[CJ] Alan teaches the Sensei. :o

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Hey, look, this thread is being used for it's original purpose. Me teaching you!! :rolleyes:




(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20
Damage: 10 (B-Rank Summon) 20 (A-Rank Summon) 30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu.

There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (10 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 30 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, roughly around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Developed as a form of Taijutsu Supplement by a Shinobi who used another one of their own technique's to help himself gain solid footing in the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, including Free-Form Taijutsu. The user begins by gathering a large amount of Chakra, distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the Chakra in conjunction with them. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to create Fire Release Chakra, or loose, free-flowing movements for Wind Release Chakra, and fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or from existing sources, like a nearby sources of Water, or the ground beneath their feet, however, any offensive action involving an existing Element must originate from the users position, same with Elements created by the user. The user can also control incoming Jutsu, however, the Rank of the Chakra must be at least one Rank higher than the incoming Jutsu, in addition to the Jutsu having to be within Short Range of the user to infuse their Chakra into the Jutsu. Although this technique's extreme versatility comes at a price. After the initial kneading of Chakra, the user cannot perform any other Jutsu while the Chakra gathered for this Jutsu remains. The user can split this Chakra into as many attacks they wish to perform, (Within reason of course, so the user can perform 1 A-Rank, or 2 B-Rank, 4 C-Rank, or even a combination of ranked attacks, like 1 B-Rank and 2 C-Rank, Etc.), however with each division of the Chakra used, so too does each individual action logically lose power. However, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the Chakra is only changed when released in conjunction with Taijutsu actions, this allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements. This allows the user to easily create their own unique "style", simply by performing a series of basic actions and combing the Elements those actions unleash, for devastating results.

All of the Elements utilized by this Jutsu can be used to either supplement the user's Taijutsu strikes, or to engage in ranged combat by firing the produced Elements towards their target, allowing the user to seamlessly shift between close quarters combat and ranged combat, without it affecting the flow of the users moves. In addition to this, the user is able to utilize more than the standard form of the Elements they perform, so for example, when the user performs this Jutsu in conjunction with Fire Release, they don't have to use simple flames, they could also use ash or flammable mist should they desire, as both exist within the canon list for Fire Release. A more detailed list of the available variants for the basic 5 Elements is already provided within the parent technique, "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger", however as a rule of thumb, if it exists in the canon list for the Element, it can potentially be utilized in some shape or form through this Jutsu.

Note: The user can keep this technique active for a max of 2 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the 2 turn limit, they lose the remaining Chakra.
Note: This Jutsu can be used a max of 4 times per battle. This restriction relates to the number of times this Jutsu can actually be activated, not the number of individual attacks allowed while using this Jutsu, as those are already clarified and restricted by the amount of Chakra the user gathers and expends on each attack.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".



Okay, so first thing you have to do is break these Jutsu down, explain how they work, then mention any stand out points about either technique. I can't just tell you how to use these Jutsu Nathan, they're that complicated that if I make a mistake while explaining them (Even though I made them...), it could easily cause you to lose a fight. Once you've broken each one down, you'll need to give an example usage for each. It can be as detailed as you want to make it, but you really have to show that you understand these Jutsu before I let you go and slaughter people with them. Sorry in advance for having to make you do this for these techniques, I just want to feel powerful I just want to make sure you "get" both techniques before you get both techniques. xD
 

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Hey, look, this thread is being used for it's original purpose. Me teaching you!! :rolleyes:




(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20
Damage: 10 (B-Rank Summon) 20 (A-Rank Summon) 30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu.

There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (10 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 30 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, roughly around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Developed as a form of Taijutsu Supplement by a Shinobi who used another one of their own technique's to help himself gain solid footing in the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, including Free-Form Taijutsu. The user begins by gathering a large amount of Chakra, distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the Chakra in conjunction with them. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to create Fire Release Chakra, or loose, free-flowing movements for Wind Release Chakra, and fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or from existing sources, like a nearby sources of Water, or the ground beneath their feet, however, any offensive action involving an existing Element must originate from the users position, same with Elements created by the user. The user can also control incoming Jutsu, however, the Rank of the Chakra must be at least one Rank higher than the incoming Jutsu, in addition to the Jutsu having to be within Short Range of the user to infuse their Chakra into the Jutsu. Although this technique's extreme versatility comes at a price. After the initial kneading of Chakra, the user cannot perform any other Jutsu while the Chakra gathered for this Jutsu remains. The user can split this Chakra into as many attacks they wish to perform, (Within reason of course, so the user can perform 1 A-Rank, or 2 B-Rank, 4 C-Rank, or even a combination of ranked attacks, like 1 B-Rank and 2 C-Rank, Etc.), however with each division of the Chakra used, so too does each individual action logically lose power. However, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the Chakra is only changed when released in conjunction with Taijutsu actions, this allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements. This allows the user to easily create their own unique "style", simply by performing a series of basic actions and combing the Elements those actions unleash, for devastating results.

All of the Elements utilized by this Jutsu can be used to either supplement the user's Taijutsu strikes, or to engage in ranged combat by firing the produced Elements towards their target, allowing the user to seamlessly shift between close quarters combat and ranged combat, without it affecting the flow of the users moves. In addition to this, the user is able to utilize more than the standard form of the Elements they perform, so for example, when the user performs this Jutsu in conjunction with Fire Release, they don't have to use simple flames, they could also use ash or flammable mist should they desire, as both exist within the canon list for Fire Release. A more detailed list of the available variants for the basic 5 Elements is already provided within the parent technique, "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger", however as a rule of thumb, if it exists in the canon list for the Element, it can potentially be utilized in some shape or form through this Jutsu.

Note: The user can keep this technique active for a max of 2 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the 2 turn limit, they lose the remaining Chakra.
Note: This Jutsu can be used a max of 4 times per battle. This restriction relates to the number of times this Jutsu can actually be activated, not the number of individual attacks allowed while using this Jutsu, as those are already clarified and restricted by the amount of Chakra the user gathers and expends on each attack.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".



Okay, so first thing you have to do is break these Jutsu down, explain how they work, then mention any stand out points about either technique. I can't just tell you how to use these Jutsu Nathan, they're that complicated that if I make a mistake while explaining them (Even though I made them...), it could easily cause you to lose a fight. Once you've broken each one down, you'll need to give an example usage for each. It can be as detailed as you want to make it, but you really have to show that you understand these Jutsu before I let you go and slaughter people with them. Sorry in advance for having to make you do this for these techniques, I just want to feel powerful I just want to make sure you "get" both techniques before you get both techniques. xD
I'll reply to this in due time. But first, here we are!


(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: A-Rank
Range: Self - Short (Direct Contact)
Chakra: 30
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc...) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing (Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger. Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns.

417 Hz - "Re" (Re-encouragement - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of B-rank and below, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.
 

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I'll reply to this in due time.
Take your time. They're both long af, so I can't blame you for taking time to reply. :D

Nathan said:
But first, here we are!

(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: A-Rank
Range: Self - Short (Direct Contact)
Chakra: 30
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc...) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing (Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger. Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns.

417 Hz - "Re" (Re-encouragement - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of B-rank and below, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.
Okay, so it's been a while since I last saw or even thought about this Jutsu, but it's awesome that it actually got approved. It's probably gone through a few revisions, yeah? All of the abilities are amazing supplements for either combat or a supporter role, which is rarely ever seen in a Custom Jutsu. I just have one question, the final frequency, it states that it gives the user "resistance to Genjutsu", but it doesn't state specifically what that means in terms of combat. Can the user passively break through B-Rank Genjutsu, or are they just generally more resistant to Genjutsu? It doesn't really state anything, so I'd best ask now before I forget. Other than that, no questions. :)
 

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Aaaaaaaand, here's another one. I'm on a roll with my Custom Jutsu right now, aren't I? :rolleyes:




(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: S-Rank/ Forbidden
Range: Short
Chakra: N/A
Damage: N/A (-20 to user after is they perform the Forbidden Rank variation)
Description: This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "inextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. To achieve this, user performs a swift series of powerful sweeping/ arching Taijutsu actions, all performed at the air surrounding themselves, or their intended target. The intent is not to actually land a direct hit on the intended target or for the attacks to even be remotely within the vicinity of the target, only to have the target be within range of this technique's effect. By successfully performing this series of sweeping and arcing Taijutsu actions, the user disrupts and shifts the flow of air around their target, forcing the air within the area to be "pushed" out of the area. This is somewhat visible in the form of a semi-translucent "dome" around the target, with the area inside this "dome" possessing lower quantities of all elements found in the air, especially oxygen, thanks to the air being forced back. For example, if the users right arm has caught fire, the user can perform the actions and motions with their left, using their strength and speed to remove the elements in the air that allow the fire to continuously burn, causing it to die out almost instantly. The user can also use this technique to neutralize flames that have hit and are burning a partner of the user. The user simply performs the same kind of actions and motions, with the target area being within the range of those actions. Of course, this Jutsu doesn't heal any damage done to anyone hit by a Fire Release Jutsu, it's merely a defensive measure to prevent further damage from remaining flames. Another way this Jutsu can be used is defensively, as a preventative measure, rendering Fire Jutsu inert before they either hit the user, their intended target, or if the user has a decent sense of timing, as they are released. If the user can recognize that a Fire Release Jutsu is about to be performed, through whatever Sensory ability they may possess, and/ or through logical reasoning, this Jutsu can be performed to counter an enemy Fire Release Jutsu either before it's fully performed, or before it reaches the user. The effects of this Jutsu only persist for a few seconds before the air quickly rushes back to the spot the user performs this technique on, meaning if this Jutsu is used defensively, the users timing must be impeccable, otherwise their Jutsu would fail to achieve it's goal, leaving the user open, thus more than likely be hit by the incoming Fire Release Jutsu. This only works on the area where the movement is made, meaning if the user swings their arm in front of them, it doesn't effect fire from behind them.

Note: The S-Rank variant can only be performed a max of 2 times per battle/ event. The Forbidden Ranked variant can only be performed once per battle/ event. Additionally, if the user performs the S-Rank variant more than once, they cannot use the Forbidden Ranked variant, and if they use the Forbidden Ranked variant, they cannot use the S-Ranked variant.
Note: After the first usage of the S-Rank variant, the user cannot perform this Jutsu for 2 turns. After the second, the user cannot perform this Jutsu and Taijutsu of S-Rank or above for 3 turns.
Note: After the user performs the Forbidden ranked variant, the limb(s) utilized in the usage of this technique will succumb to extreme cramping due to the high level of force and muscle control required to displace enough air to affect Jutsu of Forbidden Rank, like the Amaterasu. This results in high levels of pain for the user, as well as an inability to perform any Taijutsu above B-Rank with the affected limb(s) for 4 turns. Additionally, the power of the user's Taijutsu also suffers as a result, weakening the users Taijutsu by 10 Damage for 4 turns. Not only this, but the user is unable to use his arm for handseals for a full turn following the user of the forbidden ranked variation due to the strain it takes to cause such a vacuum.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ. And can't be used against The Pervy Sage.




So to make things a bit easier, I'll explain a bit about this one. The mechanics and the restrictions should explain themselves, more or less, but there are some things that aren't explicitly explained. Like the fact this Jutsu is meant to negate more or less all Fire, yet the Range is limited to Short. If you try to use this to counter, say, "Fire Release: Great Fire Annihilation" or "Fire Release: Searing Migraine", both of which span a massive area, it would fail, as the range of this technique isn't large enough to encompass the entirety of the incoming Jutsu. This is why this Jutsu is good for countering Amaterasu, as despite the fact that it can engulf the area that it's user can see, so long as you can get away from the main source of the flames, you can perform this Jutsu to negate the flames that managed to hit you, thereby neutralizing the Jutsu. In other words, the scale or size of the opponents Jutsu are just as important as the range of the Jutsu you wish to negate, so it's important to keep that in mind while you counter or defend. Another thing is that the Pervy Sage is literally immune to this technique. Just... Don't ask why, cause I have no clue. >__> Besides that, the only thing to keep in mind are the restrictions, and how they affect you after you use this Jutsu. Like, if you're afraid of being unable to use seals if you have to resort to using the Forbidden Ranked variant, you can always just give your legs a nice work out, know what I mean? ;P
 

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Take your time. They're both long af, so I can't blame you for taking time to reply. :D



Okay, so it's been a while since I last saw or even thought about this Jutsu, but it's awesome that it actually got approved. It's probably gone through a few revisions, yeah? All of the abilities are amazing supplements for either combat or a supporter role, which is rarely ever seen in a Custom Jutsu. I just have one question, the final frequency, it states that it gives the user "resistance to Genjutsu", but it doesn't state specifically what that means in terms of combat. Can the user passively break through B-Rank Genjutsu, or are they just generally more resistant to Genjutsu? It doesn't really state anything, so I'd best ask now before I forget. Other than that, no questions. :)
Easier to break out of. THe sound will notice the dis balance and break you out of it. So semi-passive, I guess? xD

Aaaaaaaand, here's another one. I'm on a roll with my Custom Jutsu right now, aren't I? :rolleyes:




(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: S-Rank/ Forbidden
Range: Short
Chakra: N/A
Damage: N/A (-20 to user after is they perform the Forbidden Rank variation)
Description: This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "inextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. To achieve this, user performs a swift series of powerful sweeping/ arching Taijutsu actions, all performed at the air surrounding themselves, or their intended target. The intent is not to actually land a direct hit on the intended target or for the attacks to even be remotely within the vicinity of the target, only to have the target be within range of this technique's effect. By successfully performing this series of sweeping and arcing Taijutsu actions, the user disrupts and shifts the flow of air around their target, forcing the air within the area to be "pushed" out of the area. This is somewhat visible in the form of a semi-translucent "dome" around the target, with the area inside this "dome" possessing lower quantities of all elements found in the air, especially oxygen, thanks to the air being forced back. For example, if the users right arm has caught fire, the user can perform the actions and motions with their left, using their strength and speed to remove the elements in the air that allow the fire to continuously burn, causing it to die out almost instantly. The user can also use this technique to neutralize flames that have hit and are burning a partner of the user. The user simply performs the same kind of actions and motions, with the target area being within the range of those actions. Of course, this Jutsu doesn't heal any damage done to anyone hit by a Fire Release Jutsu, it's merely a defensive measure to prevent further damage from remaining flames. Another way this Jutsu can be used is defensively, as a preventative measure, rendering Fire Jutsu inert before they either hit the user, their intended target, or if the user has a decent sense of timing, as they are released. If the user can recognize that a Fire Release Jutsu is about to be performed, through whatever Sensory ability they may possess, and/ or through logical reasoning, this Jutsu can be performed to counter an enemy Fire Release Jutsu either before it's fully performed, or before it reaches the user. The effects of this Jutsu only persist for a few seconds before the air quickly rushes back to the spot the user performs this technique on, meaning if this Jutsu is used defensively, the users timing must be impeccable, otherwise their Jutsu would fail to achieve it's goal, leaving the user open, thus more than likely be hit by the incoming Fire Release Jutsu. This only works on the area where the movement is made, meaning if the user swings their arm in front of them, it doesn't effect fire from behind them.

Note: The S-Rank variant can only be performed a max of 2 times per battle/ event. The Forbidden Ranked variant can only be performed once per battle/ event. Additionally, if the user performs the S-Rank variant more than once, they cannot use the Forbidden Ranked variant, and if they use the Forbidden Ranked variant, they cannot use the S-Ranked variant.
Note: After the first usage of the S-Rank variant, the user cannot perform this Jutsu for 2 turns. After the second, the user cannot perform this Jutsu and Taijutsu of S-Rank or above for 3 turns.
Note: After the user performs the Forbidden ranked variant, the limb(s) utilized in the usage of this technique will succumb to extreme cramping due to the high level of force and muscle control required to displace enough air to affect Jutsu of Forbidden Rank, like the Amaterasu. This results in high levels of pain for the user, as well as an inability to perform any Taijutsu above B-Rank with the affected limb(s) for 4 turns. Additionally, the power of the user's Taijutsu also suffers as a result, weakening the users Taijutsu by 10 Damage for 4 turns. Not only this, but the user is unable to use his arm for handseals for a full turn following the user of the forbidden ranked variation due to the strain it takes to cause such a vacuum.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ. And can't be used against The Pervy Sage.




So to make things a bit easier, I'll explain a bit about this one. The mechanics and the restrictions should explain themselves, more or less, but there are some things that aren't explicitly explained. Like the fact this Jutsu is meant to negate more or less all Fire, yet the Range is limited to Short. If you try to use this to counter, say, "Fire Release: Great Fire Annihilation" or "Fire Release: Searing Migraine", both of which span a massive area, it would fail, as the range of this technique isn't large enough to encompass the entirety of the incoming Jutsu. This is why this Jutsu is good for countering Amaterasu, as despite the fact that it can engulf the area that it's user can see, so long as you can get away from the main source of the flames, you can perform this Jutsu to negate the flames that managed to hit you, thereby neutralizing the Jutsu. In other words, the scale or size of the opponents Jutsu are just as important as the range of the Jutsu you wish to negate, so it's important to keep that in mind while you counter or defend. Another thing is that the Pervy Sage is literally immune to this technique. Just... Don't ask why, cause I have no clue. >__> Besides that, the only thing to keep in mind are the restrictions, and how they affect you after you use this Jutsu. Like, if you're afraid of being unable to use seals if you have to resort to using the Forbidden Ranked variant, you can always just give your legs a nice work out, know what I mean? ;P
This technique is fantastic, I love it. Thank you so much for teaching me it!
 

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What is it with me recently? I've been posting in here at a rate that would be considered fair. :rolleyes:




Okay, so screw it with "reserving" spots. Let's just wire in and get this out there, shall we? The Jutsu is my masterpiece for the Fire Element, (Not hard, only have the two atm. xD) using your characters emotions to influence and augment their Fire Release Jutsu, creating new flames in the process, with Seven new flames in total. I have dibs on Imogen's Sorrow, for reasons that should be blatantly obvious. ;D

Anyway, I'll keep your part in this simple, just give the Jutsu a quick read-through and tell me which Sovereign Flame you want, and why. Then, if you want to, list off some of the benefits of some of the other flames. I'd like to hear your opinion on the other ones, since they all have their own uses. Once that's done, you'll have to get a Mod to edit the Jutsu into your bio(s), so long as they have a Fire Specialty. And make sure you list the Sovereign Flame on your Bio, since the Jutsu requires it. I got Pervy to edit my Bio and add the Jutsu in. , so you can see for yourself how I've done it.

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.​

Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
 
Last edited:

Nathan

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I love it, amazing technique.

Anywho.

Okay this bad boy got a amazing update!

(Ototon: Sensō no chōritsu) - Sound Release: Rhythm of War
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A (+10 to taijutsu) (+10 to sound)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. This also gives the user increased damage to their sound based techniques, as the user is already in a state surrounded by sound, thus they only need to further shape manipulate the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound & the elements that make up sound, thus lightning and wind, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as "whole body vibration" but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used twice times per-match.
- Must wait one turn before reusing.
- No sound techniques for one turn after this ends.
- Whilst in this state, due to the humming this technique removes the need for handseals only for sound techniques.
- Can only use free-form, taijutsu (elemental taijutsu can be used if it falls under sound, lightning or wind), as well as sound, lighting and wind techniques that are A-rank & below while this is active.
- Can only be taught by Nathan.
 

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Okay this bad boy got a amazing update!

(Ototon: Sensō no chōritsu) - Sound Release: Rhythm of War
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A (+10 to taijutsu) (+10 to sound)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. This also gives the user increased damage to their sound based techniques, as the user is already in a state surrounded by sound, thus they only need to further shape manipulate the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound & the elements that make up sound, thus lightning and wind, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as "whole body vibration" but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used twice times per-match.
- Must wait one turn before reusing.
- No sound techniques for one turn after this ends.
- Whilst in this state, due to the humming this technique removes the need for handseals only for sound techniques.
- Can only use free-form, taijutsu (elemental taijutsu can be used if it falls under sound, lightning or wind), as well as sound, lighting and wind techniques that are A-rank & below while this is active.
- Can only be taught by Nathan.
Okay, so you increased the Rank, added additional damage for Sound Jutsu and increased the damage for Sound Jutsu, made the Jutsu usable with Lightning and Wind Jutsu, on top of Taijutsu including Taijutsu that use the aforementioned Elements, so long as they are A-Rank and below, and you even got that concept for removing hand seals for Sound Release approved? Yup. Definitely an amazing update. xD

Only question I have is are all the usable Jutsu/ fields limited to A-Rank with this, or is it just Sound, Wind and Lightning?
 

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Okay, so you increased the Rank, added additional damage for Sound Jutsu and increased the damage for Sound Jutsu, made the Jutsu usable with Lightning and Wind Jutsu, on top of Taijutsu including Taijutsu that use the aforementioned Elements, so long as they are A-Rank and below, and you even got that concept for removing hand seals for Sound Release approved? Yup. Definitely an amazing update. xD

Only question I have is are all the usable Jutsu/ fields limited to A-Rank with this, or is it just Sound, Wind and Lightning?
Yup sure did! And, you can use anything that parents the following elements, so cfs, kenjutsu that infused the following, etc...
 

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Back once more, this time focusing on CCQ. :p

(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (- Long for projectile weaponry)
Chakra: 10 (Activation) 5 (Per Weapon) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more creative, controlled and specific manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the arsenal, so the user shapes the portal to take the same shape as the selected weapon, and only that weapon can "fit" through the portal, like cutting a key for a lock. Since these portals in the shape of the desired weapon are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their arsenal in this state. Each individual weapon the user wishes to summon requires them to expend a small amount of Chakra to create an individual portal and incorporeal shape for the selected weapon. The amount of weapons the user can maintain at any given time is limited to a min of 2, and a max of 8 weapons, but they can draw from the virtually infinite arsenal of the Munitions Bunker, summoning different styles of weapons from the same kind of weapon (Examples are given in the VCJ). Once the user has selected and summoned their weapons, and have their "Arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned from the Munitions Bunker, being pulled through the S/T Portal the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous form as a Summoning Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows for a bow, which are unaffected by this limited range. In more situational circumstances however, such as an opponent's tool colliding with a weapon from the arsenal, would cause the weapon to temporarily be summoned, reacting to the external presence/ force, thereby deflecting the tool, before undoing the summoning and reverting back to it's previous state instantaneously. The user can change the weapons they have currently "lined up" with this technique by "selecting" a different weapon and moulding the portal to "fit" that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with in some other fashion. Due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

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Okay, so to break it down, you draw blood and perform the Summoning Jutsu for the munitions bunker we have access to from our Konoha VCJ, but instead of summoning the weapons themselves, you use the Summoning Jutsu to open 2 to 8 Space/ Time portals. You then use Chakra to "shape" these portals into the shape of the weapon(s) you want to Summon from the bunker, so only that weapon can "fit" through the portal, like cutting the key for a lock. The portals, lacking physical substance, are weightless, and their overall position, angle, etc can be controlled at will, meaning you can position them however you want, so long as they remain within Short Range. Once they leave this range, they auto return to being portals that orbit you. Same applies for when their summoned, if they leave Short Range of you, they revert to being portals, unless they are a ranged form of weaponry, like an arrow from a bow. And the summoning itself is rather cool. Any time something attempts to make direct contact with the portals, be it your hand grabbing them, or an enemy trying to attack you, the weapons are automatically summoned through the portals, responding to the external force/ contact. You can even change the weapons you aren't currently using/ wielding, allowing you to change weapons on the fly, radically changing your fighting style, without the need to carry a bunch of weapons on your actual person. I think I just solved your problem with all the weapons you have to carry for your CFS!! XD

If you have any questions, shoot. Otherwise, enjoy my liege. Hail to the King!! :p




(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: Created by an elusive "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a hybrid defensive and supplementary Taijutsu technique which focusses on the concept of "Shock Absorption", and it's usage to enhance the user's own Taijutsu. Usually the first thing that comes to mind when a "shock absorber" is mentioned is some form of plush material, like a cushion, or a material that can "push back" when force is exerted on it, but the human body also has it's own natural Shock Absorber. The body's muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they contract. For example, if the user defends from a standard punch using their open hand, catching it in their palm, the triceps contract to absorb the shock from the force exerted by the incoming fist. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control the majority of their body's muscles in such a way that they can contract the muscles in any given area that is being attacked, and contract the surrounding muscles in a way that they can completely absorb it, in addition to "diverting" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their fist, contract the muscles in their hand and arm, down their torso, and into their leg, absorbing the shock and diverting the incoming force to their leg. Naturally this technique is more beneficial for users with a "Mesomorphic" build/ body type, or in other words have large amounts of muscle mass, however, even users with an "Ectomorphic", or those with a lankier build/ body type, build can greatly benefit from this Jutsu, and the potential application of absorbing and redistributing shock from a physical attack.

Note: This technique can be performed a max of 4 times per battle. Additionally, the user must wait at least 1 turn between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Okay, so this one is more defensive than the last, but it's still a very solid technique. Some of the wording no longer makes sense, because one of the intended applications for the technique was removed, so I may have to update it in the near future, either with a new supplemental effect, or to remove the wording that no longer makes sense. Anyway, the technique is very simple. It uses the muscles to absorb and redirect incoming shock from physical attacks by contracting the muscles around the area where the impact is applied, then contracting other muscles in the surrounding areas in order to negate the impact on the body, basically nullifying the most common type of physical damage. It was intended to also allow the user to redirect that shock into the user's own attack, thus increasing it's damage, but it's still very useful as is. You can almost completely nullify damage from physical attacks, mostly Taijutsu, but any kind of damage that involves shock or impact from a blunt blow can be negated, like an Earthen boulder smashing into you. And, of course, because the technique is A-Rank, that means it will only work on A-Rank or below attacks.

Again, any questions, fire away. Otherwise, enjoy your Quirk. All Might rekt Noumu's shit!! XD
 

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Not a sound technique, but you're welcome to have it. Manged to make another Bleach based technique. xD

(Katon: Karite Souhou) - Fire Release: Grasp From Beyond
Type: Offensive
Rank: Forbidden
Range: Short (Contact) - Long (radius)
Chakra: 50
Damage: 90 (-40 to the users arm)
Description: The user will begin by making the string of handsigns (Tiger → Dragon → Tiger → Monkey → Snake → Dog → Tiger → Dragon → Half Tiger) required to use this technique, while simultaneously building a large amount of Fire Release chakra within their body. What is unique about this technique is that it uses the user's own body as a catalyst for the technique to be invoked. Once the user finishes building the large amount of fire chakra in their body they will attempt to grab onto the target with their dominant hand, or they can use both hands if they choose, then they will cause the large amount of fire chakra to rapidly flow into their arm(s) that have a hold of the target. Due to the immense amount of fire chakra flowing through the user's arm it can be seen flowing through the user's chakra system as red chakra with the appearance of veins even without dojutsu. An extremely large amount of heat is given off as the fire chakra travels through the user's arm so much so that it actually cause heavy damage to the user's arm causing it to become a black-charred color.

Then the user will release the chakra on the target, causing a massive pillar of red fire to consume the target. The massive pillar of fire extends 40-50 meters in the air and not only incinerates the target completely but a large radius around the pillar. The destructive power of the force of the explosion is so great that it is capable of completely decimating solid steel structures, incinerating anyone within its radius, and able to destroy a large chunk of a village the size of Konohagakure. The after effect leaving a massive scorched crater with the user lying in it. Despite its destructive power, the user is able to survive, they do this by flowing an additional amount of fire chakra all around their body, shoulders and backwards, chest, so forth. This protects any vital organs from being severely damaged from this dangerous technique, however, the arm they used will be completely unusable for the reminder of the battle. Thus, that said the user is unable to perform any techniques that require the use of hand seals, or hand gestures.

Notes:
- Must have a fire specialty; either first or second.
- Can only be used once per-match.
- No fire techniques in the same turn as this, or for two turns after of any rank.
- Can only be taught by Nathan
- The users arm is beyond repair for medjutsu and or kinjutsu.
- No jutsu S rank or above in the following turn

Oh, and no questions about those techniques of yours, those are superb.
 

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I will probably never turn down a free Fire Release Jutsu. Ever. Especially one as cool as this one. Genryūsai's whole fire leitmotif in Bleach was awesome. Everything from his Shikai and Bankai producing overbearing flames, despite his advanced age even for a Soul Reaper, to the technique this Jutsu is made from, where he sacrificed his left arm to try and take down Aizen, every part of his character was epic. Anywho, I really do like this technique. That part about losing your arm, while disadvantageous since you can't weave seals, would make for some really nice RP. Inb4 "The Last" and "Boruto" Wandering Shinobi Sasuke RP style, where I only have/ use the one arm. <3

Anyway, the technique is simple enough. You channel a massive quantity of Fire Chakra into your arm, while you are holding on to your opponent. Then you blow your arm up, while covering the rest of your body in Chakra, to protect it from the explosion. It has considerable range and damage, and comes with a hefty price, but it's epic nonetheless. No questions. Love it, thanks mann. :p
 

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Hey again. Slight update to this technique, will bold what got updated.

(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: S
Range: Self - Short (Direct Contact)
Chakra: 40 (-20 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

Main parts are now that it is S-rank, and that genjutsu resistance is now boosted up to the same rank as the technique itself (so S-rank and below). Just a minor update, but decent again.
 

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Here's the PHP for all 3, just to make it easier for you to post them in your CJ Thread. :p

PHP:
[B](Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon[/B]
[B]Type:[/B] Offensive
[B]Rank:[/B] A-Rank
[B]Range:[/B] Short
[B]Chakra:[/B] 30
[B]Damage:[/B] 60
[B]Description:[/B] The user starts by drawing blood across the Combat Summoning Tattoo('s) present on the limb('s) they wish to perform this Jutsu with. Once this is done, the user must simultaneously throw a punch, kick or whatever Taijutsu action they desire, while they channel Chakra into their Combat Summoning Tattoo('s). This will trigger the basic Combat Summoning method, having a corresponding Summon simultaneously attack in an identical fashion, however, this is only the first step of this technique. Immediately after the first Combat Summoning is achieved, and the Summon is attacking in tandem with the summoner, the summoner abruptly stop channelling Chakra into the Tattoo('s), halting the process of technique mid-usage. The user then immediately repeats the last step, and channels Chakra back into the Tattoo('s), causing another Combat Summoning to occur virtually instantly after the previous one began, while occupying a different space around the limb(s) the user is attacking with. While still performing the same physical action, the user repeats this step again, and again, and again, each time stopping and restarting the circulation of their Chakra to the designated limb(s), causing the same effect to occur, Summoning another corresponding limb/ body part of their Summon('s) to add to the ever growing number of attacks assailing the target. The end result is a seemingly endless, "wild" barrage of attacks, all thrown at almost exactly the same time, and all in sequence with one another, forming a "wall" of punches, kicks, or whatever type of Taijutsu the user performs. The user can incorporate multiple Animals from any of the Summoning Contracts they are signed with into this Jutsu, however, this Jutsu cannot be performed in conjunction with specific animals from those Contracts, only generic Summons. Additionally, the focus, or more specifically the area of effect of this Jutsu can be manipulated by the user, allowing them one of two potential usages for this technique. The first is to attack over a wide area, roughly 180 degrees with the central point being directly in front of the direction the attack is thrown, potentially allowing the user to attack multiple targets, objects, counter Jutsu, etc, or even prevent a flanking attempt by covering a wider area than a standard attack. Alternatively, the user can focus all of the attacks in one specific direction, or on one specific point, maximizing damage by targeting an opponents weak point in their defence, or areas where a continuous series of attacks would be far more effective than an offensive that was spread out. The maximum range of this Jutsu is Short Range.

[B]Note:[/B] This technique can be used a maximum of 3 times per battle. Additionally, no Combat Summoner Jutsu can be used within the same turn.
[B]Note:[/B] Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

[SPOILER][CENTER][IMG]http://i.imgur.com/gQYzmBJ.gif[/IMG][/CENTER][/SPOILER]

[B](Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches[/B]
[B]Type:[/B] Offensive
[B]Rank:[/B] S-Rank
[B]Range:[/B] Short
[B]Chakra:[/B] 40
[B]Damage:[/B] 80
[B]Description:[/B] A relatively simple, yet deceptive, technique that is as deadly as it is simplistic, the Consecutive Normal Punches technique has the user utilize low frequency, high amplitude sound waves to perform a unique kind of physical attack. The user starts by simply gathering a large quantity of Sound Release Chakra within one of their fists, manipulating it to achieve the aforementioned low frequency, high amplitude waves within the chosen limb. As this happens, physical vibrations can be seen, even with the naked eye, emanating from the user's chosen hand/ arm, signalling the technique's preparations are met. Finally, upon throwing a punch, even a basic, straightforward jab, the user releases the gathered Chakra, causing their own fist to vibrate at an unbelievable, near uncontrollable, rate. Visually it appears as though the user is punching with numerous fists, or is employing some manner of after-image to confuse the enemy, however, what is truly happening is that the user's fist, due to vibrating so violently, physically alternates between so many positions concurrently that it appears that there's more than one punch being thrown. This is similar to the phenomenon when [URL="http://i.imgur.com/1NjfH7J.gif"]plucking a guitar string[/URL], appearing as though there's more than one string is physically occupying the same spaces. The movement caused by the vibrations from the string being plucked are simply too fast for the naked eye to perceive them all, leaving movements of the string out, and giving the appearance that more than one string is present. In the case of this Jutsu, although it's the same principle, due to it being executed via Chakra, the danger is very much real. The total number of fists can range from dozens to hundreds of individual attacks, and this, combined with the large overall quantity of Sound Chakra being utilized to have the user's fist act and be perceived in such a way, is where the lethality of this technique comes from. Because despite this Jutsu creating an attack that looks like a simple punch with after-images, each and every punch is, technically, real. The user isn't attacking with illusions, they are attacking with sheer speed, creating multiple attacks from a single release of Sound Release Chakra to cause intense vibrations. This allows the user to target a large angle of front of themselves, or spread the focus of an attack over a wider surface area of their target, with the vibrations inflicting the same type of damage most other Sound-based Taijutsu techniques impose on the affected party. The vibrations can damage both soft tissues and harder materials, such as bones, while the physical punch(es) the user performs can spread this damage across the majority of the body, with varying effects and damage, depending on the area the user strikes.

[B]Note:[/B] Can be used a max of twice per battle/ event. 
[B]Note:[/B] User must wait 2 turns between usages.
[B]Note:[/B] User cannot perform S-Rank or above Sound Release techniques for 2 turns after this technique's usage.
[B]Note:[/B] Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

[SPOILER][CENTER][IMG]http://i.imgur.com/hRuapYi.gif[/IMG][/CENTER][/SPOILER]

[B](Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike[/B]
[B]Type:[/B] Offensive
[B]Rank:[/B] S-Rank
[B]Range:[/B] Short
[B]Chakra:[/B] 40
[B]Damage:[/B] 80 (-20 to user)
[B]Description:[/B] One of the most advanced techniques developed by a secret group of Taijutsu and Martial Arts masters known as the Murim, the Soul-Crushing Strike takes the properties of Wind Release to it's extreme, and applies them to a seemingly simple punch. The user starts by gathering an insane amount of Wind Release Chakra within one of their arms, and uses Shape Manipulation to mould this Chakra into tiny, extremely sharp blades. From there the user throws a seemingly basic and relatively harmless punch at their opponent, however, this bland façade is meant to trick the opponent into dropping their guard. Upon direct contact with the opponent the user releases the entirety of this gathered Chakra directly in one blast, causing severe damage to the limb/ body part that the user is directing this Chakra onto. This is physically seen as an explosion of force, displacing the air directly in front of the punch and creating what can only be likened to a sonic boom, however, there is far more going on here than what the naked eye can see. As the user forcibly fires the gathered Chakra and blades of Wind onto the surface of the opponent's body, these blades invade, become lodged in, and shred the targets Chakra Network, causing irreparable damage to the affected area, effectively making it impossible for the target to mould Chakra with any part that is struck by the Soul-Crushing Strike. Additionally, the generated explosive force is strong enough to break bones, even those of the Kaguya, whom are known for their extreme resilience. But despite the immense power this technique possesses, releasing such a large amount of lethal, moulded Chakra carries it's own set of risks for the user. For starters, such a large expulsion of Chakra damages the arm the user performs the Soul Crushing Strike with, making it impossible to mould Chakra A-Rank and above for 4 turns after using this technique, as well as severely hampering and slowing their ability to weave seals, as the entire arm feels the shockwave produced by the strike. Next, consecutive usage of such a technique, especially if it's utilized within the same window of time (If used within 4 turns of the previous usage, and is still suffering from the previously mentioned after effect) would give the user the same effects as the target/ recipient of this technique, making it permanently impossible to mould or channel Chakra with the arm(s) this technique is performed with. Finally, the biggest flaw in the Soul-Crushing Strike is that if one is able to avoid direct contact with the user, even if the technique is performed successfully, and the blades of Wind are released with the successful explosive force of the technique, it fails entirely, as the Blades of Wind will simply buffer the surface of the target. Additionally, should the previously mentioned flaw/ method of avoidance occur, the user still succumbs to the same restrictions and drawbacks as if the technique had been completely successful, further adding to the risk versus reward factor of this technique.

[B]Note:[/B] Can be used a max of twice per battle
[B]Note:[/B] User must wait at least 2 turns between usages.
[B]Note:[/B] No B-Rank or higher Taijutsu can be performed after this technique for 1 turn.
[B]Note:[/B] Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

[SPOILER][CENTER][IMG]http://i.imgur.com/fFaQW4h.png[/IMG][/CENTER][/SPOILER]


(Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user starts by drawing blood across the Combat Summoning Tattoo('s) present on the limb('s) they wish to perform this Jutsu with. Once this is done, the user must simultaneously throw a punch, kick or whatever Taijutsu action they desire, while they channel Chakra into their Combat Summoning Tattoo('s). This will trigger the basic Combat Summoning method, having a corresponding Summon simultaneously attack in an identical fashion, however, this is only the first step of this technique. Immediately after the first Combat Summoning is achieved, and the Summon is attacking in tandem with the summoner, the summoner abruptly stop channelling Chakra into the Tattoo('s), halting the process of technique mid-usage. The user then immediately repeats the last step, and channels Chakra back into the Tattoo('s), causing another Combat Summoning to occur virtually instantly after the previous one began, while occupying a different space around the limb(s) the user is attacking with. While still performing the same physical action, the user repeats this step again, and again, and again, each time stopping and restarting the circulation of their Chakra to the designated limb(s), causing the same effect to occur, Summoning another corresponding limb/ body part of their Summon('s) to add to the ever growing number of attacks assailing the target. The end result is a seemingly endless, "wild" barrage of attacks, all thrown at almost exactly the same time, and all in sequence with one another, forming a "wall" of punches, kicks, or whatever type of Taijutsu the user performs. The user can incorporate multiple Animals from any of the Summoning Contracts they are signed with into this Jutsu, however, this Jutsu cannot be performed in conjunction with specific animals from those Contracts, only generic Summons. Additionally, the focus, or more specifically the area of effect of this Jutsu can be manipulated by the user, allowing them one of two potential usages for this technique. The first is to attack over a wide area, roughly 180 degrees with the central point being directly in front of the direction the attack is thrown, potentially allowing the user to attack multiple targets, objects, counter Jutsu, etc, or even prevent a flanking attempt by covering a wider area than a standard attack. Alternatively, the user can focus all of the attacks in one specific direction, or on one specific point, maximizing damage by targeting an opponents weak point in their defence, or areas where a continuous series of attacks would be far more effective than an offensive that was spread out. The maximum range of this Jutsu is Short Range.

Note: This technique can be used a maximum of 3 times per battle. Additionally, no Combat Summoner Jutsu can be used within the same turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

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Wow, been a while since I submitted this one. Okay, using the basic principles of Combat Summoning, you perform an attack, use the Combat Summoning to summon the same limb of a Summoning animal to perform the same kind of attack, punch, kick, etc. You then re-perform the same Combat Summoning multiple times, each time summoning another animal's limb. The end result is like you see in the gif, a seemingly endless wall/ barrage of attacks on the opponent. Think Luffy's Gum Gum Jet Gatling from his fight with Lucci. You can even control how the attacks are fired, either funnelling them into a small area, or spreading them over a wider area. Can be handy in certain situations, like using the wider ranged usage to attack someone trying to flank you, or using the focussed one to attack weak points in Jutsu and defences. Only real bad part about this technique is that you can't use it with Custom Summons, only generic animals from your Contracts. And as cool as this technique is, it's very similar to the next one...



(Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A relatively simple, yet deceptive, technique that is as deadly as it is simplistic, the Consecutive Normal Punches technique has the user utilize low frequency, high amplitude sound waves to perform a unique kind of physical attack. The user starts by simply gathering a large quantity of Sound Release Chakra within one of their fists, manipulating it to achieve the aforementioned low frequency, high amplitude waves within the chosen limb. As this happens, physical vibrations can be seen, even with the naked eye, emanating from the user's chosen hand/ arm, signalling the technique's preparations are met. Finally, upon throwing a punch, even a basic, straightforward jab, the user releases the gathered Chakra, causing their own fist to vibrate at an unbelievable, near uncontrollable, rate. Visually it appears as though the user is punching with numerous fists, or is employing some manner of after-image to confuse the enemy, however, what is truly happening is that the user's fist, due to vibrating so violently, physically alternates between so many positions concurrently that it appears that there's more than one punch being thrown. This is similar to the phenomenon when , appearing as though there's more than one string is physically occupying the same spaces. The movement caused by the vibrations from the string being plucked are simply too fast for the naked eye to perceive them all, leaving movements of the string out, and giving the appearance that more than one string is present. In the case of this Jutsu, although it's the same principle, due to it being executed via Chakra, the danger is very much real. The total number of fists can range from dozens to hundreds of individual attacks, and this, combined with the large overall quantity of Sound Chakra being utilized to have the user's fist act and be perceived in such a way, is where the lethality of this technique comes from. Because despite this Jutsu creating an attack that looks like a simple punch with after-images, each and every punch is, technically, real. The user isn't attacking with illusions, they are attacking with sheer speed, creating multiple attacks from a single release of Sound Release Chakra to cause intense vibrations. This allows the user to target a large angle of front of themselves, or spread the focus of an attack over a wider surface area of their target, with the vibrations inflicting the same type of damage most other Sound-based Taijutsu techniques impose on the affected party. The vibrations can damage both soft tissues and harder materials, such as bones, while the physical punch(es) the user performs can spread this damage across the majority of the body, with varying effects and damage, depending on the area the user strikes.

Note: Can be used a max of twice per battle/ event.
Note: User must wait 2 turns between usages.
Note: User cannot perform S-Rank or above Sound Release techniques for 2 turns after this technique's usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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One Punch Mann, lol. Okay, so I'm probably commiting some kind of CJ sin, making two techniques with the same premise, to overwhelm with a large number of fists attacking at the same time, but I don't care. xD Gathering Sound Release in their arms, and using high amounts of vibrations, the user throws a punch that vibrates so intensely that it occupies more than one space at the same time, basically allowing the user to attack with dozens, even hundreds, of fists. Mechanically, because of the principles it's based on, it's complicated, but to put it in perspective, it's like when you see a plucked guitar string, it looks like it's in more than one place at the same time. Same concept, lol. Once you understand the underlying mechanics, it's very simple. You're basically throwing hundreds of fists from one, using Sound.



(Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80 (-20 to user)
Description: One of the most advanced techniques developed by a secret group of Taijutsu and Martial Arts masters known as the Murim, the Soul-Crushing Strike takes the properties of Wind Release to it's extreme, and applies them to a seemingly simple punch. The user starts by gathering an insane amount of Wind Release Chakra within one of their arms, and uses Shape Manipulation to mould this Chakra into tiny, extremely sharp blades. From there the user throws a seemingly basic and relatively harmless punch at their opponent, however, this bland façade is meant to trick the opponent into dropping their guard. Upon direct contact with the opponent the user releases the entirety of this gathered Chakra directly in one blast, causing severe damage to the limb/ body part that the user is directing this Chakra onto. This is physically seen as an explosion of force, displacing the air directly in front of the punch and creating what can only be likened to a sonic boom, however, there is far more going on here than what the naked eye can see. As the user forcibly fires the gathered Chakra and blades of Wind onto the surface of the opponent's body, these blades invade, become lodged in, and shred the targets Chakra Network, causing irreparable damage to the affected area, effectively making it impossible for the target to mould Chakra with any part that is struck by the Soul-Crushing Strike. Additionally, the generated explosive force is strong enough to break bones, even those of the Kaguya, whom are known for their extreme resilience. But despite the immense power this technique possesses, releasing such a large amount of lethal, moulded Chakra carries it's own set of risks for the user. For starters, such a large expulsion of Chakra damages the arm the user performs the Soul Crushing Strike with, making it impossible to mould Chakra A-Rank and above for 4 turns after using this technique, as well as severely hampering and slowing their ability to weave seals, as the entire arm feels the shockwave produced by the strike. Next, consecutive usage of such a technique, especially if it's utilized within the same window of time (If used within 4 turns of the previous usage, and is still suffering from the previously mentioned after effect) would give the user the same effects as the target/ recipient of this technique, making it permanently impossible to mould or channel Chakra with the arm(s) this technique is performed with. Finally, the biggest flaw in the Soul-Crushing Strike is that if one is able to avoid direct contact with the user, even if the technique is performed successfully, and the blades of Wind are released with the successful explosive force of the technique, it fails entirely, as the Blades of Wind will simply buffer the surface of the target. Additionally, should the previously mentioned flaw/ method of avoidance occur, the user still succumbs to the same restrictions and drawbacks as if the technique had been completely successful, further adding to the risk versus reward factor of this technique.

Note: Can be used a max of twice per battle
Note: User must wait at least 2 turns between usages.
Note: No B-Rank or higher Taijutsu can be performed after this technique for 1 turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Finally we have the signature attack from "The Breaker/ New Waves", to put it simply, this Jutsu is like the Rasenshuriken, but condensed into a seemingly simply punch. You gather Wind Chakra into your fist, shape it into the same kind of tiny blades found in the Rasenshuriken, and then you throw the punch. Upon contact, you release the blades into the opponent, and they shred through their Chakra network, cutting off their ability to use Chakra in that part. Can remove their ability to use most hand seals by hitting an arm, or you could smash an Uchiha's face in with this, and remove their ability to use the Sharingan, shit like that. Also packs a serious wallop, able to break bones, even the Kaguya's, so it's a pretty deadly technique if you can get in close. But the drawbacks are just as bad for you as they are for the opponent. If they manage to dodge, you still suffer from the after-effects, and if you use the Jutsu with the same limb within the same timeframe, you lose the ability to wield Chakra with that limb, so there's a lot going on with this one.

So that's all for now. Hope you enjoy these techniques, which all basically do the exact same thing. Throw. A. Punch. xD
 

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I'll refrain from using puns with you. You've endured enough of my puns to last a lifetime...

Here you go. If you've got any questions, shoot. Otherwise, enjoy mann. :p

PHP:
[B](Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path[/B]
[B]Type:[/B] Offensive/ Supplementary
[B]Rank:[/B] B-Rank
[B]Range:[/B] Short - Long
[B]Chakra:[/B] 20
[B]Damage:[/B] 40
[B]Description:[/B] The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at high speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one specific point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu but not impossible and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can either apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, or infuse a single projectile with the ability to change it's trajectory multiple times, but with each additional projectile or infusion into a single projectile, the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each, or 3 consecutive changes in a single projectiles trajectory. Easily utilized for swift and silent take-downs during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.

[B]Note:[/B] Can be used a max of 5 times per battle, and only once per turn.
[B]Note:[/B] Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

[SPOILER][CENTER][IMG]http://i.imgur.com/QBq7M5S.gif[/IMG]

[IMG]http://i.imgur.com/LofrDh0.gif[/IMG][/CENTER][/SPOILER]
 

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Surprise!! :rolleyes:

(Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
Type: Supplementary
Rank: N/A
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: A simple technique, with varying applications, Litmus Form takes principles from both of it's related techniques, namely the simplicity of Litmus Finger, and the full body applications of Litmus Fist, and combines them both, to create a full-body application, which is achieved through a very simple method. This technique utilizes the Chakra that naturally leaks from the body [SUP][ ][/SUP], and is what allows Chakra Sensor-types to detect other lifeforms, such as enemy Shinobi, to create an unranked, full body cosmetic. It has been shown that this naturally exuded can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique follows a similar principle, allowing the user to passively manipulate this ambient Chakra, moulding it much like they would for a Jutsu, applying both changes to the Shape and Element, giving it a basic "form" as it leaves the body. This however, unlike the aforementioned technique, doesn't make the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another "state". This allows the user to re-purpose this Chakra, for example, allowing them to wreathe themselves in flames, or cloak themselves in an aura of electrical energy, vortex of wind, etc, and other purely cosmetic applications, without any actual Chakra cost, or effort on part of the user, leaving them open to perform other actions without interference. These cosmetics carry no damage, or tangible properties, not from a lack of control or influence from the user, but simply due to them being composed of the "dregs" of one's Chakra Flow, Chakra that would otherwise go unused, making any impact on both the user, other beings, and the world around them, almost entirely negligible.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger" and "(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist".

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(Migatte no GokuiChō hon'nō) Mastery of Self-MovementUltra Instinct
Type: Supplementary/ Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced Taijutsu art, based on the martial art of "(Mushin) Empty Mind", a mental state where the body reflexively reacts without the need of having any specific input from the practitioner, resulting in such refined levels of instinct and intuition to a level where they can respond to any threat without the need for thought. This is achieved via an intense level of training, wherein one is endlessly bombarded with incredibly fast, yet weak strikes, until they eventually grasp the concept of "self-movement", where each part of the body seemingly acts independently of the user's own will. It teaches one to abandon the practice of "thinking before moving", and simply initiate "moving without thinking". This is incredibly useful, as messages from the brain can only move through the nervous system to one's body parts so fast, subsequently losing precious time in combat that add up with every consecutive movement and action. This technique does not increase, or grant any kind of additional boost to the user's movement, tracking or reaction speed in any sense. Instead, it is akin to an automated defensive stance that allows the user to effectively negate any incoming physical attack that they can, visually or otherwise, register, without actually thinking about performing the actions. The body moves, almost as if on it's own accord, to respond to incoming attacks, and attempts to negate, redirect, or counter them in the most logical manner, before proceeding to intercept the next attack. A perfect idiom to describe this stance is "The lights are on, but no one is home", as the user is clearly responding to external threats, yet doesn't always seem entirely "present". One of the many benefits to this technique is that it is purely physical, and, by it's very nature, requires little to no input from the user themselves, especially in regards to their Chakra flow. As their body is reacting instinctively, rather than with directed motions and a proper input from the user themselves, they're free to use their heads to perform other actions, such as analysing attack patterns, potential weak points, and formulate and initiate proper counter attacks, etc. There are significant drawbacks to this technique as well however as, by it's very nature, it can only allow the user's body to react to actions and attacks that they can witness. This means the user cannot use this technique against attacks faster than they can track or logically register due to speed, but also attacks of a deceptive nature, or attack the user in some unregisterable manner, such as attacks that cannot be physically seen, like "Frog Kumite", or attacks that strike outside the user's field of vision. However, in the case of techniques that are directly applied via physical actions, such as in the case of a Shinobi driving a Rasengan into the body of their opponent, the user can divert this incoming threat by redirecting the physical motions of the opponent's strike, "countering" the Rasengan without making physical contact with it, or even ending the technique. [SUP][ ][/SUP] Finally, entering into this stance does not constitute the usage of one of the user's 3 Jutsu per turn, however, if this technique is used to defend against another Jutsu, every instance of a successfully defended technique does consume one of the user's allotted Jutsu from their next turn. When used to defend against freeform actions and movements, no Jutsu slots are consumed. This can, in most cases, force a stalemate in close-quarters combat centric fights, as neither party gains any ground, or inflicts damage upon the other.

Note: Can only be used for a max of 3 turns, and user must wait 3 turns between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and can only be used by Biographies with a Taijutsu specialty.

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