seem miniscle, they augment the simplest of things and increase their capabilities to the climax.
♦White Priest | Shiro Sou: Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and recieve/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto
Daiaru", he would aborb attacks through anything that he touches be it tools, weapons, clothes/attire, solid matter or anything solid that he touches apart from himself. Having placed his paw/paws on the object, he creates a barrier that is fused with and surrounds the object and with this he can use inverse repel which is able to contain force within it. Though the user is not able to infuse himself directly to be able to absorb said force, he is able to use the technique on a clone by placing his paws on him and likewise, his clone can also fortify him. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu but the absorbed force can be used in conjuction with "Black Priest". In the situation where a clone/body is used as the absorber, it would increase their physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase their speed. "White Priest" can be used 2x per battle by normal Bartholomew members with a turn rest inbetween usage while Bartholomew legends can use this 3x also with no turn rest, however the Clan Head is able to use this 5x with no turn rest inbetween usage. Can absorb attack upto A-rank for normal members while upto S-rank for Legends and above.
♦Black Priest | Kuroi Sou: The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying something using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum. This can be done on tools, weapons and handable matters and melees. However the wieght of the tool/weapon is still the same, it does not have anything to do with its power likewise the flexibilty and dexterity of the attack depends on the tools used in question and it would not go beyond reasoning. Also depending on the said tool and weapon, their blunt force/cutting power is greatly increased. This can be used in conjuction with "White Priest" where the user after absorbing an attack with a said tool, he can then use the tool to attack with the absorbed damage however this also requires the user to use "Black Priest" spending a move but without spending chakra. Apart from Bartholomew legends that can use this on an S-Rank level and use it every 2 turns(one turn rest), a bartholomew member with lower rank can only use it on an A-rank level and can use it every 3 turns(2 turns rest). Fortified weapon's power last 3 turns(if not used) or until when used once.
♦Ghost | Rei: The previous variants deals with the ability to increase the attack and defense properties of simple tools which are infact solid, thus a more suplementary usage called the "Ghost" is inculcated in this technique. The user using his paws, and while making use of the "repel" and the "inverse repel" in a concurrent fashion, is able to take hold of "air" making it look like its actually tangible. Like pulling a blanket, he is able to use his paw's power to control surrounding air using simple hand gestures. Depending on how this is used, the user can take hold of the surrounding air of the opponent while he stretch forward his paws then by swiping his paws in a direction, the air can actually like a dense veil assuming the shape of the opponent move towards the direction of the paw thus can turn the opponent clockwise or anticlowise, vertically or horizontally depending on the paw's swiping motion. This elastic force is able to cause medium-large tremors(still used with paw gestures) able to send jutsus off their course/track and also leave the opponent at the mercy of the paw's movement to which they can be swayed around like a ship in the center of a oceanic wave. This particular one is not able to cause damage albeit it being mainly supplementary and because this variant requires constant use of the paws, no other paw art can be used while it is in play. A normal member is able to control/push/pull the air with upto a B-Rank worth of pressure, A Bartholomew legend upto A-Rank while the Clan Head can muster upto S-rank air pressure. Normal member can use this variant 3x with 2 turns rest inbetween usage while Bartholomew legends and above are able to use this 4x max and a turn rest inbetween usage.
Restrictions and Drawbacks
† Only a variant can be used per turn for a normal member but a batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it although this does not apply to tools that combines the ability of the White and Black Priest as one which can be used by normal member but that is all that is to it. However using 2 variants in a turn(apart from the "White and Black Priest Combo") takes a toll on the user thus he can not use any paw art in the next turn.
† Can't use Ninjutsu above S-rank the next turn in which any variant is used.
† Before using "Ghost", the user so as to gain the required and utmost balance to perform it, he has to assume a "Sumo" stance similar to that of "Slapping Thrust Pressure Cannon". Instead of the stance, he may use a suplement jutsu to make himself firm to the ground.
||Declined||I need you to clarify the damage levels, especially for the Black Priest technique and Ghost (which I have reservations about)



Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/attack/Defense
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Their are 2 variations of this technique where the first would be:
¤User would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness) and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out the person, containing all the Fear, fatigue and foreign chakra thus while instantly gaining freedom from some jutsus(Genjutsu, sakki and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 2 turns.
Unlike the second variation, this cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
¤The second variation is when Bartholomew legends will put their hand on themselves or their comrade and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) there would be a massive blast that would/may affect everything caught in its 5m radius(equivalent to S-rank chakra air blast) including the terrain, in-case of land rendering it infertile for plant growth.
++Note++
1st variant:
~Useable only 2 times per match
~2 turns in between usage
~Cannot be used to push out pain and enormous fatigue(exhaustion)
2nd Variant:
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in
contact with it, depending on the bubbles size, it will explode.
~No Forbidden Paw jutsu for the next 3 turns which after then only 1 forbidden paw arts can be used for the duration of the match.
~the second variant can only be used by Bartholomew legends
||Declined||Remove the second variation altogether.
Since I'm removing the second variant, I restructure the jutsu as a whole to only complement the first variant.

Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/Defense
Range: Self/Close
Chakra: 40
Damage: N/A
Description: After creating the sacred "Pulsus Coration", Bartholomew created another which is a more supplementary approach but still impinging the usage of paws on oneself. Grand exorcism according to its name, is grand and with the usage of the paws push/repel ability the user is able to acquire more efficient use though not as powerful as curing yourself in regards to Pulsus Coration but it is as potent in more effective ways than the latter.
The user would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness), induced foriegn substance and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out of the person, containing all the Fear, fatigue and foreign chakra/substance thus while instantly gaining freedom from some jutsus(Genjutsu, sakki, poison and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 2 turns.
However, unlike "Pulsus Coration, the bubble cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
++Note++
~Useable only 2x per match by Normal Bartholomews while Legends are able to use this upto 3x
~2 turns in between usage for Normal Bartholomews while Legends and above have only one turn inbetween usage but as soon as they use this after one turn, the 2x power-ups(reflex, reaction time and agility) refreshes and would not add up.
~Cannot be used to push out pain and enormous fatigue(exhaustion)
||Approved||
 
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Name: Kenbunshoku Haki - Color of Observation
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short-long (-5 chakra for each range ex. -15 for long)
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage 10)
Damage: N/A
Description: Kenbunshoku Haki, is a form of Haki that allows the user to sense the presence of others, even if they are concealed from view or too far to see naturally. With enough skill, one can use this Haki to predict an opponent's moves shortly before they make them, thereby making the attack that much easier to evade. This is technique rivals that of the Sharingan 2 tomoe. This prediction appears to the user as an image or brief "premonition" of what the opponent will do in the user's mind's eye, and the damage the user will take if the attack actually "hits". It appears that the more killing intent the enemy has, the easier they are to predict. Although, more skilled users can predict future moves whether there are ambient murderous intents or not. This lets the user keep up with someone even if they are no more than double the user's current speed. Though the user can use this to evade some attacks, it does not work on Forbidden. The user can see the attack coming and counter it, however the user cannot simply "dodge it". The user cannot dodge some weaker ones also if they cannot do so logically, example : Your opponent sends a huge fireball at you, you cannot simply dodge it for the fireball is too big, however, you can counter the attacks. The "dodging" motion is only usable if you're fighting a taijutsu user or if the attack is a small direct one. The user also does not since sense people by their chakra, however they do so by their "presence". Once activated it remains active for the entire battle, unless the user's concentration is broken via high-level genjutsu (S-Rank) that can cloud the user's mind breaking their concentration for the technique.
||Declined|| Remove the Sharingan comparison, and beyond that, my only issue is the killing intent clause. I think I know what you're going for, but it could prove problematic technically.
Name: Kenbunshoku Haki - Color of Observation
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short-long (-5 chakra for each range ex. -15 for long)
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage 10)
Damage: N/A
Description: Kenbunshoku Haki, is a form of Haki that allows the user to sense the presence of others, even if they are concealed from view or too far to see naturally. With enough skill, one can use this Haki to predict an opponent's moves shortly before they make them, thereby making the attack that much easier to evade. This prediction appears to the user as an image or extremely brief (within a couple of seconds) "premonition" of what the opponent will do in the user's mind's eye, and the damage the user will take if the attack actually "hits". This lets the user somewhat keep up with someone even if they are no more than double the user's current speed.The user can see the attack coming and counter it, however the user cannot simply "dodge it". The user cannot dodge some weaker ones also if they cannot do so logically, example : Your opponent sends a huge fireball at you, you cannot simply dodge it for the fireball is too big, however, you can counter the attacks. The "dodging" motion is only usable if you're fighting a taijutsu user or if the attack is a small direct one. The user also does not since sense people by their chakra, however they do so by their "presence". Once activated it remains active for the duration of the turn but must be reactivated again.
||Approved||
 
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Re: Custom Clan's & Group's Jutsus

Updating this as its old..
To correct some anormalies.
-The pain reverting to the user might not be logically possible as the pain is contained in a bubble and can not suddenly teleport back to the user in an instant so i'm going with a more logical reasoning that is: it causes a devastating effect.
-The restriction about not using the paw any more is totally ridiculous. The paw is not in any way damaged in the course of using the jutsu, only the user is exhausted and the exhaustion is being removed, also this technique is not even forbidden ranked.
Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the damage inside the bubble will revert to the user of the technique(despite it's origine).
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles size, it will explode.
~No other Paw jutsu for the rest of the battle
Note: Pulsus Coration means Healing Push, in Latin.

-Approved-
Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area.
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles size, it will explode.
~Can only be used after the two turns have passed.
~No Paw jutsu for the next 2 turns
Note: Pulsus Coration means Healing Push, in Latin.
||Approved||
 
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(Kokujo Tengen Myo-oh) Vidyaraja of Kalasutra's Heavenly Punishment
Type:Summon
Rank: Forbidden
Range: Short-Long (Made Short with a Long range Reach)
Chakra:50 (-40 Each turn its active)
Damage: N/a
Description: This summoning jutsu is only exclusive to the mandalore clan leaders, and those who he have appointed this summoning too. This summon has been passed down from leader to leader of the clan. Only a select few have been deemed by the leaders to be able to use this. (The General Mandalores mainly) This jutsu becomes active by doing a set of 5 Handseals and slamming their hands on the ground. Doing this brings will forth an giant, which is about a hundred meters tall behind the user that is linked to the user via chakra. It wields a a very long sword half the size of the giant. The giant takes the form of an armored samurai allowing it to deal out colossal amounts of damage. Its strength is proportionally far greater than that of a regular ninja due to its size. It is strong enough to take a 1 S rank jutsu point-blank. Once hit with an S rank the armor becomes vulnerable. The Giant can be controlled in 1 way Simple body gestures (Meaning If the user was to punch forward the giant will follow the same movements and punch forward aswell) Despite its enormous size, it is also deceptively fast when following the user movements. (Being the same speed as the user) This Giant sword is able to cut through S rank attacks by swinging the sword in the direction cutting the jutsu dispersing it. However, this jutsu has a critical weakness: if the giant is harmed in any way, the wounds are reflected onto the user mentally, essentially making it a larger target to a sufficiently strong opponent. Meaning the giant can take the brute attack of 1 S rank attack and the opponent wont feel nothing (Due to the hard armor of the summon) But once another S rank hit the giant, every attack towards the giant will mentally harm the user. Example. If the giant gets cut in the leg, the opponent will feel as if he got cut in the leg. Though its not physical pain, the pain from the giant is connected to the user. The attack from the sword has S rank Strength and though if it does not strike the intended target the tremor of the strike to the ground is enough to send a slight major tremor on the ground. Enough to cause a massive crater sending rocks, and dust flying towards the opponent (Just side damage nothing lethal) Also causing a tremor that will knock the opponent off their feet. The Base Strength of this giant was said to be 2x stronger than the Akamichi clans fully grown butterfly mode. Giving this giant massive strength enough to break through a meteor with his own hands
Note: Can only use once
Note: Can Stay On the field for 4 turns
Note: This Summon can not use any jutsu
Note: Due to the large strain of chakra to summon this. The user will suffer major chakra loss only able to use 1 other jutsu in the same turn as this
Note: Cant Use any mandalore techniques while jutsu is active
Declined ||No to the bold||
(Kokujo Tengen Myo-oh) Vidyaraja of Kalasutra's Heavenly Punishment
Type:Summon
Rank: Forbidden
Range: Short-Long (Made Short with a Long range Reach)
Chakra:50 (-40 Each turn its active)
Damage: N/a
Description:This summoning jutsu is only exclusive to the mandalore clan leaders, and those who he have appointed this summoning too. This summon has been passed down from leader to leader of the clan. Only a select few have been deemed by the leaders to be able to use this. (The General Mandalores mainly) This jutsu becomes active by doing a set of 5 Handseals and slamming their hands on the ground. The Leader is able to simply point a sword forward instead of slamming his hands on the ground (This is simply for dramatic affect) Doing this brings will forth an giant, which is about a 11 Meters behind the user that is linked to the user via chakra. It wields a a very long sword half the size of the giant. The giant takes the form of an armored samurai allowing it to deal out colossal amounts of damage. Its strength is proportionally far greater than that of a regular ninja due to its size. It is strong enough to take a 1 S rank jutsu point-blank. Once hit with an S rank the armor becomes vulnerable. The Giant can be controlled in 1 way Simple body gestures (Meaning If the user was to punch forward the giant will follow the same movements and punch forward aswell) Despite its enormous size, it is also deceptively fast when following the user movements. (Being the same speed as the user) This Giant sword is able to cut through S rank attacks by swinging the sword in the direction cutting the jutsu dispersing it. However, this jutsu has a critical weakness: if the giant is harmed in any way, the wounds are reflected onto the user mentally, essentially making it a larger target to a sufficiently strong opponent. Meaning the giant can take the brute attack of 1 S rank attack and the opponent wont feel nothing (Due to the hard armor of the summon) But once another S rank hit the giant, every attack towards the giant will mentally harm the user. Example. If the giant gets cut in the leg, the opponent will feel as if he got cut in the leg. Though its not physical pain, the pain from the giant is connected to the user. The attack from the sword has S rank Strength and though if it does not strike the intended target the tremor of the strike to the ground is enough to send a slight major tremor on the ground. Enough to cause a massive crater sending rocks, and dust flying towards the opponent (Just side damage nothing lethal) Also causing a tremor that will knock the opponent off their feet. The strength of this giant is very powerful, allowing this giant to be able to punch and break S rank harden materials with little difficulty. If this indeed does happen the armor around the hand weakens only allowing it to break through B rank and below throughout the duration of its turn (So in terms of strength. S Rank = 80 DMG , It being slightly stronger than S rank Harden Materials, but weakens after impact, It would have Slightly Stronger S rank Strength=90.
Note: Can Stay On the field for 4 turns
Note: Every offensive movement done by him counts towards 1 of users 3 moves.
Note: This Summon can not use any jutsu
Note: Due to the large strain of chakra to summon this. The user will suffer major chakra loss only able to use 1 other jutsu in the same turn as this
Note: Cant Use any mandalore techniques while jutsu is active


 Declined  Your clan revolves around the use of Armor and special armor weapons and abilities. I get that. But in what way is summoning a warrior by slamming your hands on the ground, related to that? Its also way way stretched. It collides with many existing things. So my question is: what is a summoning doing as ccj for your clan when your clan has nothing to do with it?
 
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Name: Busoshoku Haki - Armament Haki.
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage -10)
Damage: N/A
Description:
Busoshoku Haki allows the user to create a force similar to an invisible armor around themselves.This allows the user to defend against attacks that would otherwise cause them harm. Only significant physical force can overcome this defense. Naturally this "invisible armor" can be used as a weapon to strike others with. It can be used to augment the user's own attacks, projected ahead of the user as pure brute force, or imbued in weapons to increase their effectiveness. Any attack enhanced by Busoshoku Haki hits immensely harder than it would normally be without it. This armor cannot stop that of someone in the 4th gate or higher, Raikage or Tsunade's punches, S-rank and above attacks. Also this technique raises taijutsu +15, the user doesn't get faster, just gets tougher for as long as the user wants to activate it . Even though it protects the user from damage, the user still feels the force, example: if the opponent uses a wind attack, the damage will not effect the user, however, the force the wind will still blow them back, the same for water. The user is now able to hit pure elements, meaning if the opponent turns his body into steam or any other element, the user covering his body or limb with Busoshoku Haki, the willpower allows the user to attack his opponent with taijutsu even with the opponent in that elemental state.

Name: Busoshoku Haki - Armament Haki. Lvl. 2
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -70) (S-class -60) (Sannin -50) (Kage -40) (Unofficial Sage -35) (Official Sage -30)
Damage: N/A
Description:
Busoshoku Haki allows the user to create a force similar to a visible armor around themselves. The properties of this technique is similar to the original however, the armor is now visible and is now pure black. This armor is stronger than the original attack. The taijutsu is also increased, the user still isn't faster however is stronger +30The user is now able to hit pure elements, meaning if the opponent turns his body into steam or any other element, the user covering his body or limb with Busoshoku Haki, the willpower allows the user to attack his opponent with taijutsu even with the opponent in that elemental state. Every turn this is active it costs the user the same amount of chakra.

Name: Haoshoku Haki -Haki of the Color of the Conquering King
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -100) (S-class -90) (Sannin -80) (Kage -70) (Unofficial Sage -65) (Official Sage -60)
Damage: N/A
Description:
Haoshoku Haki is a rare form of Haki that cannot be attained through training and only one in a million people carry it. This type of Haki grants the user the ability to dominate the wills of others. The most common usage in the series so far is knocking those with weak wills unconscious.Whilst inexperienced users are restricted to merely overpowering the will of one individual or blindly knocking out weak-willed people around them, those with more expertise can pick out weak-willed individuals in a large group and knock them out without affecting those around them. However, those with stronger wills can resist or even ignore the effects of Haoshoku Haki. According to Rayleigh, while this type of Haki cannot be attained through training, it can be improved through training, as it grows as the user's spirit grows. The ability to knock someone out depends on the difference in strength between the person using Haki and the person or persons the user is trying to knock out. The greater the power gap, the easier it is to knock the victim out. It seems that upon recovery, victims of Haoshoku Haki experience the sensation of chills running through their body. However, it presumably wears off after a short period. This technique knocks out anyone who is 2 ranks or lower than the user's NB rank. For instance, if you're a Sage/Official Sage, this technique cannot knock out a Kage or Sannin but affects anyone lower for 1 turn. There have been two ways in which this Haki has been used. The first and most common way is in a quick burst that will knock out those with weaker wills relatively easily. The second method is to release it continuously, which will not only knock out those of weak wills around the user, but also put pressure on the surroundings, actually affecting other physical objects besides living beings It also has been shown that light bursts of Haoshoku Haki can be used in order to tame or intimidate creatures, and show the users superiority over the beast(s).

Note: can only be used twice per battle
Note: only affects those who are within short-mid range of the user
Note: In a war or multiple person battle, victims of this technique wake back up in 2 turns
Name: Kenbunshoku Haki - Color of Observation
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short-long (-5 chakra for each range ex. -15 for long)
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage 10)
Damage: N/A
Description: Kenbunshoku Haki, is a form of Haki that allows the user to sense the presence of others, even if they are concealed from view or too far to see naturally. With enough skill, one can use this Haki to predict an opponent's moves shortly before they make them, thereby making the attack that much easier to evade. This prediction appears to the user as an image or brief "premonition" of what the opponent will do in the user's mind's eye, and the damage the user will take if the attack actually "hits". This lets the user keep up with someone even if they are no more than double the user's current speed.The user can see the attack coming and counter it, however the user cannot simply "dodge it". The user cannot dodge some weaker ones also if they cannot do so logically, example : Your opponent sends a huge fireball at you, you cannot simply dodge it for the fireball is too big, however, you can counter the attacks. The "dodging" motion is only usable if you're fighting a taijutsu user or if the attack is a small direct one. The user also does not since sense people by their chakra, however they do so by their "presence". Once activated it remains active for the entire battle, unless the user's concentration is broken via high-level genjutsu (S-Rank) that can cloud the user's mind breaking their concentration for the technique. This technique also let's the user sense the presence of all techniques regardless of chakra or visibility
Name: Haoshoku Haki -Haki of the Color of the Conquering King
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -100) (S-class -90) (Sannin -80) (Kage -70) (Unofficial Sage -65) (Official Sage -60)
Damage: N/A
Description:
Haoshoku Haki is a rare form of Haki that cannot be attained through training and only one in a million people carry it. This type of Haki grants the user the ability to dominate the fabric of the illusionary realm. Unlike other forms of Haki that deal with the physical world, Haoshoku Haki deals with the unseen and the world of Illusion. Much like genjutsu, the user uses their haki to cast illusions. However, these illusions do not effect the opponent themselves but rather then illusion of reality around them. Instead of inserting the haki into the opponent, the user inserts their haki into the area around themselves and uses the Haki itself to "shape" into illusions within the physical world using Illusionary tactics. This works by using the Haki itself as an illusion. By using the haki the same way you would use genjutsu with chakra, it creates the illusion of ones desire. However instead of mixing this illusionary form of haki into the body of other it directly effects the area round them. This allows the user to seemingly change the landscape to their pleasing and will. Metaphorically speaking allowing them to "Conquer" the land and domain of the living. In one instant it can be a bright, sunny day and the next second it can be a pitch black night with the moon above them. The illusion Haki works like a double layered genjutsu. The first layer effects the scenery where the opponent sees the area around them blurring due the intensity of the Haki. The Second Layer is actually morphing that land into the illusion using the physical aspect of that Haki. However, this form of Haki has a small area of effect reaching up to mid range. Meaning they cannot change the entire reality of the battlefield only small portions. Using these methods, the user can conceal their presence within the aura of Haki. This form of Haki cannot be broken by the conventional means such as Kai since no chakra has entered the opponent. It takes one full turn for the illusion to take effect and the land to change. The initial change lasts 2 turns. The second time this is used it is formed near instantly but fades much more quickly(fading the exact same turn it is used in). After the second usage of this technique, the side effects kick in.
Note: can only be used twice per battle (2 turns in between each usage)
||Declined|| Do not Resubmit (At least not in the Custom Clan Jutsu Submission)

Name: Kenbunshoku Haki - Color of Observation
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short-long (-5 chakra for each range ex. -15 for long)
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage 10)
Damage: N/A
Description: Kenbunshoku Haki, is a form of Haki that allows the user to sense the presence of others, even if they are concealed from view or too far to see naturally. The user spreads their Haki throughout the battlefield. This Haki is a special form of Haki that deals with the mind of the user. The "leaked" Haki that fills the battlefield is directly linked with his or her mind. Every time this leaked haki is moved or changed by an external force other than the user's a series of effects happen. This sets up a "field" of Haki in which when that "field" or "barrier" is disturbed appears in an image or brief "premonition" of these movements allowing a form of sensing beyond Chakra Sensing and on par with the 3 great dojutsu. This lets the user keep track of all events on the battlefield regardless of nature. The user can see the attack coming and counter it, however the user cannot simply "dodge it". The user also does not sense people by their chakra, however they do so by their "presence". The opponents "presence" within that aura of Haki invokes the knowing of their presence. Once activated it remains active for the entire battle, unless the user's concentration is broken via high-level genjutsu (S-Rank) that can cloud the user's mind breaking their concentration for the technique. As long as this jutsu is active, it takes away chakra per turn depending on the rank of the user. This can be deactivated by the user at any point in time conserve chakra.
||Declined|| Arbitrary and unnecessary changes here.

Name: Busoshoku Haki - Armament Haki.
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage -10)
Damage: N/A
Description:
Busoshoku Haki allows the user to create a force similar to an invisible armor around themselves.This allows the user to defend against attacks that would otherwise cause them harm. Only significant physical force can overcome this defense. Naturally this "invisible armor" can be used as a weapon to strike others with. It can be used to augment the user's own attacks, projected ahead of the user as pure brute force, or imbued in weapons to increase their effectiveness. Any attack enhanced by Busoshoku Haki hits immensely harder than it would normally be without it.

Level 1:
This armor cannot stop that of Raikage or Tsunade's punches, S-rank and above attacks. Also this technique raises taijutsu +15, the user doesn't get faster, just gets tougher for as long as the user wants to activate it . Even though it protects the user from damage, the user still feels the force, example: if the opponent uses a wind attack, the damage will not effect the user, however, the force the wind will still blow them back, the same for water. The user is now able to hit pure elements, meaning if the opponent turns his body into steam or any other element, the user covering his body or limb with Busoshoku Haki, the willpower allows the user to attack his opponent with taijutsu even with the opponent in that elemental state. Because of it's willpower, it's not restricted to the physical world, meaning the user can attack spiritual Kiyoshi's with this jutsu and also the user can stop A-rank and below Nekura techniques.

Level 2:
Busoshoku Haki allows the user to create a force similar to a visible armor around themselves. The properties of this technique is similar to the original however, the armor is now visible and is now pure black. This armor is stronger than the original attack. The taijutsu is also increased, the user still isn't faster however is stronger +30. The user is now able to hit pure elements, meaning if the opponent turns his body into steam or any other element, the user covering his body or limb with Busoshoku Haki, the willpower allows the user to attack his opponent with taijutsu even with the opponent in that elemental state. Every turn this is active it costs the user the same amount of chakra. Due to the enhanced form of this style the user can now withstand the power of S-rank jutsu. However, they can only take full on S-rank damaged attack 3 times per battle. Once that is used up, the armor will deactivate in this second state. Because of it's willpower, it's not restricted to the physical world, meaning the user can attack spiritual Kiyoshi's with this jutsu and also the user can stop Forbidden rank and below Nekura techniques.
Note: Can only be used twice per battle.
Note: Level 1 lasts 6 turns, Level 2 lasts 4 turns
||Declined|| Absolutely not. And the bolded...seriously?
 
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Mandalorian Armor : Armor Activation
Rank: E-Forbidden
Type: Supplementary
Range:Self
Chakra Cost:E=5 D=10, C=15, B=25, A=30, S=40, Forbidden: 50 (+10 Each turn its active)
Damage Points: N/a
Description: This is the basis of the clans abilities. The higher your up in the rank the more your armor will be upgraded to a more powerful state. Each Rank have their own set starting With E Rank Mandolorian, D Rank Mandolorian Scout, C Rank Mandolorian Fighter. Etc.. The activation of the armor is through channeling chakra all throughout the armor . Causing the functions of the armor to activate. The armor's helmet possesses a pair of special lenses on them and foreign chakra to the rest. The foreign chakra is able to almost instantly channel into the human brain from the helmet when foreign chakra is detected inside the body, these lenses are like the Dojutsus that the Uchihas possess to a limit. These lenses give the user the ability to track the speed as the 1 tomoe sharingan. The armor and all it's abilities can then be controlled via voice command. The armor is made from a special chakra emitting metal and can deflect simple kunai & shuriken without receiving damage. The armor transmits data to it's user allowing the user to effectively use his 5 sense(including touch) All armors have communicators inside of them aswell, to communicate with each other even while inside the armor. Furthermore the Mandalorian armor has many sensing aids which boost the user's visual perception. Also the part of the armor covering the users mouth can open if there is a concentration of chakra in the user's mouth, allowing the user to spew out attacks normally. The armor's jet-pack is operated by a fuel tank which is compartmentalized to prevent accidental explosions.
Jet-Pack: The user gains the ability to fly and maneuver in sky using his pressurized Jet-pack. The Jet-Pack moves the user around at his/her base speed level. Can fly for two turns at a time with a one-turn recharge time. The jetpack can be used a total of five times before it runs out of fuel.
Immunity to C-rank and Below Taijutsu as well as Simple Weapons: Due to it's strong material the Mandalorian armor can absorb the damage dealt by C-rank and below Taijutsu.

-Chakra Sensing Using the armors helment the user gains the ability to see chakra but not differentiate between shadow clones.
-Motion Sensing: The helmet allows the user to better track and see objects in motion. This ability is equivalent to the motion sensing of a 1T Sharingan.
-Infrared and Heat Seeking: The armor's helmet allows the user to see and seek heat signatures using infrared vision.
-Vibrating Sword: By vibration his sword the user can increase his cutting ability as well as the power of his Kenjutsu (+15). This can be done twice per battle and lasts for two turns.
-Speed Stimulants LVL 1: The user's speed is increased 50%. Lasts for two turns.
-Speed Stimulants LVL 2: The user's speed is doubled. Lasts one turn.
-Strength Stimulant LVL 1: The user's power is increased and all his Taijutsu deal +15 damage. Lasts two turns.
-Strength Stimulants LVL 2: The user's power is increased and all his Taijutsu deal +30 damage. Lasts one turn.

-Once a stimulant is used, the user must wait two turns before using another stimulant again.
-One speed and one strength stimulant may be used at the same time, but afterward the armor must wait two turns to recharge, causing the user to temporarily lose all armor-based Mandalorian abilities.


||Approved||
-Majorly Updating-
-Since our main thing is our armor, we added the Xray, Zoom, and Night Vision (Just to give us a broader range of visual aids)
-Since the immunity to genjutsu was a problem, I made it more clear as we arent immune to genjutsu, but how we go about foreign chakra that enters our body
- Redid The Chakra System, as D-Forbidden didnt make sense
- Spaced out the abilities with Grammar Fixation


Mandalorian Armor : Armor Activation
Rank: S
Type: Supplementary
Range:Self
Chakra Cost: 40 (-10 Each Turn It Stays Active)
Damage Points: N/A
Description: This is the activation of a Mandalores armor, the basis for all Mandalorian abilities. The higher the rank of the Mandalore the maxed-out the armor of the Mandalore is. The order goes from Mandalorian Youngling to "The Mandalore", all abilities of the armor activation are the clans abilities, and not jutsus themselves thus does not take up a jutsu slot when fighting, but must have this stated in their bio, or the start of each match to have it activated. The armor is the pride, and the main source of fighting for this clan. Each Clan Member gains access to tech such as Voice Command Jetpacks and vibrating swords. The armor is in a way similar to the Uchiha and Senju. The Body and Eyes or in the mandalores case, The Head Armor (Helmet), and The Body Armor. The Helmet Part of the armor has possession over various sensing and visual aids from Chakra Sensing Via the Helmet all the way to X Ray Vision. Each helmet has communicators inside of them as well, allowing each mandalore to communicate with each other despite distance. A very special thing about the chakra sensing via the helmet is that it detects chakra that even enters the body and, once it detects chakra inside our body, almost instantly it disrupts our chakra dispersing of the foreign chakra. This can only be used 6 times per battle, excluding MS, Or EMS techniques. The Body part of the armor is the keen part of our clan's fighting abilities. The armor transmits data to it's user allowing the user to effectively use his 5 senses (including touch) Also the part of the armor covering the users mouth can open if there is a concentration of chakra in the user's mouth, allowing the user to spew out attacks normally. The body of the armor plays a huge role as its toughness to some physical attacks, all the way to the speed and strength stimulants of the armor.

-Jetpack | The Mandalorians have access to a jetpack upon first joining the clan. This Jetpack is ran on a fuel tank that is compartmentalized, preventing accidental explosions. It is voice-activated but is controlled mentally. The Jetpack is only slightly faster than the user's base speed. The Jetpack is highly maneuverable, allowing the user to maneuver even in tight spots.
-Armor Damage Resistance: The Mandalorian armor is made from a very special and rare material, freeform ninja tools and tags as well as taijutsu up to C rank has no effect on the Mandalorian Armor in the slightest
-Vibrating Sword | By vibration his sword the user can increase his cutting ability as well as the power of his Kenjutsu (+15). This lasts only in the turn it is used


-Chakra Sensing | Chakra sensing is an ability unlocked upon rising higher in the Mandalorian ranks, through the user of the armors helmet the user can sense chakra, but not the the point that they can differentiate between shadow clones. It can be used with other sight modes of the armor.
-Motion Sensing | The helmet has special lenses that better allow for the user to see objects that are in motion, seemingly slowing down the speed according to the users vision. This ability is equivalent to the motion sensing of a 1T initially

Visual Modes of the Armor are toggled through with voice activation, they can be switched through seamlessly and each serve different purposes, they cannot be used simultaneously


Night Vision| This is normally used at night, or dark places allowing the user to still have visual perception of his surroundings
-Zoom Vision| This is usable throughout all the armor sight modes, allows one to zoom in and out, up to half a mile away Similar to the lenses on binoculars
-Infrared Vision The armor's helmet allows the user access to infrared vision allowing him to see objects with heat signatures at night or day, so he can seek out even the smallest objects as long as they have heat signatures
-X-ray Vision | : Using X-ray vision allows the user to see through solid objects, from seeing through layers of clothing to see peeking through walls to seeing the bones of people

The Mandalorian armor can also stimulate the users body and weapons, allowing for a temporary boost to the battle capabilities of the Mandalore

-Speed Stimulants LVL | : The user stimulates his speed, increasing it by 50%. It lasts for two turns.
-Speed Stimulants LVL 2 | : The user stimulates his speed but this time his speed is doubled, lasts only the turn it is used in
-Strength Stimulant LVL 1 : The user stimulates his muscles, increasing his power. This increases all his Taijutsu deal by +15. Lasts two turns.
-Strength Stimulants LVL 2 | The user stimulates his muscles and his power is increased. All his Taijutsu deal +30 damage. Lasts only the turn it is used in
-One speed and one strength stimulant may be used at the same time but with double the strength and power increase, but afterward the armor must wait two turns to recharge, causing the user to temporarily lose all armor-based Mandalorian abilities.


 Declined  Because it has become painful to watch you try and do something about this clans techniques only to fail providing anything decent, I'll throw you a few bones and I'll make you the technique which you'll resubmit next time, but this won't happen again:

Mandalorian Armor : Armor Activation ADD A JAPANESE NAME! I suggest: Mandalorian Armor because you are simply making the armor itself.
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalore clan members initiate their clan life as warriors, a step that is initiated with gaining their own armor, the corner stone of their abilities. For years, Mandalore weapon specialists have researched and developed ways to combine chakra and technology, creating better and stronger weapons, in some aspects, centuries more advanced than anything seen so far. This culminated in the Mandalore Armor, a full body armor, composed of several metal plates, resembling a samurai armor or similar, in a sense, to the early armors used by the old Senju clan and a helmet, whose designed varies from individual to individual. The abilities of the armor are divided between the Helmet's abilities and the Body Armor abilities. As the clan member grows stronger, he gains the ability to sustain, control and access more advanced features and abilities of the armor so as that, as he grows inside the clan, so does his strength. The armor itself contains 2 sets of abilities: passive (existent at all times) and active (activated and with a chakra cost). The armor itself contains several chakra connectors that link it to the users own chakra network, directly through his tenketsu. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: protects the user from free form weapons and simple taijutsu attacks (up to C-Rank). The protection allows the user to remain undamaged when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Hermetic Breathing: protection from harmful gases, toxins or airbourne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: the helmet contains a communication device, linked to all other mandalores, which uses chakra to transmit messages through great distances.
Body Armor
-Heat and Electrical Protection: Protects the user from taking damage from high temperatures and electrical damage up to D-Rank.

Active Abilities:
Helmet
-Enhanced Vision: the helmet contains a special visor, powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of termal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 10 chakra points per turn and its activation counts as a move).
-Chakra Sensing: the helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. Not only can this is what gives birth to the armors alarm system which is used to alert the user if he is under the effect of a Genjutsu as it can also be used to release from Genjutsu (release can only be done up to A-Rank, 5 times per battle, 30 chakra cost, requires conscious input and counts as an A-Rank technique).
Body Armor
-Chakra Jet Pack: a small group of chakra vents throughout the amor, the jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and high maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (1 to 2 meters) in a single direction, achieving an acrobatic movement or a simple "dash" (30 chakra cost, counts as an A-Rank move)
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can chakra the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Both, however, are not compatible. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 20 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2, however, is usable only twice, drains 40 chakra per turn, lasting 2 turns and once it times out, renders the armor unusable for 3 turns. Both activations count as a move (both level 1 and level 2) and the user can only stimulate his speed or his strength. In a desperate case, the user can choose to boost both his strength and his speed, in which case, he will double the chakra cost and perform a combined Level 2 stimulation. The drawback is that the armor will only function for a limited time frame (1 turn) before being disabled for the rest of the match, damaged and useless.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities




In other words teno, this is a high as it gets if you try to update it. The stimulants is a mess because its not a drug with specified drawbacks and what not so you need to consider what the clan is all about: chakra powered armors. In my opinion, you are steering the clan in a wrong direction and for me you have 2 ways of doing this: either make this a clan where you can requip different armors with different perks, similar to Erza's abilities or make this a clan about armors that follows the theme of the Asura Path from the Rinnegan (basically, chakra cannons, etc). But the way you are making it makes it ridiculous and will always bump heads with us. You can stated things like X-Ray vision in a universe where there hasn't been seen any computer. Its a world where technology exists to a limited degree but all chakra powered and chakra related and in your explanations you cannot escape or forget that.

Use the example I made if you want or not but it will be hard to make it any other way. PS- you can thank me later for the 20 minutes I spent making that. >_>



(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.

Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques

Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore
Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle

||Approved||
-Updating with clear usage (Grammar Wise, Change In The Name Of Armor(Just to give the type of armor a fancy name lol) and Restrictions)
-Took out repetitive abilities for some armor
-Added minor abilities in place for the repetitive

(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specific chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor turns the color of the specific element and when activating two elements at the same time the color of the armor turns into the combination of the two specific elements (Color).

Hephaestus Armor (Fire/Red):

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Poseidons Armor (Water/Blue)

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without the use of a water source, and gains +5 to their water jutsu
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques, and gains immunity to B rank and below water jutsus
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source, Immunity to B rank and below water jutsus and he gains +10 damage to all water techniques

Gaias Armor (Earth/Brown)

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Zeus Armor (Lightning/Yellow):

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +15 damage to every lightning technique he uses

Aeolus Armor (Green/Wind):

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fan without a fan with a simple hand motion
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fan in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fan without the fan in addition to Being Immune to B rank and below wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fan without the fan, being immune to B rank and below wind techniques he also gains an addition to +10 damage to wind techniques

Note : The user can only activate two elements a time
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore Or CIC Mandalore
Note: Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle


 Declined  The main question here is: is this an armor or an ability you use with your armor? Because all mandalores have a basic armor. To use another you need to change between them. Or this is an ability which you use in your basic armor? Either way, there is a big question to answer: how? It basically means, how do you achieve these effects? I'm very picky with stuff like that. I don't mind powerful stuff or even slightly overstreteched stuff but at least try to explain in a logical way the "how" and "why" behind it.




Mandalorian Special Technique: Blessed Fist of the Righteous | Rorian Tokushu Tekunikku: Tadashī Mono Shukufuku Sa Reta Ken
Type: Offensive/Defensive
Rank: A-S
Range: Short-Mid
Chakra: 30-40
Damage: 60-80
Description: Tadashī Mono Shukufuku Sa Reta Ken; Blessed Fist of the Righteous, is a technique pioneered by the Cursed Prince of the Mandalores. This technique is based on Martial Arts, specifically a type of Karate. The power to use this technique lies in special functions in the armor and a high rank and full knowledge on the armors abilities, as well as how to properly control it. This technique has enough damage capabilities to wipe out a town, and its lethal when used on an opponent. It requires the user to charge chakra heavily into their armor, more so in the limbs they plan to use for the attack. The chakra is so powerful that it once released results in a bright colored flash of chakra. This bright, blinding flash makes it even harder for the opponent to see and read the users movement. To start the attack the user simply needs to begin to release a punch, kick, elbow, knee, or any other thrust that would seem to be simple taijutsu. Upon releasing great amounts of at a single point, the users limb will then suddenly lurch at supersonic speeds, though because it is towards the end of the punch, it barely increases the punches speed. The purpose of this insane burst of speed is that when the punch is released force from the punch moves faster through the air than the waves it produces, no waves will form in front of the source but will pile up behind and become compressed. The waves protruding are confined to a cone that narrows as the speed of the source increases and the waves bunch up, creating high-pressure regions outside the compressed waves. This border from inside to outside is the shock wave. The shock waves are highly destructive, on contact with an object it will force the object to push into itself, causing said object to push itself against itself, causing it to crack and break. Coupled with the concussive force of it, it is lethal. If the user wishes he can pass the shock wave through tangible medium, kunais, water, rocks, or other projectiles can be used. When it is used through a projectile the shock wave contained in it would be released on contact with a strong object and would detonate, the shock wave bursting from it, causing a more focused and powerful shock wave that is much stronger than the non-projectile version
~It is S rank when used through mediums
~Cursed Prince Personal CCJ
~Can only be used Twice


 Declined  Personal CCJS are to be submitters by their owners, not the clan leader.
 
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Re: Custom Clan's & Group's Jutsu

Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance
Type: Supplementary
Rank: N/A
Range: Self
Chakra points: N/A
Damage points: N/A
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. After one turn of usage, the body has been regenerated in it's totality. The pills though, cannot regenerate internal organs or severed limbs.
- Needs to be at least Giseiryu (Sacrificing Dragon) to take this pill
- The pill can only be consumed twice per battle.
- The user must wait three turns before consuming the pill again.
~Declined~

Please resubmit and add that the broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn folowing consuption of the pill, the bleeding has stopped and the bones have mended.



Higan no Yakuza: Nidankaigan| Yakuza Secret Pill: Second Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+10)
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains a slightly bigger amount of chakra, mixed with stronger drugs than the first pill, which, once on the organism, will stimulate the user's body tissues, muscles and brain, granting him a temporary boost in strength, speed and reaction time. Taijutsu masters, 3 Tomoe Sharingan users and other opponent's with abilities of the sort, will, however, be able to keep up with the speed of the user, though they will probably be overpowered in terms of strength.
- Can be taken twice per battle
- Lasts three turns if taken by a Fukuryu (Crouching Dragon), with a gap of two turns between usage. During usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon), with a gap of one turn between usage. During the second usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head), with a gap of one turn between usage.
~Declined~
Cannot contain chakra, otherwise it would be a medical fuuinjutsu and not medicine. It should have the same duration for all levels while the time in between uses changes for each level. Cannot be mixed with other medications.



Hijutsu no Yakuza: Saishuudankaikouyou| Yakuza Secret Technique: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+15)
Description: One of the three main enhancement techniques of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the last of the three and thus, can only used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains an even bigger amount of chakra, mixed with even stronger drugs than the other two and must be administered via direct injection in the blood stream. Once on the organism, It will stimulate the user's body tissues, muscles and brain to the absolute limit, granting him a temporary boost in strength, speed and reaction time, which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much.
- Can be taken once per battle
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon). During and after usage, the user will only be able to use two techniques per turn, for the rest of the match. User must stay two whole turns without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head). Must stay one whole turn without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- It can, however, be used as a last resort technique by a Fukuryu (Crouching Dragon). In this case, it will only last two turns and after that, the user will pass out and his body will suffer multiple internal bleedings.

~Declined~
Cannot contain chakra, otherwise it would be a medical fuuinjutsu and not medicine. It should have the same duration for all levels while the time in between uses changes for each level. Cannot be mixed with other medications. reduce its duration, and increase its drawbacks for its use by the appropriate level user. This should be held to S-rank standards and have S-ranked drawbacks.

Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance

Type: Supplementary
Rank: N/A
Range: Self
Chakra points: 30 (-15 second turn)
Damage points: N/A (negates up to 150 damage)
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. The broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn folowing consuption of the pill, any bleedings have stopped and the bones have mended. The pills though, cannot regenerate internal organs or severed limbs though the regeneration will burn chakra, healing the user for 2 turns.
- Fukuryu (Crouching Dragon), can only take this pill once per battle. Ranks above can take it twice per battle
- The user must wait three turns before consuming the pill again.


 Approved  Edited

Higan no Yakuza: Nidankaigan| Yakuza Secret Pill: Second Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+10)
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains a slightly bigger amount of stronger drugs than the first pill, which, once on the organism, will stimulate the user's body tissues, muscles and brain, granting him a temporary boost in strength, speed and reaction time. Taijutsu masters, 3 Tomoe Sharingan users and other opponent's with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength.
- Can be taken twice per battle
- Lasts 5 turns
- If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage, after the effect has ended
- If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again 1 turn after the effect has ended



 Declined  This will need to burn chakra to be sustained. Also, speed enhanced has to be defined in accordance to the speed chakra in this specific case and strength needs a comparison between it and for example Tsunade or Chakra Enhanced Strength if you wish.

Hijutsu no Yakuza: Saishuudankaikouyou| Yakuza Secret Technique: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+15)
Description: One of the three main enhancement techniques of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the last of the three and thus, can only used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest drugs and must be administered via direct injection in the blood stream. Once on the organism, It will stimulate the user's body tissues, muscles and brain to the absolute limit, granting him a temporary boost in strength, speed and reaction time, which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much.
- Can be taken once per battle
- Lasts four turns
- Only two techniques can be used per turn while active
- If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after the 4 turns, the user will pass out and his body will suffer multiple internal bleedings.
- If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used after this one is administered in the organism. In case it's done, after 3 turns, the user will pass out and his body will suffer multiple internal bleedings
- If used by a Hitsuryu (Dragon Head): Must stay 2 whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.



 Declined  Same as above


_______________________________
New Submission:

Hijutsu no Yakuza: Soshipiru| Yakuza Secret Technique: Elemental Pills
Type: Supplementary
Rank: A-Rank
Range: Self
Chakra: 30 (-20 per turn)
Damage: N/A
Description: These pills allow the user to temporarilly access their elemental chakra. They contain drugs to stimulate the user's chakra pathway system aswell as a pre-applied small amount of the respective elemental chakra to serve as a catalyst to make it easier for the user to access it. There are 5 kinds of pills, one for each of the basic elements: the red one allows access to fire chakra, the blue allows access to water chakra, the brown allows access to earth chakra, the yellow allows access to lightning chakra and the white allows access to wind chakra. This obviously doesn't allow the user's to perform any kind of ninjutsu or other type of techniques, it only allows them access to elemental chakra which can only be used in a very rudimentar way: by flowing it through their weapons and limbs, similar to other samurai techniques involving chakra. Although it gives their techniques, the unique proprieties of the respective elements, it does not make the techniques any stronger.
- If used by a Fukuryu (Crouching Dragon): 2 pills can be used per battle, however, they must be of the same element, meaning at this rank, it only gives access to one of the five basic elements. Lasts 5 turns
- If used by a Giseiryu (Sacrificing Dragon): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 2 pills can be taken per use (meaning a maximum of 4 pills), giving access to 2 different elemental natures.
- If used by a Hitsuryu (Dragon Head): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 3 pills can be taken per use (meaning a maximum of 6 pills), giving access to 3 different elemental natures.


 Approved 
 
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Vincent

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(Nanatsunotaizai) Seven Deadly Sins
Type: Off/Def/Supp
Rank: S-Rank
Range: N/A
Chakra: 40 (40 cost per turn in abilities that last more than one turn)
Damage:N/A
Description: Though the valentine creed is strict about abandoning the vulgarity of human nature, eventually their personalities show through. To channel this to the benefit of the clan they are guided down one of seven paths by the clan's upper echelon, depending on their personality. These paths hone their abilities, allowing them to harness their emotions and hone them into a weapon. Each path bestows an ability upon the young valentine as a result of harnessing the dominant sin that drove their actions in their human lives before they became members of this misanthropic brotherhood. Thanks to this practice, the valentines have been able to become at peace with their petty needs and transcended it to advance further in their desire to rid themselves of everything that made them "human", thereby separating the valentines from the herd of human cattle that marches slowly towards their and the world's inevitable death.
The abilities that are conferred are as follows:

Wrath is the ability to condense natural energy into a single point, building up pressure and releasing it to amplify the physical blows of the user. This ability causes the users physical attacks to cause pressure shock waves through any medium upon the release of a blow. The shock waves upon contact with human flesh can cause devastating damage to the internal organs and bone structure. This technique adds 30 damage to any taijutsu or other attack that involves landing a physical blow. The shock waves can also be used to disrupt incoming attacks of solid material.
Technique lasts 3 turns and augments any attacks used in that time.

Pride is the ability to sharpen, dull and all around manipulate the Senjutsu Chakra that makes up the aura surrounding the Valentine. This can be used to defend against weapon strikes, and even create slashing and piercing attacks up to mid range. It can be manipulated to create sharp arrow-like strikes, can be altered to create dull, strong, and unwavering strikes like a hammer. With a stabbing or punching motion the aura can create piercing damage. An example of using this technique would be the user dulling the Senjutsu Chakra around his finger and using the aura to defend against sword strikes, or sharping the aura significantly and stabbing that finger into an opponent to puncture through the muscle and flesh, directly striking the internal organs, with piercing like blows. Dependent on it's use this aspect of the technique can cause significant damage but usually isn't deadly by itself unless skillfully and purposely directed. The aura created lasts 4 turns. The aura around the valentine takes on a pale golden color. The damage and power of this aura is A-Rank and using it counts as a move.

Sloth is the ability to force natural energy into an area around a targeted object or person. The air the target is travelling through becomes far more dense, slowing the target dramatically, (for those who dont grasp the concept, it is like trying to run underwater as opposed to running on dry land) The speed of the target is halved while this technique lasts. The natural energy lasts for 2 turns

Greed (+20 damage to taijutsu) A very basic technique. The Valentine simply uses his heightened transformation abilities to increase his or her muscle mass for a brief period of time increasing strength and speed momentarily. This increase in strength is enough for the user to lift five times his own body weight and the speed increase is roughly one and a half times their base speed. Dependent on their rank and skill this can be maintained for longer periods of time being more useful the higher your rank. This jutsu is not affected by the turn restrictions due to it being a very basic Valentine technique. When a stronger state is entered the technique is negated.
Restrictions:
Squire: Can last 1 turn
Dark Neophyte: Can last 2 turns
Dark Knight: Can last 3 turns
Dark Crusader: Can last 4 turns
Dark King: Can last 5 turns


Envy is the ability to use the natural energy around the user to redirect an opponents attack back on them, it doesn't change it in anyway, it is simply redirected back upon the caster. This ability can only redirect attacks equal or lower ranked to this ability, that are not multi-directional and the user must be able to detect and react to it. Cannot be used on genjutsu.

Lust is the ability for the user to take on the form of the perfect object of desire, literally becoming the perfect being that no mortal can help but lust after. This physically perfect specimen displayed before the opponent will cause their hormonal system into overdrive with their desire, distracting the opponent from concentrating properly (1/4 reduced reaction speeds) and leaving them subconsciously unwilling to harm the user (-10 damage to any technique the opponent uses) This effect lasts for 4 turns, or until the opponent forcefully interrupts the hormonal state via physical pain equal to breaking a genjutsu of the same rank.

Gluttony is the ability to harness masses of natural energy from the surrounding area, drawing it into the users body and expelling it into one jutsu, This jutsu adds +40 damage to any elemental attack the user uses directly following this technique.

Notes and Restrictions:

-Each clan member below Knight rank can only possess one ability due to their human lifespans being too short to train in more than one.
-Knights, Due to their vastly increased lifespans have had many years to train and hone their craft, allowing them access to two abilities.
-Crussaders and the Dark King can access all abilities
-Can only be used twice per battle.
-Can only use one emotion at a time.


 Approved 
 
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