Custom Clan's Jutsu Submission

Status
Not open for further replies.

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
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)


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" when used by normal Bartholomew members, there is a turn rest before they are able to use it again while Bartholomew legends can use it with no turn rest. Can absorb attack upto A-rank for normal members while upto S-rank for Legends.
♦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.
Black Priest carries S-rank damage(80 Damage Point) for Bartholomew legends and above while it carries A-rank damage(60 Damage point) for Normal members.
† Ghost when used on someone has no damage(since it suplementarily concentrate more on swaying/changing the orientation of the target from their position with a subtle force but with speed that poses a fatal threat when hit with an opposing force or rigid obstacle) unless the targets hits an abstacle then he recieves the corresponding impeling force with respect to the level of the user(Leader=S-rank damage, Legend= A-rank damage, Normal member=B-rank damage) due to the resistance of the obstacle/hinderance/opposing force.

† 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  Principle is good but its too powerful. Simply too powerful. I need you to tone it down slightly by either increasing lag times in more powerful uses or decreasing its power.
 
Last edited by a moderator:

Cursed Prince

Active member
Legendary
Joined
Apr 21, 2012
Messages
16,407
Kin
58💸
Kumi
30💴
Trait Points
0⚔️
Mandalorian Exquip: Armor of the 3 Suns | Rorian Sonaeru: 3 Taiyō No Yoroi
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Armor of the 3 suns gives the Mandalorians access to exquip 3 very different armors, each specializing in a certain field. All these armors look similar to the users normal armor except that they have slight enhancements and modifications. They are summoned through summoning seals placed on the users body and once summoned replace the users standard armor, with the armor reversing back to him after the armors energy wears off. It will then be sent back to the mandalores base for re-charging

Armor of the Shining Star | Kagayaku Hoshi Yo Yoroi: A Mandalorian Exquip technique, a summoning through the use of 3 sequenced hand seals, Dragon-Boar-Dog and then charge chakra throughout specific summoning seals existing on their body. It summons the Armor of the Star in the replacement of the basic armor the user was already wearing. This armor has the same design of the users original Mandalorian Armor, difference is this armor would seem to have a much larger back compartment. Inside this back compartment is a larger and more powerful jet pack that doesn't run on fuel, it is instead run on and connected directly to the chakra of the user. The user needs to channel large amounts of chakra into his jet packs and he can then release it in bursts that gives him a speed much higher than would normally granted by his jet pack. His speed is increased to that of 3x is his base speed because of the large thrusting power the jetpack has. By stopping the thrusters suddenly and then causing a sudden burst again the user can rapidly change directions, allowing him to dodge techniques or other attacks from opponents, at the cost of a move by using that and when it is used, can be confused with the flicker technique. The burst can be used consecutively at the cost of only one move, as long as the user doesn't attempt a move between that time or stop the burst. Another attack able to be used at the cost of a move, the user is able to attack by bursting directly towards the opponent and deliver a physical attack that due to the extreme speeds one moves at, has the power of that of an S rank attack.
~Lasts for 3 turns
~3 turn cool down between use of this
~Can only be used twice
~Boosts used to dodge techniques/Consecutive boosts cost a move, and spend a total of 30 chakra points
~To Deliver a physical attack that is augmented by a boost and boasts S-rank damage, one must spend 40 chakra points and one of the 3 allowed jutsus per move
~Once this wears off, the user's normal standard armor is returned to him.
~4 turn cooldown

2:00 Onward

Armor of the Crescent Moon | Mikadzuki no Yoroi: This Armor grants the user with an almost immeasurable strength. By the usage of 3 hand seals, Dragon-Boar-Dog the user will charge chakra throughout armor summoning seals on his body. This summons an armor that is akin to their normal armor, with the exception of huge bulking arms with metal rods extending from the elbow. These rods work akin to a jackhammer with the input of chakra, quickly pumping back and forth so that on contact with something it will break it apart and cause massive damage. Doing that is the strength of an S rank attack when used directly on an opponent. Being used on the ground, it can cause an earthquake and break apart the ground, opening up chasms in the direction of the opponent and likely causing them to fall into them.
~Lasts for 2 turns
~Can only be used twice
~Direct contact boasts S rank damage and costs 40 chakra points
~Using it on the ground and causing a mini earthquake boasts A rank damage and costs 30 chakra points
~Either action is at the cost of one of the 3 usable moves per turn
~Once this wears off, the user's normal standard armor is returned to him.
~4 turn cooldown
~

Mecha Armor | Mekaāmā: By the usage of 3 hand seals, Dragon-Boar-Dog the user will charge chakra throughout armor summoning seals on his body, summoning an armor akin to that of his normal armor except with a grayish color to it. The Mecha armor is made up of nanites, nano-sized metals that are capable of being manipulated by chakra to change their structure and to also reproduce even more nanites, much like the nano-bugs used by torune that were shown to reproduce and spread. With this, the user of the armor is capable of extending from his armor mechanical devices that can be used to attack or defend. These devices can range from relatively simple ones, such as swords and axes, and other sharp or blunt weapons. The user can also create more mechanical and advanced structures, such as Laser Guns or Missile Bays, weapons that require chakra, such as chakra guns, as well. What the user can create is limited to realism and imagination. The user, by placing his palm on the ground, can also create mechanical devices that run through the ground, it can be used to set traps etc.
~Lasts for 3 turns
~Can only be used twice
~The user is able to create mechanical devices, S rank or below with the cost of a move as long as this is active, the rank of it determining the chakra points and damage it costs
~Once this wears off, the user's normal standard armor is returned to him

~At the rank of Mandalorian General, they have armor specially made so that are essentially 2 of these armors at the same time. At the rank of CIC and leader, they can use all 3
~At General and CIC/Leader level, each armor can last for 5 turns


 Declined  These are actually 3 separate armors. Also, since your base armor is now approved, when submitting new armors, your base armor is now your benchmark. If you add abilities in comparisson to your base armor then you need to remove some of the ones it already has. It cannot be something that works only by adding stuff to it. The base is done. Now, each armor needs to follow that same template (passive abilities, active abiliites, etc) and must be reasonable in comparisson.
 
Last edited by a moderator:

Cursed Prince

Active member
Legendary
Joined
Apr 21, 2012
Messages
16,407
Kin
58💸
Kumi
30💴
Trait Points
0⚔️
-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 Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. 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: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne 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 Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is 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 thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's 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. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. 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 highly 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 through mental commands). 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 and a sudden drastic increase in speed 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 (Up to 5 meters) in a single direction, achieving a simple linear 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 charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. 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 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

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

I made quite a few changes, mainly the wording because I dislike your diction. I also added maybe a little bit of added abilities and clarifications. Added an accurate translation. Decreased chakra consumption on a few things. Btw, that shoulder kunai gun thing is something we all posses in our bios, just added that in their for reference. A few things, like the kai thing I changed a bit, allowing it to flush out foreign chakra substances as well as foreign chakra from the body. Made it so that people wont try to short circuit the armor with lightning, and if we get hit by fire, only the part it hits melts and it is still somewhat functional. Just from a fight i experienced <_< Also, that AI thing is how we control our armor, not for any other purpose. Made the vibration sword like the vibration abilities of old, usable through any sword and added that projectile thing because idk, felt like it would be cool. Also, the last speed/strength thing the armor being unusable for an entire battle for a speed/strength increase i could do without it? o_O I found that a bit unreasonable, so naturally i changed it. Had a problem fitting it in with the previous post so made a new one. Hope this isnt against the blue rule, cheers


 Approved  Edited. When a moderator gives you direct indications of what to do and how far it can go when checking a technique you follow them. Period. I was tempted to DNR all of it and would have fair ground to do it. The armor already has too many perks as it stands. Don't ever try something like that again please. Its a waste of my time to basically do you all the work, create the technique for you only to, in the end, having you trying to get unreasonable things approved. Consider this your first and only warning.
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
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)


 All Declined  Personal CCJ techniques need to be submitted by their owners, not the clan leader.



Taboo Prayer V1 (Kigan Imi Kigan)
Type: Supplamentary
Rank: Forbidden
Range: Self
Chakra: 50 (-20 Per Activation)
Damage: N/a (-40 to user Per Turn)
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 resonating around, through and Inside their armor. Once done, the user armor will be coated in mass amounts of pure chakra that resonates around the armor like flickering flames. 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. This does not mean the user can attack or defend the move happen, the user must still wait till the opponent makes their move, this sensing just makes it easier to know what to do next. 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. The armor becomes so powerful that it cant be pierced by C ranks and below techniques period. B rank and below kenjutsu and taijutsu

Note: Can Only used once pr battle
Note: Technique complies with regular armor activation, meaning if it cost a move on the regular armor technique, it cost a move for this technique aswell
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 Teno (Personal Technique


 Declined  DNR
 
Last edited by a moderator:

Flash

Active member
Legendary
Joined
Apr 22, 2012
Messages
11,345
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Mandalorian Armor: Nano-suit technology | Rorian yoroi: Nanosūtsutekunorojī
Rank : A
Type : Attack/Defense
Range : Short-Long
Chakra cost : N/A
Damage points : N/A
Description : Azráel after having completed various missions, and having gained experience as a Mandalore General, decided to experiment more on his suit. Using his advanced engineering skills, he added more functionalities to his suit. He remade the suit without changing its apperaence, or the original functionalities. The new suit consisted 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 (like an individual hand, or the helmet which can be separated from the main suit) with a simple mental command, and still each piece be controlled remotely (counts as B-ranked move: 20 chakra +5 chakra every time it is being controlled remotely). Removing/Re-equipping is an active ability. However, controlling it is not. 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 even choose to use the armor as a partner (more like a clone) in his battles which would be controlled by the user via mental commands, by removing it from his body (which leaves the user armor-less). The armour being computerised, has a vision of its own, and can act on its own accord if the user is not mentally controlling it. 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 (30 chakra: 60 damage), 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 according to appropriate ranks. The user can also destroy the whole suit with his mental command, causing a huge explosion (30 chakra: 60 damage) destroying anything and everthing inside it or short range around it
Note:
- Removing and re-equiping the suit both counts as a B-ranked move.
- When the user separates the armor from his body, it leeches of 100 chakra points from the user automatically, which enables it to perform jutsus.
- The armour cannot perform any elemental or KG jutsus when working as a different entity.
- Energy can be created as long as it remains in contact with the user (like when defending)
- The armour without the user in it, moves at the speed of someone who has just dropped the weights.
- This is not a different suit. Just added more functionality to the base suit.
- Azráel's personal CCJ


 Declined  DNR. You don't understand your clan it seems...
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Re: Custom Clan's & Group's Jutsu

Updating...
Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: Varies
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique.
*The user can simultaneously preform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns*
*Can only be used once every 2 turns*
*The absorbed attack will loose the impact, which is to say all the momentum. Energy attacks (such as Fire or Lightning) will behave the same way, but will only be harmless to the user if it's a technique of the same rank, following the above mentioned drawback for S rank, while Forbidden techniques aren't affected at all*

-Approved-
Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: Varies(Depends on the power of the absorbed technique)
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique. The absorbed force can be released also as a focused blast of air pressure from the paw that aborbed it. While the paw instantenously absorb the impact, the momentum of the jutsu or technique in question stops totally and either falls as a dormant entity or deforms while proceeding no further. The user can at the same instance, release the absorbed force instead of choosing to store it for a while. Alternatively, the user can use the paw in form of a suction through reverse repel action to stop a surrounding force be it push or pull by absorbing the closely embracing kinetic energy(only if they are close to the user) like shinra tensei, bansho tenin or any remote force, encapsulating the user. Also after absorption, he can release the absorbed force immediately
*The user can simultaneously perform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns. This means it can absorb an impact from upto S-rank jutsu, if it is normal chakra, force, energy, tangible matter/entity, earth, water, wind or elements technique related to them but can only absorb upto A-rank impact from lightning and fire *
*Can only be used once every 2 turns for normal members why Legends can use this with no turn rest except when their paw receives damage*
*Normal members can use this only 3 times per battle for S-ranks or 4 for A-ranks and below*
* Bartholomew legends can use it 4 times per battle for S-ranks or 5x for A ranks and below.



 Declined  Damage varies? Ok. How? That part is not clear. Also, since when does lighting and fire have impact? No on that use. This is only possible for stuff with the ability to produce a kinetic impact and thats not horizontal to all fire and lighting techniques. Also, no comparisons with the gravitational abilities of the Deva Path.
 
Last edited by a moderator:

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️
( Fujōna Bunshin ) - Unholy Clones
Rank: A-rank
Type: Attack/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This technique was created by Jio nekura, simply replicating the clone techniques and creating his own 'Unholy Clones". By simply doing 3 hand seals, the user opens up a portal (up to 2 portals, one for each clone) anywhere within close range of himself. Once the portal is summoned forth, Keigoku pours out of it in an excelerated rate and as the Keigoku comes out, the user uses shape manipulation to form the Keigoku into a humanoid shape. The clone has no destinct features to it, bar it's all black look and the two devil-like horns erecting from the forehead.
The clones are unlike any other clone ever created, seeing as they take on all the properties of raw Keigoku being used. This means the clone will pass through objects just like other Keigoku techniques, and can't physically affect most things. The clone's simply posses the ability to cause mental strain that gets worse with every hit I.e the first hit would cause mental strain to the point where light is sensetive to the eyes, sounds get more sensitive etc. To the point that after about 4 hits, a target would faint for a short period of time (one turn). Jio knew that them getting close enough to touch an opponent would be hard though, so he implemented a more wide skill set. The clones also posses one more skill; the ability to use A-rank and below Keigoku techniques, along with being able to shoot from their mouths or hands a narrow stream of Keigoku that is like a small/mid sized fire blast.... This stream ability reaches out to mid range and counts as an A-rank technique.

• Clone only lasts 3 turns before turning into a 'pool' of Keigoku just sitting there
• Only usable twice, but each time can create up to two clones
• All jutsu used by the clones count as one of the users moves
• The clones move at the users base speed
• Techniques from the clone don't get the users damage boosts
• Shady's Personal ccj


 Declined  DNR
 
Last edited by a moderator:

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
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. This Haki is a special form of Haki that deals with the mind of the user. The user will activate their Kenboshoku Haki, which allows them to temporarily gain a sixth sense. The sixth sense is a heightened sense of perception, effectively a "radar" in the user's mind, granting the user to "feel" the presence of objects, people and animals within a range that depends on the amount of chakra expended; the ability to read the movement of anything within range, even without being able to see it, which gives them a brief premonition or mental picture of what the object is about to do; and the ability to sense the strength of a person, animal or jutsu. The technique also grants the user the ability to track movements, comparable to that of a 3 Tomoe Sharingan.
~The technique can be activated at any given point in the match, but is only activated for 5 turns before the user has to activate it again~
~Due to being a sense of perception, if the user's concentration is broken, Kenbunshoku can be disturbed or even broken. A-rank and above Genjutsu will shorten the range of Kenbunshoku by one(if activated to long range, genjutsu will reduce it to Mid and so on. If activated in short, it will be confined to 3 feet around the user). S-rank and above Genjutsu break the Kenbunshoku Haki, deactivating it.~

Name: Busoshoku Haki - Armament Haki.
Type: Supplementary
Rank: N/A (depends on the rank of the user)
Range: Short-Mid
Chakra: (Jounin -50) (S-class -40) (Sannin -30) (Kage -20) (Unofficial Sage -15) (Official Sage -10)
Damage: N/A(+10-15 to Taijutsu))
Description: When activated, Busoshoku Haki allows the user to temporarily manifest their willpower into a solid, physical force, similar to an invisible armor. The Haki can be naturally used as a shield, by releasing it around the user's body, the user can lessen and in some cases nullify the damage taken from attacks. However, while the user can lessen or nullify the damage taken from attacks, the attacks can still have impact, meaning if the user is hit with an attack with enough force to push them back, they will still be pushed back, they just won't be hurt. Like any armor, the force can also be used offensively. The force, while surrounding the user's body, can increase the impact of Taijutsu techniques, as the blow would hit harder. Busoshoku can also be infused into weapons, such as kunai and shuriken, to make them sharper and more durable. With enough skill, the user can imbue their Haki into solid ninjutsu, such as the Rasengan. With enough skill, the user is capable of releasing the Haki like a projectile by jabbing their fists, head, or feet towards their target, dealing blunt force damage equivalent to an A-rank jutsu to whatever the target is. The force can range from the size of a bullet to a cannonball, and is completely invisible. However, highly skilled Shinobi(Kage rank and above), or Shinobi with a Dojutsu can detect the projectile coming at them through distortion of the air around it as it travels.

Level 2: An advanced version of Busoshoku, the user imbues the Haki into their body, individual body parts, or weapons and hardens it to a higher level. This causes the Haki to become a visible, black color and is stronger than steel. When infused into a body part, it increases the muscle definition of such part, an indicator of its increased strength. This increases Taijutsu to by +15, but cannot be embedded into ninjutsu or projected ahead of the user.
~Can be activated at any time per battle, but lasts 4 turns before the user has to activate it again~
~Level 1 variant is capable of nullifying C-rank and below techniques completely, and withstanding B-rank. A-rank and above can penetrate the armor and damage as normal~
~Level 2 is capable of nullifying up to B-rank completely in the body parts affected and withstanding A-rank, but S-rank will penetrate. Level 2 Busoshoku Haki can only be used to enhance body parts twice per activation of Busoshoku Haki. It can only be imbued into one's entire body once per activation. If Level 2 is used to enhance a single body part once during activation, then a full body enhancement cannot be done. If Level 2 is used to partially enhance the user's body, then there is a cooldown of 1 turn before Busoshoku can be activated once the four turns have run out. If a full body enhancement is used, then the cooldown increases to 2 turns~
~The user must be Kage ranked or above to project Busoshoku Haki as an attack.



 All Declined  Banned
 
Last edited by a moderator:

Cursed Prince

Active member
Legendary
Joined
Apr 21, 2012
Messages
16,407
Kin
58💸
Kumi
30💴
Trait Points
0⚔️
-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.


-Changed the wording, explained how it works. Clarified things

Mandalorian Elemental God: All Elements | Rorian'erementaru-shin: Subete no yōso
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-20 per turn)
Damage: N/A
Description: The Mandalorian’s armor vastly increases their physical abilities, but can also be used to increase their prowess with elemental chakra using this technique. The user must channel a specific type of elemental chakra into the armor and his armor will react to that chakra. The armor stimulates the body’s chakra and for a limited time his abilities with that element(s) are greatly increased. At a certain rank, the user will be able to access greater abilities with 2 elements at a time, as long as they are not each others strength/weakness. When using an element, the armor becomes the color of that element. When using 2 elements, it is a psuedo mix of both colors.
Fire Armor
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that he gains +10 to fire techniques
Mandalorian Champions: The users proficiency with the fire element is greatly increased, so much so that he becomes immune to fire B rank and below and gains +15 to fire techniques
Mandalorian Masters or Higher: The users proficiency with the fire element is greatly increased, so much so that he retains his +15 to fire techniques and his immunity to B rank and below fire techniques while also being able to perform fire techniques with 1 hand seal

Lightning Armor
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that he gains +10 to lightning techniques
Mandalorian Champions: The users proficiency with the lightning element is greatly increased, so much so that he becomes immune to lightning techniques B rank and below and retains his +15 to lightning techniques
Mandalorian Masters or Higher: The users proficiency with the lightning element is greatly increased, so much so that he retains his previous abilities of +15 to lightning techniques and and immunity to B rank and below techniques, and can also perform lightning techniques with 1 hand seal

Earth Armor
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that he gains +10 to earth techniques, and the ability to user earth techniques without a direct connection to the earth
Mandalorian Champions: The users proficiency with the earth element is greatly increased, so much so that he gains the ability to perform earth techniques with +15 and without a direct connection to the earth and perform earth techniques with 1 hand seal
Mandalorian Masters or Higher: The users proficiency with the earth element is greatly increased, so much so that he retains his ability to perform earth technique without direct connection to the earth and with +15 to earth techniques, as well as the ability to merge in and out of earth affected by up to B rank chakra

Wind Armor
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that he gains +10 to wind techniques
Mandalorian Champions: The users proficiency with the wind element is greatly increased, so much so that he gains +15 to wind techniques and immunity to B rank and below wind
Mandalorian Masters or Higher: The users proficiency with the wind element is greatly increased, so much so that he retains his ability to perform wind techniques with +15, an immunity to B rank and below, performing wind techniques with 1 hand seal and using wind techniques that require a fan without the fan

Water Armor
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that he gains +10 to water techniques
Mandalorian Champions: The users proficiency with the water element is greatly increased, so much so that he gains +10 to water techniques and the ability to perform water techniques without a water source while also gaining a B rank immunity against water techniques
Mandalorian Masters or Higher: The users proficiency with the water element is greatly increased, so much so that he gains +15 to water techniques, the ability perform water techniques without a water source, b rank immunity against water techniques, and the ability to perform water techniques with 1 hand seal
Note: The user can only activate 2 elements at a time, and they cannot be each others strength/weakness
Note: Each Elemental Armor can only be used once
Note: If 2 are used at the same time it lasts only for 2 turns, if only 1 is used it lasts for 3
Note: Must be a 3 turn cooldown period between usage

Mandalorian Sword Technique: Shatter | Rorian Kenjutsu: Uchikudaku
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the vibrating ninjato sword every Mandalorian has in their possession. They will rapidly increase the vibrations of the vibrational sword and then perform a swing with their sword horizontally. The vibrations from the sword attack the air all around them and violently vibrate the air around them, so much so that it can damage enemies. The vibrations have a shattering effect, breaking bones and damaging the internals of the enemies, as well as shatter earth techniques.
Note: Can only be used twice per battle
Note: Must have already activated Vibration Sword

I am currently acting as leader of the Mandalorian clan by Jakes permission and ROHs due to both of them being inactive

Resubmitting

Mandalorian Smackdown(mandalorian Ekisaitingupuroresu)
Rank: S
Type: Attack
Range: short
Chakra cost: 0
Damage: 80
Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.
*Can only be used by Mandalorian Champions and above rank
*can only be used once per battle
* Created by Rain Of Hell

-approved-
Mandalorian Fighting Technique: Falling Blossom | Rorian Sentō Jutsu: Nakyoung
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that branches off the Mandalorian Armor Strengthening. Using the same principles behind his armor strength and speed strengthening, he will achieve both speed and strength that surpasses his previous speed and strength boosts momentarily, his speed boasting that of the triple his base instead of the double he was previously capable of. The user will then use his new found speed to flick towards his opponent and proceed to perform a 3 hit leg combo. 3 kicks will be aimed at the opponent, 1 low, 1 middle, and 1 high. The first low kick takes away his balance, the second torso kick stuns him and the very last kick is aimed at the head, and is strong enough to cause a concusion. Because the user is so fast it seems as if these 3 hits are in conjunction, making it incredibly hard to dodge/block all 3 of them.
~Can only be used twice
~Cannot use S ranks in the next turn
You must be registered for see images


 All Declined  Apparently, you're not the clan leader anymore. I do not know if the current leader wants to resubmit this. If so, do so.
 
Last edited by a moderator:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Axle has appointed me the Leader of the Supernova Clan, and has given me total control of the clan from this point on.

Updating:
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||
Kenbunshoku Haki - Color of Observation
Type: Supplementary
Rank: A
Range: Short -Mid (Long)
Chakra: 30 (-5 per turn active)
Damage: N/A
Description: Kenbunshoku Haki, is the initial 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 extremely brief image (within a couple of seconds) "premonition" of what the opponent will do and the damage the user will take if the attack actually "hits". This lets the user keep up with someone even if they are double the user's current speed. Thanks to this premonition the user can see the attack coming and counter it appropriately, however the user cannot simply "dodge it". It also does not make the user any faster than normal, so the user's ability to dodge is dependent on their speed. It also seems to falter if the user loses their concentration, so if the user is caught in a genjutsu they will not be able to rely on this technique until they release the genjutsu. Those who have mastered this form of Haki and attained Emperor rank or above are able to sense opponents at a much larger range and also don't suffer the draw back of the technique draining their chakra. Those of Shishibukai rank and above have this technique passively activated at all times.
(Last whole battle once activated)
(Must be Emperor Rank or Above in order to sense opponents at long range)

Busoshoku Haki | Armament Haki
Type: Supplementary
Rank: C-S (Depends on Supernova Rank)
Range: Short
Chakra: 10-40 (+10 per turn to keep active)
Damage: (+5 C-rank)(+10 B-rank)(+15 A-rank)(+20 S-rank) to Taijutsu and Weapon Techniques
Description: Busoshoku Haki is the second form of Haki that 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. 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 for example a kunai imbued with this could destroy solid stone. Those who are Admiral rank and above are able to focus a heavy concentration (or coating) of this Haki which can be used to harden parts of one's body, turning the area black, thus making the user denser and more formidable, and giving their attacks greater power.This type of Haki may not be equipped to attacks that are not from one's body except for weapons, or anything generated from one's own body (such as solid and energy based techniques). So, those who attack with parts of their body can combine their Haki and fighting styles. The higher the rank of the user the stronger this haki becomes giving higher ranked Supernovas stronger defenses and offenses:
  • Supernova Apprentices: Supernovas of this rank have the lowest ability to produce a C-rank boost to defensive and offensive taijutsu or weapon technique. Using this they are also able to create a invisible armor using their Haki to themselves or object which allows them withstand one incoming up to one C-rank technique and deal more damage.
  • Supernova Admirals: Supernovas of this rank have a moderate ability to produce a B-rank boost to defensive and/or offensive taijutsu or weapon technique. Using this allows them to concentrate a heavy concentration of haki to to themselves or object form an invisible armor around themselves to withstand one B-rank and below technique.
  • Supernova Emperors: Supernovas of this rank have an above average ability to produce a A-rank boost to defensive and/or offensive taijutsu or weapon technique. Using this allows them to create a denser concentration of Haki to themselves or object which allows them to withstand up one A-rank technique and deal more damage.
  • Shishibukai/Supernova King: Supernovas of this rank have a excellent ability to produce a S-rank boost to their defensive and/or offensive taijutsu and weapon techniques. Using this allows them to create a extremely dense layer of Haki to themselves or object that can withstand up to one S-rank technique and deal more damage.
  • (Usable 3 times; last 2 turns)

Haoshoku Haki - Color of the Conquering King
Type: Supplementary/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Haoshoku Haki is the final form of Haki, that grants the user the ability to dominate the wills of others. 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. 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. When used, Haoshoku Haki radiates like a shockwave intensely from user's epicenter covering 360 degrees around them, even affecting non-living objects as in many cases wood may splinter, or the ground can crack beneath the user, and weapons aimed at the user could be repelled from the sheer force. Not only will this knock any opponent two ranks or more below the opponent, but this burst of Haoshoku Haki can be used in order to tame or intimidate summoning creatures, showing the user's superiority over the beast(s) and causing the summoning creature to turn to the aid of the user for a short time while this technique is in use.
  • Usable once per battle, last 3 turns after use
  • Only affects summoning creatures S-rank and below [Rinnengan Summons Excluded]
  • Only usable by Shishibukai and above

Busoshoku Haki| Supernova Hiden no Jutsu - Geppou - (Color of Arms| Supernova Secret Technique - Moonwalk)
Rank: C
Type: Supplementary
Range: Short-Long
Chakra: +5 per turn
Damage: N/A
Description: A very versatile technique learned by even the apprentice of the Supernova Clan, Geppou focuses on the use Busoshoku Haki to create a invisible stepping stone using the user's will power. Essentially this technique allows the user to actually jump off the air itself, allowing them to stay in the air for much longer than usual. While the technique itself affords several advantages both in and out of battle for the user, it has but one major weakness: since its usage depends heavily on the user's legs, restraining or pinning down any major parts of their lower body can significantly disrupt Geppo. This technique for those of Vice Admiral and below requires a conscious effort meaning they will be unable to preform techniques while this move is in use, however upon taking the rank of Admiral and above, the user may utilize this technique in the midst of battle without need of concentration.
(Last 2 turns per use)
(Usable twice per battle)


 All Declined  All of these techniques need to abide to what is written in the CC submission. The CC submission already states for example:

Kenbunshoku Haki

.....

Note: if used can not be used again for 4 turns.
Note: can only be used 3 times per battle
Note: can only sense people up to mid-range
And its like that for the other 2 types of haki. The clan submission already restrict the use of each of the 3 fields of Haki so any technique of any type of haki is therefore already restricted by that and cannot be "less" restricted. For example, if you say Busoshoku Haki can only be used once every 4 turns, to a max of 3 times and up to A-rank attacks it means you can't submit a Busoshoku Haki that protects you from something above A-Rank or that it can be used more than 3 times or more than once every 4 turns.

You guys need to get a grip on the clan before submitting more CCJs. The CC submission is not something that can be ignored. What is written there defines the clan and as such cannot be avoided or ignored.
 
Last edited by a moderator:

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
±± Important Notice ±±

All the active Leaders of the approved clans need to PM me that they are in fact the leaders. Also, everytime the leadership of a clan changes, you need to notify me. This is because checking the CCJs requires me to know who is the clan leader and who isn't. This said, I remind all clan members that to submit a personal CCJ you need to have it approved by the current clan leader. As such, I request all clan leaders to check the submissions of the clan members before they are posted and notify me if they are ok to be checked. All submissions from clan members will be pending check until I receive said pms. This will be the system to use now until I find a more suitable one.

Also, I need to remind you all to respect the CC submissions. They detail the clan abilities and their inherent limits. Some old clans have undefined or unrefined submissions which at the time were enough and that have come to be considered insufficient in current times. But this is where we, the staff, enter. You, as the clan leader, can ask us doubts or questions about something undefined in the cc or unclear or that somehow doesn't make sense and we will reason the best outcome for it.
 
  • Like
Reactions: Deviation

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
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" when used by normal Bartholomew members, there is a turn rest before they are able to use it again while Bartholomew legends can use it with no turn rest. Can absorb attack upto A-rank for normal members while upto S-rank for Legends.
♦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.
Black Priest carries S-rank damage(80 Damage Point) for Bartholomew legends and above while it carries A-rank damage(60 Damage point) for Normal members.
† Ghost when used on someone has no damage(since it suplementarily concentrate more on swaying/changing the orientation of the target from their position with a subtle force but with speed that poses a fatal threat when hit with an opposing force or rigid obstacle) unless the targets hits an abstacle then he recieves the corresponding impeling force with respect to the level of the user(Leader=S-rank damage, Legend= A-rank damage, Normal member=B-rank damage) due to the resistance of the obstacle/hinderance/opposing force.

† 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  Principle is good but its too powerful. Simply too powerful. I need you to tone it down slightly by either increasing lag times in more powerful uses or decreasing its power.
Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
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 the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto
Daiaru", he will only absorb the impact of a technique, through anything that he touches be it tools, weapons, clothes/attire, solid matter, etc and not the technique itself. Techniques that have no physical impact are immune to this ability. 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. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait.
♦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 by adding physical momentum and power to them by creating a repelling "aura" around them. The power of it is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). 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, a bartholomew member with lower rank can only use it up to an A-rank level. If A normanl bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 4 turns after. Fortified weapon's power last 3 turns (if not used) or until when used once.
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.
† Black Priest carries up to S-rank damage(80 Damage Point) for Bartholomew legends and above while it carries up to A-rank damage(60 Damage point) for Normal members.
† A-Rank and above usages can only be done 4 times per battle.
† Can't use Ninjutsu above S-rank the next turn in which any variant is used.


 Approved  Edited. Removed the Ghost application. That seems unrelated to the original technique.


Updating...
Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: Varies
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique.
*The user can simultaneously preform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns*
*Can only be used once every 2 turns*
*The absorbed attack will loose the impact, which is to say all the momentum. Energy attacks (such as Fire or Lightning) will behave the same way, but will only be harmless to the user if it's a technique of the same rank, following the above mentioned drawback for S rank, while Forbidden techniques aren't affected at all*

-Approved-
Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: Varies(Depends on the power of the absorbed technique)
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique. The absorbed force can be released also as a focused blast of air pressure from the paw that aborbed it. While the paw instantenously absorb the impact, the momentum of the jutsu or technique in question stops totally and either falls as a dormant entity or deforms while proceeding no further. The user can at the same instance, release the absorbed force instead of choosing to store it for a while. Alternatively, the user can use the paw in form of a suction through reverse repel action to stop a surrounding force be it push or pull by absorbing the closely embracing kinetic energy (only if they are close to the user) like shinra tensei, bansho tenin or any remote force, encapsulating the user. Also after absorption, he can release the absorbed force immediately
*The user can simultaneously perform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns. This means it can absorb an impact from upto S-rank jutsu, if it is normal chakra, force, energy, tangible matter/entity, earth, water, wind or elements technique related to them but can only absorb upto A-rank impact from lightning and fire *
*Can only be used once every 2 turns for normal members why Legends can use this with no turn rest except when their paw receives damage*
*Normal members can use this only 3 times per battle for S-ranks or 4 for A-ranks and below*
* Bartholomew legends can use it 4 times per battle for S-ranks or 5x for A ranks and below.



 Declined  Damage varies? Ok. How? That part is not clear. Also, since when does lighting and fire have impact? No on that use. This is only possible for stuff with the ability to produce a kinetic impact and thats not horizontal to all fire and lighting techniques. Also, no comparisons with the gravitational abilities of the Deva Path.
Removed the comparision to shinra tensei.


Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: Varies(Depends on the rank of the absorbed technique. When the absorbed force is expunged, it can cause 60 damage if previously used to absorb A-rank, 80 damage if used to absorbed s-rank force)
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique. The absorbed force can be released also as a focused blast of air pressure from the paw that aborbed it. While the paw instantenously absorb the impact, the momentum of the jutsu or technique in question stops totally and either falls as a dormant entity or deforms while proceeding no further. The user can at the same instance, release the absorbed force instead of choosing to store it for a while. Alternatively, the user can use the paw in form of a suction through reverse repel action to stop a surrounding force be it push or pull by absorbing the closely embracing kinetic energy (only if they are close to the user) like any remote force, encapsulating the user. Also after absorption, he can release the absorbed force immediately.
*The user can simultaneously perform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns. This means it can absorb an impact from upto S-rank jutsu, if it is normal chakra, force, energy, tangible matter/entity, earth, water, wind or elements technique related to them but can only absorb upto A-rank impact from lightning and fire or elements similar or related to them, leaving the paw useless for 2 turns.
*Can only be used once every 2 turns for normal members why Legends can use this with no turn rest except when their paw receives damage*
*Normal members can use this only 4 times, using it on an S-Rank allows only 1 additional use*
*Bartholomew legends can use it 5 times per battle, regardless of what rank is used on*


 Approved 


Updating

Paw Arts: Repel (Nykyujutsu: oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: This technique is a very simple technique that nearly all bartholomew clan members can use. The user puts his paw on a boulder(or if applicable one of the opponents jutsu) and using the power of his paws he repels the boulder. When this happens the boulder goes off into the air behind the user instantly disappearing from view. The user can choose the location of where he wants the boulder to land(without stating it) and in 4 turns the boulder lands there. This technique can be used for attacking by simply having the rock come down and hit the opponent on the back of his head in 2 turns time. For defense the user can have the boulder appear in front of him to stop an opponents jutsu(Only B rank and under).
~This is only an example of the techniques usage, the ability of the paws is to repel anything. Obviously the user can't repel a lightning, fire or wind jutsu without taking damage, however if he wants, he can however he takes 20 damage to his paws and he can't use his paw abilities for 2 turns.
~This technique can't be used to teleport other people to desired locations.
~The boulder can be in the air for as long as the user pleases. Meaning it could be more than 24 turns if he wishes.

-Approved-
Paw Arts: Repel (Nykyujutsu: Oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are replled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 10 times the users mass.
Note: Calling forth the object counts as a move and the user needs to spend additional chakra
Note: Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc)
Note: While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object
Note: Object can be called forth inbetween 5 turns after the technique was used"
Note: This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.



 Approved 
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
Mandalorian Secret Sword Technique: Sorrow Of The Deceived Blade | Rorian Kakushigoto Kenjutsu: Aijou kibou katana
Type: Attack | Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn active)
Damage: N/a (+20 to kenjutsu techniques) (60 Damage if used as a freeform strike)
Description: This is one of the secret techniques belonging to Hakumen of the mandalore clan. As he entered intense training in the vibrating side of the armor arts, specifically the sword. Hakumen will channel mass amounts of chakra into their sword. The Vibration is insanely fast that it gives off a translucent glow but doesnt look as if its vibrating, and to put a picture on how fast it is, not even the EMS can track the vibration speeds (THIS IS NOT THE SWING OF THE SWORD BUT HOW FAST THE SWORDS VIBRATES). By the sword vibrating this fast, it allows the sword to phase through material objects, and even human bodys. This technique is specially used against an opponent who is about to block their attack using a shield or even another sword. The user will increase the vibrating frequency to phase through the object. Once it phases through the user can decrease the frequency to make it not eligible to pass through objects to strike the opponent but still fast enough to deal a violent slash.. Its easibly noticble when it goes into the phasing stage as it gives of what seemed to be an afterimage in its path.The only downside about this technique is that due to the massive vibrating that goes on the user has to channel chakra into their hands to reduce the recoil the vibrations give off to their hands. Minimizing the damage only having the user take 10 Damage pr turn.

Note: Last 3 Turns
Note: Cant use in conjuction with chakra kenjutsu projectile techniques.
Note: Can Use 2 times pr battle with a 3 move cool down
Note: The user once the technique has ended wont be able to use their hands to make more than one handseal for 2 turns to allow their hands to recover.

00:08-00:10





Permission From Clan Leader



 Declined  >_> So...how would you defend from this? Also, remove that EMS nonesense please. And tone this down.
 
Last edited by a moderator:

Akuma

Active member
Legendary
Joined
Oct 24, 2011
Messages
19,063
Kin
279💸
Kumi
803💴
Trait Points
46⚔️
You must be registered for see images


Fishman Karate - Gyojin Karate

(Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
Rank: C
Type: Attack
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: While focusing water chakra around the desired hand and performing a karate chop, the user can split a water source out in front of him in order to send a shock wave to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance.
____________
-Approved-
(Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
Rank: C-A
Type: Attack
Range: Short - Mid
Chakra Cost: 20-30
Damage Points: 30-60 (+20 if used against an underwater opponent)
Description: Focusing chakra around the desired hand, the user performs a karate chop, splitting a water source in front of him through the form of a traveling shockwave. This wave is powerful enough to split an incoming water source and continue onwards to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance if used on a surface of water that the opponent is standing on. If used directly against a water source, a B ranked shockwave spreads through the water, causing a near instant disruption of the water that causes the unstable tides. If used directly against an enemy, it causes direct damage to an opponent, enough to break bones and cause immense damage. If an opponent in underwater, then the damage is increased by +20.
Note: The A ranked variant can only be used 3 times per battle, each with at least 2 turns in between usage, lowered ranked variants hold no restriction limit.


(Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 25
Damage Points: 50
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, only doujutsu is capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact. This palm trust is powerful enough propel large summon up to long range.
____________
-Approved-
(Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
Rank: B-S
Type: Attack
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, doujutsu and chakra sensors are capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact and can cause damaging internal injuries and if used by x members and above, will cause severe internal injuries, capable of breaking bones on contact. With varying degrees of damage, the highest level can cause enough damage to forcefully launch a Boss summoning to mid range and an enemy target into long range with great injuries. The B rank variant deliver a shockwave strong enough to wind an enemy for a turn and great concussive force, the A ranked variant is able to create a shockwave strong enough to crack bones on contact and delivers enough force to send the opponent into mid range. Should a user use the S ranked variant, the opponent will suffer severely broken bones and be launched into long range, the force of the attack effectively knocking them out.
Note: Suijin rank can use up to A rank, Mazu and above can use the S ranked variants.
Note: B ranked version suffers no limitation in usage A ranks can only be used up to 3 times and the S ranked variant only once.


(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground.
____________
-Approved-
(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground with a large shock wave emanating from the point of contact outwards, creating a short range engulfing shock wave following the motion of the kick. The user can also use this against incoming attacks should he have higher positioning against B ranked and below jutsu, sending it back towards the caster.

(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: The user will take control of an existing water source, making it move at will. However, the user may only move the water by using hand movements that represent the action the water will make. This can be used to create various things, like waves, vortexes, spikes and even whirlpools. The user can not control existing water infused with foreign chakra source.

Note: Requires a water source
Note: This technique ends when the user begins performing another jutsu
____________
-Approved-
(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: A
Type: Attack
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Using their clan's mastery of the water element, the user is able to channel their chakra into an existing water source and make it move at the user's will. Ranging from creating things such as waves and vortexes to more precise and minute creations such as Elemental Familiars like water shaped doplhins horses, or even more specific creations like statues, tables, etc, the user is able to create these creations by using hand movements after the user has created these items, his gestures mimicking the path and motion these creations move at. This water is capable at moving at the user's base speeds, greatly enhancing it's versatility. The user however is restricted somewhat in it's usages: Only able to manipulate a source within mid range of the user, though this does not mean they cannot use the source to perform long ranged water jutsus. The user is also unable to use existing water infused with foreign chakra.
Note: Requires a water source
Note: Lasts 2 turns
Note: The user can only use water elemental jutsu while this is in play.

(Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
Rank: B
Type: Defense
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: By focusing the water molecules around the hand, the user performs a simple palm block with enough force behind it to slap away a sword swing. This is done by creating a water shock wave from the palm. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This technique works incredibly well against elemental projectile of small to medium size.
____________
-Approved-
(Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Focusing water molecules around the hand, the user performs a strong palm block with enough force to deflect incoming taijutsu attacks or kenjutsu attacks of equal rank, creating an outwards spreading shock wave, releasing it just as his palm nears the attack, repelling it from him. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This wave is powerful enough to deflect jutsu that have A rank and below, as well as elements weak to this being more affected (S ranks and below) than normal elements.


 All Updates Declined  Izuna Uchiha didn't leave you or anyone else the clan. This means that you can create the final CCJ yes but you cannot alter the work he did on his own clan. Not without his expressed permission to do so. I confirmed with Caliburn and we both agree on this.
 
Last edited by a moderator:

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
(Keshin no Jorth) Δ Jorth's Personification
Rank: C-A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-30 (-10 per turn to sustain)
Damage points: 30-60
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.


 Approved 


(Búri no Yuigon) Δ Testament of Búri
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30(-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the vessel as same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.

Partial Infusion: Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include sixth sense, second vision, precognition. Sixth sense/Second Vision/Precognition is the ability to perceive things that are not present to the senses of the user currently. The user perceives information, in the form of a vision, about future events before they happen (precognition), or about things or events at remote locations, this comes passively upon infusion.

Full body infusion: This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.

While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.


 Declined  Restrictions? Namely, time limit and number of usages? Also, for the partial infusion, I'll allow you to pick one of the following per use but not all: sixth sense, second vision, precognition or aura sensing. And I want you define exactly what each one is and how it will affect or be used in battle.
 
Last edited by a moderator:

Excālibur1

Active member
Legendary
Joined
Feb 18, 2013
Messages
14,438
Kin
34💸
Kumi
24💴
Trait Points
0⚔️
Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank. The palm can either release a blast, beam, or even a wide spread of chakra.
-S-Rank beam can only be used once every 2 turns
-This technique is neutral to elemental techniques of the same rank


 Declined  S-Rank needs a limit in number of times or a larger cold down time. Also, you say this varies depending on rank...the rank of the technique or the rank of the member? Idea is cool for a basic technique for the clan. Good job. Oh, don't forget, if power is depending on rank so is range. And neutral to basic elements, ok. But no bijuu chakra, special KGs such as Dust and some CEs. I need you to develop that part a bit more and find some balance. It can't be neutral to everything.


Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal. This will activate the discs causing them to expand into four drones which can hover and fly through the air. Each drone is naturally equipped with a spotlight and a camera that feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities. Lacks the explanation of how the information is relayed (I assume through chakra signals) and what makes the owls move as well as the size of these owls. I'd add a small description of how they look as well just for a better description (color, etc).

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range).

Seems ok though I want you to explain that if an Owl uses any of the above abilities, it needs to count as a move. Otherwise you can have all 4 shooting a A-Rank fire stream.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgrades to render them immune to C-rank and below attacks. They can further increase their durability by creating a temporary chakra shield around themselves rendering them immune to A-rank and below attacks for one turn. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. When used with three drones the barrier is A-rank, when used with all four it is S-rank.

Immunity to C-Ranks how? And all? Even lightning? Fire? Wind? I mean, what type of immunity are we speaking off?

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves from normal sight, though dojutsu users can still see them with ease. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their user. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank).

Seems more or less ok except that even if invisible, they will still be heard flying around if you're near enough or skilled enough. Also, I want a rank for the invisibility.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in an A-rank explosion within short range.

Explosion is too powerful considering they are 4 and you can detonate them at any time.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.


 Declined Notes are on blue. Final note. All these abilities will require you to fuel your chakra into them so they will have the cost proportional to the effect achieved (B-rank damage = B-Rank chakra cost) as they need to drain chakra from you each time they use an ability. The 40 chakra cost is to trigger them. Then you need chakra to sustain them in flight and fuctioning and they need to draw from your chakra to trigger their abilities.
 
Last edited by a moderator:
  • Like
Reactions: Noni

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
Mandalorian Secret Sword Technique: Sorrow Of The Deceived Blade | Rorian Kakushigoto Kenjutsu: Aijou kibou katana
Type: Attack | Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn active)
Damage: N/a (+20 to kenjutsu techniques) (60 Damage if used as a freeform strike)
Description: This is one of the secret techniques belonging to Hakumen of the mandalore clan. As he entered intense training in the vibrating side of the armor arts, specifically the sword. Hakumen will channel mass amounts of chakra into their sword. The Vibration is insanely fast that it gives off a translucent glow but doesnt look as if its vibrating, and to put a picture on how fast it is, not even the EMS can track the vibration speeds (THIS IS NOT THE SWING OF THE SWORD BUT HOW FAST THE SWORDS VIBRATES). By the sword vibrating this fast, it allows the sword to phase through material objects, and even human bodys. This technique is specially used against an opponent who is about to block their attack using a shield or even another sword. The user will increase the vibrating frequency to phase through the object. Once it phases through the user can decrease the frequency to make it not eligible to pass through objects to strike the opponent but still fast enough to deal a violent slash.. Its easibly noticble when it goes into the phasing stage as it gives of what seemed to be an afterimage in its path.The only downside about this technique is that due to the massive vibrating that goes on the user has to channel chakra into their hands to reduce the recoil the vibrations give off to their hands. Minimizing the damage only having the user take 10 Damage pr turn.

Note: Last 3 Turns
Note: Cant use in conjuction with chakra kenjutsu projectile techniques.
Note: Can Use 2 times pr battle with a 3 move cool down
Note: The user once the technique has ended wont be able to use their hands to make more than one handseal for 2 turns to allow their hands to recover.

00:08-00:10





Permission From Clan Leader



 Declined  >_> So...how would you defend from this? Also, remove that EMS nonesense please. And tone this down.
(Rorian Kakushigoto Kenjutsu: Aijou kibou katana) Mandalorian Secret Sword Technique: Sorrow Of The Deceived Blade |
Type: Attack | Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn active)
Damage: N/a (+20 to kenjutsu techniques) (60 Damage if used as a freeform strike)
Description: This is one of the secret techniques belonging to Hakumen of the mandalore clan. As he entered intense training in the vibrating side of the armor arts, specifically the sword. Hakumen will channel mass amounts of chakra into their sword. The Vibration is insanely fast that it gives off a translucent glow but doesnt look as if its vibrating. By the sword vibrating this fast, it allows the sword to phase through material objects, and even human bodys. This technique is specially used against an opponent who is about to block their attack using a shield or even another sword. The user will increase the vibrating frequency to phase through the object. Once it phases through the user can decrease the frequency to make it not eligible to pass through objects to strike the opponent but still fast enough to deal a violent slash..Though this technique is dangerous, It can only phase through 1 material object, material. Meaning if you bypass a shield technique the vibrating frequency would decrease not being that fast allowing the opponent to even create an armor not allowing the sword to phase through it Its easibly noticble when it goes into the phasing stage as it gives of what seemed to be an afterimage in its path.The only downside about this technique is that due to the massive vibrating that goes on the user has to channel chakra into their hands to reduce the recoil the vibrations give off to their hands. Minimizing the damage only having the user take 10 Damage pr turn.

Note: Last 2 Turns
Note: Cant use in conjuction with chakra kenjutsu projectile techniques.
Note: Can Use 2 times pr battle with a 3 move cool down
Note: The user once the technique has ended wont be able to use their hands to make more than one handseal for 2 turns to allow their hands to recover.

00:08-00:10



 Declined  Still oped. You didn't adress the issue of how to defend from this if it bypasses physical defenses. Sorry but no. DNR






(Rorian no Jutsu: Magirawashii ryouiki) Mandalore Secret Technique: Misleading Trajectory
Type: Supplamentary
Rank: S
Range: Short
Chakra:40
Damage: N/a (Depends on users technique)
Description: This is a secret technique Developed by Hakumen mandalore. Not only to combat and counter techniques but figured out a way to divert the technique away using his armor technology as a base for that while in conjuction his strength stimulant. Hakumen will channel chakra into his armor causing a very dense barrier erupted from the armor to appear and layer around his hands allowing him to misguide an attack to either left, right, up, or down but can not redirect the technique back at the enemy. This technique is proven useful against opponents who have a summon in the air while their on the ground, if they are ambushed and an enemy is on their side, to even use a fire jutsu to direct it at the sky for the use of kirin, or simply blocking an attack. This attack even work on stream techniques, as the technique will simply divert as long as the stream continues. This jutsu cannot divert physical techniques which is the only downside (Earth, Steel, Etc)

Note: Can use twice
Note: Cool down of 3 turns
Note: Can Divert up to S rank
Note: No other mandalore techniques in the next turn

2:52 -2:55



 Declined  Similar to existing customs. DNR





(Rorian Kakushigoto :Genshi horoguramu) Mandalore Hidden Technique: Nano Hologram
Type: Supplamentary
Rank: A
Range: Self
Chakra: 30
Damage: N/a
Description: This is a very special technique , only learned, and known to Hakumen mandalore. Fully utilizing his armor to its full capacity becoming one with it. The user will channel their chakra throughout their body onto their armor, breaking it down to nano size. By doing this and becoming one with the armor, the armor will take the look of a hologram being transparent while also taking its properties. This allows any physical damage to bypass the user what so ever while still being able to move freely.

Note: Can use a max of 4 turns
Note: Last 1 turn unless deactivated
Note: Must wait 1 turn to use again.

Permission From Clan Leader



 Declined  >_> Yeah... no. First, you don't explain how you achieve this. Second, you don't explain why you're suddenly immune to physical damage and finally, its oped, unreasonable and comes at no drawback. And, btw, it seems to have little in common with the techniques your clan leader is submitting and how he is building the clan. I suggest you wait until he finishes submitting the 8 techniques for the base of the clan.
 
Last edited by a moderator:

Excālibur1

Active member
Legendary
Joined
Feb 18, 2013
Messages
14,438
Kin
34💸
Kumi
24💴
Trait Points
0⚔️
Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank. The palm can either release a blast, beam, or even a wide spread of chakra.
-S-Rank beam can only be used once every 2 turns
-This technique is neutral to elemental techniques of the same rank


 Declined  S-Rank needs a limit in number of times or a larger cold down time. Also, you say this varies depending on rank...the rank of the technique or the rank of the member? Idea is cool for a basic technique for the clan. Good job. Oh, don't forget, if power is depending on rank so is range. And neutral to basic elements, ok. But no bijuu chakra, special KGs such as Dust and some CEs. I need you to develop that part a bit more and find some balance. It can't be neutral to everything.


Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal. This will activate the discs causing them to expand into four drones which can hover and fly through the air. Each drone is naturally equipped with a spotlight and a camera that feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities. Lacks the explanation of how the information is relayed (I assume through chakra signals) and what makes the owls move as well as the size of these owls. I'd add a small description of how they look as well just for a better description (color, etc).

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range).

Seems ok though I want you to explain that if an Owl uses any of the above abilities, it needs to count as a move. Otherwise you can have all 4 shooting a A-Rank fire stream.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgrades to render them immune to C-rank and below attacks. They can further increase their durability by creating a temporary chakra shield around themselves rendering them immune to A-rank and below attacks for one turn. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. When used with three drones the barrier is A-rank, when used with all four it is S-rank.

Immunity to C-Ranks how? And all? Even lightning? Fire? Wind? I mean, what type of immunity are we speaking off?

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves from normal sight, though dojutsu users can still see them with ease. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their user. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank).

Seems more or less ok except that even if invisible, they will still be heard flying around if you're near enough or skilled enough. Also, I want a rank for the invisibility.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in an A-rank explosion within short range.

Explosion is too powerful considering they are 4 and you can detonate them at any time.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.


 Declined Notes are on blue. Final note. All these abilities will require you to fuel your chakra into them so they will have the cost proportional to the effect achieved (B-rank damage = B-Rank chakra cost) as they need to drain chakra from you each time they use an ability. The 40 chakra cost is to trigger them. Then you need chakra to sustain them in flight and fuctioning and they need to draw from your chakra to trigger their abilities.
Resubmitting

Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rankof the technique. The palm can either release a blast, beam, or even a wide spread of chakra.
-S-Rank beam once used, there is a three turn cool down and can be used only three times.
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-Rank can be used up to Short range
C-Rank can be used up to Mid-range
B-S Rank can be used up to Long-range


 Approved 


Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.


 Approved  Well done.
 
Last edited by a moderator:

Gobi Gobletsson

Active member
Legendary
Joined
Oct 27, 2010
Messages
19,790
Kin
473💸
Kumi
7,961💴
Trait Points
0⚔️
(Búri no Yuigon) Δ Testament of Búri
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30(-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the vessel as same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.

Partial Infusion: Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include sixth sense, second vision, precognition. Sixth sense/Second Vision/Precognition is the ability to perceive things that are not present to the senses of the user currently. The user perceives information, in the form of a vision, about future events before they happen (precognition), or about things or events at remote locations, this comes passively upon infusion.

Full body infusion: This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.

While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.


 Declined  Restrictions? Namely, time limit and number of usages? Also, for the partial infusion, I'll allow you to pick one of the following per use but not all: sixth sense, second vision, precognition or aura sensing. And I want you define exactly what each one is and how it will affect or be used in battle.
(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel becomes omniscient, in regards to the upcoming events. In other words, the user becomes aware of the future, giving himself the capability to change the to-be happenings, with another act than the one told in the vision.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well.

Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5).
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.



 Declined  few things need tweaking. 1) precognition needs an application in battle. My clan also has a form of this ability called "Foresight". It can only be used 3 times and pertains to the techniques the enemy uses in the following move. In this case you need to define exactly what you'll be able to foresee in terms of a battle. Also, Precognition and Omniscience are different things. I will not allow the later as its basically the core ability of my clan. Precognition allows you to see whats yet to happen. Omniscience is the ability to be aware of everything around you at every single moment in time. Considering how your clan already has an enhanced form of sensing and you're submitting precognition as well, omniscience is a no no. The precognition in terms of partial infusions should be limited to 2 or 3 times; full infusion you'd be able to do it 4 or 5 times. Then I assume this is like a mode in which you activate it and it becomes active for a given time. As per your clan's description, chakra needs to be drained per turn to sustain it which means a turn limitation in terms of use for both infusions. Personally, I'd make the partial infusion a momentary use kind of thing and the full infusion a mode-like technique. This would allow you more freedom in usage in battle. 2) Also, you're infused and merged with a spirit but I won't allow your body to gain the same resistance as you have in (Keshin no Jorth) Δ Jorth's Personification. Doing so would allow you to gain a resistance to damage too high when you can already forcefully allow your genki to make your body work if you lose conscience or are too injured. There is a small matter of tweaking that portion down. This said, don't forget, chakra cost to sustain and duration limit. Those are not clear.

(Shojun no Hel) Δ Hel's Alignment
Rank: C-A
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-30
Damage Points: 30-60
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu takes exit in the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain coloured bacteria depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki, would in worst case scenario, suck a character dry of their Yin ratio, leaving behind a shell of but only Yang-ratio, a mentally exhausted opponent, and incapable of moldning chakra for two turns.


 Declined  Ok, excellent idea. But there are minor things that I don't understand. Bacteria? Exit?
Their shape and color varies, depending on their will, but they always have an energy-like appearance and physical intangibility which makes them seem ethereal. This is, however, only partially true. To affect the real world they need to manifest themselves and that requires them to allow some of the Real World laws to affect them. Physical matter will pass through them but energy can affect them (Fire, Lightning, etc). Gravity and other physical energies such as sound, kinetic energy, etc don't affect them but Temperature, Magnetism, Electricity, etc do. Due, also, to how they manifest themselves and what they are, certain abilities can control or affect them such as Doujutsu Genjutsu, certain Yamanaka Clan techniques, Yin Release and other spiritual bound techniques and skills. Because they don't have a physical body, regular Genjutsu cannot affect them nor can tangible elements or attacks. Raw chakra can interact and affect them partially. Genki manifest themselves by wielding the energy within them: the Ethereal Energy or Kūki no Yōna. This energy is a raw form of spiritual energy that they can use to affect the real world. This energy can interact with physical and spiritual energies and entities in the world and be used any way the spirits need. It manifests itself in the same color as the spirit who wields it and can be imbued with different properties to suit given needs.
This might help you retweek this technique. The explanation of it is not clear or complete.
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
As discussed with Scorps through vm


updating to personal ccj
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||
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", Priest 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)
~Priest's Personal Ccj


 Approved 



updating to personal ccj and a little edit on the usage limit.
-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: Nykyu Engi - Paw Paw Arts: Paw Amplification
Type: Sup
Rank: S
Range: Short
Chakra: 40
Damage: N/A(adds a level to every paw jutsu except F-ranks)
Description: The user after making 3 handseals gathers large amount of chakra while synchronizing their spirit with their paws, this is followed by cladding their paws in several layers of paw shaped bubbles with the outer layer vibrating on a microscopic level. the bubble is totally unseen to eyes except from doujutsu as the bubbles are not chakra itself but pressurized air. while the bubbles are completely formed, This corrects the weakness of the paw. After rigorous research and practice, Priest now find a way to go beyond his paw's weaknesses whereby making this modification thus with this, they negate the paw's weakness 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 twice, with a 5 turn coldown for second use
-Lasts for 4 turns
-After mode ends, user can't use paws for 2 turns
-only accessible to bartholomew legends
-Priest's Personal Ccj


 Approved 


[/B]
Paw arts: train wreck (Nykyujutsu: tore-n keigei)
Rank: S
Type: supplementary
Range: short-mig-long
Chakra: 40 (short rang movement=+10 mid range=+20 long range=+40)
Damage: n/a
Description: This is a very complex jutsu the bartholomew clan members use, The jutsu itself has two variates. The first is simpler but harder to use, so hard in fact that only bartholomew clan legends can perform it. The user will place his paw on his own body, using the power of the paws he will literally repel his own body to a desired location. Because of the immense speed of the repelling, it appears that the user is literally teleporting to a desired location. However this is not the case, the user is actually repelling himself, thus moving(not actually walking like the second variate of the jutsu) at extremely fast speeds to the desired location. Almost as fast(but not quite as fast) as madara's teleportation. The second variate of the jutsu is more complex but easier to use, The user will use the powers of the paws and repel the friction in the air. They then simply run without friction. Despite their weight most Bartholomew clan members are surprisingly fast, so if they were to run without friction, in fact if anyone were to run without friction their speeds would be insanely fast.
~both variates of the technique can only be used 2 times per battle (meaning overall 4 times). 2 for the near-teleportation and 2 for running without friction)
~The first variate of the technique can only be used by bartholomew legends
~only one paw arts jutsu in the same turn
~after usage the user must wait 3 turns before he can use it again
~running without friction can only be used in mid range as it requires immense concentration
~no S ranks in the following turn


-approved-
Sei-Ashi No Mi: Haiseki - Holy Paw Arts: Boycott
Rank: S
Type: Sup
Range: Short-Long
Chakra: 40(-10 p/turn)
Damage: 0
Description: Boycott is the fate of a timid Priest who prefers to be alone thus drawing a line between himself and the sinful world around him. Bartholomew Priest discovers how to use the paws and its repel power in a grand but subtle non agressive manner. The user repels with one or both his paws and quickly engulf around himself up to 15meters, in a subtle albeit invisible paw bubble. The paw bubble once made, stays and is self-sustaining for a short period. Though not agressive, anybody is able to move within and out of the bubble without any damage as it does not acts as a physical barrier though the air within the bubble is extremely dense that any physical matter moving within it becomes immensely slow. A close opposite of "Train Wreck"(instead of removing air friction like the train wreck, it increases the air friction in 100folds though alternatively affecting only non bartholomews as non-bartholomew can't also exploit the no-friction in train wreck, a closely opposing relativity). The user however, can move with his original speed within it thus making it look like he suddenly gains a drastic increase in speed which is not quite so. If a ninja target is caught within this, his overal speed drastically reduces x3. Physical jutsu moving within the barrier also becomes slow.
The user can simultenously perform another move though it would then counts as 2 moves albeit taking just one timeframe.
NOTE: While this is active, the user can't use Paw arts above A-ranks
NOTE: Last 3 turns
NOTE: 3 turn rest for normal Bartholomew but 2 turn rest for Bartholomew legend
NOTE: Can be used a maximum of 2 times for normal Bartholomew while Legends can use is 3x max.
NOTE: Only works on physical entities.
NOTE: Priest's personal ccj.


 Declined  Few questions: what happens to your own jutsu? That you can move within the bubble freely, I get but what about your own techniques? Also, remove the invisible part. It needs to be visible. Range is too much (it should span at best up to 5 meters around a central point, engulfing a short range area around its trigger point...thus remove the long range part). Additionally, I don't understand how the last sentence is possible or why its there in the context of this technique. You activate the technique and once you do, you can use other techniques. However, there is no reason as to why you'd be able to use it and trigger it at the same time as another technique.
 
Last edited by a moderator:
Status
Not open for further replies.
Top