[CJ] Yusei and Scaze's Trading Thread

Yuse

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Raiton: (Farao kesshō hogo) — Lightning Release: Pharaoh's Plasm Protection
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: An advancement of the plasma ball technique. The user will manipulate their chakra to create a golden 360 degree plasma- like barrier of an extremely focused nature around them. Able to serve as a formidable defense, even from techniques as wide-ranged as the Quicksand Waterfall Flow technique. Unlike the initial "Plasma ball technique" which it is derived from, the barrier is capable of manifesting whips from any part of its being. The whips are of a focused nature, exhibiting a somewhat similar solid tangibility to that of chidori true spear. However not to the same extent and thus are more free flowing making them capable of physical actions such as piercing, grabbing, constricting and actions similar. Allowing them to be able to be used in a number of ways. For example having a whip wrap around a sword and proceed to attack with it, or simply controlling a whip to go forward and impale an opponent. The whips are able to extend to mid-range, and there is no limit to how many whips can be manifested. Logic applies of course in the sense that with every additional whip the strength of each individual whip weakens. The user can only use lightning release, basic chakra techniques and physical based techniques while sustaining the barrier. However releasing whips from the barrier cost a move. Another unique effect is the barrier passively releases a surge of electricity into anything it touches, having it conduct (This is A rank and costs an additional move). Also similar to the initial technique, the user can choose to release the barrier, however in a more refined state. Able to release it in a wave from any direction or release it as a 360 degree omnidirectional wave. Due to how focused the barrier itself is, it doesn't retain any shocking or numbing properties, nor do the whips retain such an ability. The technique can be seen as an advancement of the initial plasma barrier technique in regards to an addition of shape manipulation and refinement in control and intensity being more focused. Still however, retaining a few of the limitations of the original technique. Such as only being able to release the barrier up to mid-range, which also applies to the extension of the whips.

Note: Can only be used two times per battle
Note: The technique lasts a maximum of 3 turns
Note: Only Lightning, physical, and basic chakra techniques can be used while sustaining the barrier.
Note: Releasing whips costs an additional move
Note: Having something conduct lightning from contact counts as an additional move
Note: Being released in a wave ends the effects of the technique
Note: 2 turn interval before the technique can be used again
Note: The maximum size of the barrier is short-range and the whips are what enable this technique to reach up to mid-range.
Note: Can only be taught by Yusei

Analyze the jutsu please. And ask any questions you might have.
 

Yuse

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I completely understand. Thank you ser.
Remind me, what were we trading for again?

Ah cool. We were trading for 3 of your cjs lol jk. We were trading for your Gen the scarlet laugh of Z, but if you want to pass down more then just one ch to a young and upcoming rper named Yusei (me) I would be ok with that xD
 

System001

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I'm too stingy for that.

(Genjutsu: Zeuxis no hiiro warai) | Illusionary Technique: The Scarlet Laugh of Zeuxis

Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess. Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, the opponent experiences crawling and itching upon their skin as the Knismesis takes effect, and then becomes ticklish as it advances into the next stage, increasingly so over time. This occurs not necessarily because it may be the enemies natural reaction to tickling, but rather because the Genjutsu amplifies the enemies sense of touch, therefore overstimulating their sense to a degree in which they feel ticklish regardless of their usual physiological reaction. Therefore while an enemies reaction to the Knismesis and Gargalesis may be different (Eg, they may not laugh, or they may burst out in hysterics) , the experiences of Knismesis and Gargalesis are forced, thus eliminating the reliance on an enemies personality and personal habits. Although naturally, an enemy who has never been ticklish before would have even more reason to suspect a genjutsu - a slight pitfall in the technique. Of course, because this is a Genjutsu, there can be no prior anticipation to the 'tickling', therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed to limit a reaction until you actually begin to feel ticklish. Needless to say the tickling can make it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected. Making movement of these regions either incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion will likely have an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, possibly linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it. The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.

Note:
- The user is capable of targeting specific spots if they so wish.
- Can only be used 2x
- No Genjutsu A rank or above for the rest of, and the next turn.
- Can only be taught by Scaze

Questions?
 

Yuse

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Awesome illusion. Just 2 questions I believe. One Im guessing the gen lasts until its final stage then ends by itself. Or does it remain active until broken. And if so is pain a viable way to break the illusion since this seems to heavily rely on pain in its later stages. Other then that I understand and its really awesome.
 
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Yuse

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nk: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.

- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.
-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze
 

Yuse

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Thanks Scaze no questions. And nah sadly not yet I'm almost finished with aranks. Don't worry though I'll only use it when I finish fire ofc. Thanks again and I got you with the next fire cj I get approved
 

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(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze


My only questions are, what is the maximum extent we can go up to regarding size. And if we ever release a technique from a flame can we also have control over it. Or is it one or the other.

Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
Type: Supplementary/Defensive*
Rank: S*
Range: Short - Long*
Chakra Cost: 40 (-10 for every turn active)*
Damage Points: N/A*
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.*

Note: Can only be taught by Yusei*
Note: Can only be used twice*
Note: Can not be used in consecutive turns*
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever*
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one

Much simpler then the length leads some to believe, any questions?
 

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Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Hide
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.

Raiton: Zeusu Takumi no Waza | Lightning Release: Zeus' Craftsmanship
Hide
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze

you get

Indra - God of thunder
Type: Weapon
Rank: S
Range: Short-long
Chakra: 40 (-10 per turn for levitation)
Damage: N/A
Description: Legend has it that long ago there lived a Group of Monks that devoted themselves to the art of Lightning.They spent their days amassing as much knowledge as they could on it, through years of research on its abilities and the practice of its uses through ninjutsu. Years passed and their knowledge continued to grow, reaching their final days however the monks feared that all the knowledge they had amassed on the art would fall victim to time, and thus all came to an agreement.They Forged a weapon in which they stored all the knowledge and abilities they had amassed by sacrificing their chakra and their lives.The weapon would be named Indra after the god of Thunder and the group would forever be remembered as The Monks of Indra.In terms of Appearance Indra has 3 forms.Its basic form is a solid gold ring with a lightning bolt engraved on it. Its second form is a gold lightning bolt shaped sword with a smaller lightning bolt shaped opening near the black handle. And its third and final form is that of a solid gold staff or Shakujo.

Abilities

Indra's Awareness - Through research and practice the first monk discovered that through the understanding of electrical charges and their pull of one another, that with enough skill one could harness the ability to sense them after completely mastering Lightning release. Able to sense the world around him through electrical charges. Able to sense techniques easily (Any technique) and by extension genjutsu via sensing the disruption in the electric waves affecting the brain (Like normal sensing simply allows the user to know he is under the effects of an illusion, does not affect the actual illusion in anyway), but otherwise limited to only short range when sensing something other then a technique such as an opponent. This is due to needing to be close to sense the weak or other wise unfocused electrical charges such as that of a human being's. After sacrificing himself, Indra gained the passive ability to grant its user an awareness of the electrical charges around him. This is passively done by the user either wearing Indra as a ring or wielding it in sword or staff form.(This ability is usable only by a user who has a lightning specialty, but to be able to sense things other then techniques up to short range the user MUST have a "Primary" Lightning Specialty)

Show
Indra's Levitation - Through research and practice the third monk discovered the levitating properties of Lightning after stumbling upon and studying the effects of a well known jutsu by the name of Levitating Lightning blades. He realized by shrouding something in lightning consisting of the same properties as that of Levitating Lightning Blades, he could levitate the object and take control over it. Requiring no contact, it is applied by merely releasing an chakra discharge at the intended target which is then changed to extremely focused lightning that shrouds the target and levitates it. This is done by simply preforming a hand-seal while wearing Indra as a ring or waving Indra in its Sword or Staff form, to shroud something in an aura of lightning and control it through levitation. The lightning shroud is purely supplementary it's only purpose is to levitate the target, it does not get conducted by liquids or anything of the sort nor does it shock/harm the target whatsoever due to its extremely focused and condensed nature similar to that of the Raikage's Armor. (This counts as one of the users 3 moves per turn and the initial amount of chakra used is proportionate to the size/rank of the intended target. As well as costing 10 chakra points per turn to maintain. In terms of what can be levitated it is limited only to tangible objects and techniques up to A-rank things of a solid or tangible state like that of earth and liquids, energy based techniques cannot be be effected unless the technique states having a solid property, nor can it be used on living creatures. However due to their relationship wind techniques of any sort, even extremely focused tangible ones can not be levitated.)


Note: Changing Indra's form takes up 1 of the 3 moves
Note: Due to Indras hate for wind any wind technique preformed by the user requires + 10 chakra
Note: The wielder must have a Primary Lightning Specialty to sense things other then techniques and is limited to only Short range
Note: Indra is Indestructible
Note: Can only be taught by Yusei
 
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