Amegakure's Custom Center

Vegeta

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It's already been done, and tried numerous times. Kumo has a similar VCJ I believe that just makes lighting drops so that it doesn't need to be rain/lightning. Can try it, but I don't see much hope for it.
That sux so bad xD I've been thinking the last couple days about our lack of village cj's, though the ones we have are very nice indeed. But these other villages have all sorts of crap lol, nothing close to Rain Mirage imo though
 

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Summoning Animal: Siamese Fighting Fish
Scroll Owner: Amegakure no Sato
Other Users who have signed contract: Members of Amegakure no Sato
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description: The Siamese fighting fish, also sometimes colloquially known as the betta (Betta splendens), is a species in the gourami family which is popular as an aquarium fish. They are sometimes called biting fish. They tend to be rather aggressive but the shinobi of Amegakure no Sato have found a way to tame and use the creatures to both protect their lands and fight for them. They travel in large schools in the waters between Amegakure and the outlying Landmarks. They lack any natural predators usually fighting amongst themselves for space. Even the reinforced metal bridges of Amegakure sometimes fall prey to viscous attacks by these Fighting Fish that will attack anything they see as a threat.

Little Fighting Fish are the smallest and usually are anywhere from 6.5 cm (2.6 in) to 3 m (118.11 in) in length. Although some are known for their brilliant colors and large, flowing fins, the natural coloration is a dull green, browns, and gray, and the fins of wild specimens are relatively short in comparison to the tamed variation. Besides the smallest variation there are three other variation found in and around Amegakure no Sato which are all summonable by any Amegakure shinobi who wishes to have the contract. These are more docile and less aggressive then the other three. This variation does not have the horns of their more aggressive counterparts.

Moderately Sized Fighting Fish are large black fish notorious for their ferocity these are usually the size of Garuda the Hawk Sasuke is able to summon. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory. They also have large sharp fangs a lot like Piranha they usually a crazed look in their red and yellow eyes preying on anything. These are harder than the small variation to control.


Boss Class Fighting Fish are much deadlier than Little Fighting Fish or Moderately Sized Fighting fish, though are still a good bit smaller than the wild ones found around Amegakure. There are only a few of these as it is extremely hard to tame. Each one has a tattoo on their left temple; with a number. They are roughly double the size of the Moderately Sized Fighting Fish being ten to twelve meters in length. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory.

Wild Fighting Fish can rival large summons like Gamabunta and Manda in size but are incredibly unstable and can be very hard to control and summon taking a massive chakra toll on the summoner. This variation can cause varying degrees of destruction to environments by plowing their massive heads into objects. They've been known to tear down entire metal bridges in fits of rage. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory.


I like the second contract idea better. Though eh I'm not going to use it most likely.

(Kuchiyose: Karu Eru) Summoning: Kal-Eh
Type: Supplementary
Rank: S
Range: Short - Long (For projectile summoning)
Chakra Cost: 40
Damage Points: (80 when attacking)
Description: Kal-El is a Boss Class Fighting Fish roughly 20 meters in length, width and height (cubed). To summon the user performs two hand seals and draws some form of blood. He is the largest Boss Class Fighting Fish, and is able to tear through most S rank defenses with ease taking on S rank damage or equivalent before dispersing. If not summoned in a body of water he is able to bring forth with him enough water to create a habitable small ocean of water comparable in size to (Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave that surrounds him and anyone in range of it. This makes summoning him sometimes a possible hindrance, though to have the water come with him the user has to perform an additional hand seal bringing the hand seals needed to summon Kal-El up to three instead of just two.
Kal-El can use any water jutsu the user knows up to S rank, and if summoned by the user extending their dominant hand can be summoned with enough forward motion to be sent forward like a missile. When summoned this way he is able to make it from Short - Long range in seconds due to his speed, his swimming speed is such that he is able to swim and attack at the summoner's speed x3.
Notes:
-Can only be on the field for 4 turns
-Can be summoned into an uninhabitable area, surviving 2 turns without water but poofs back after those 2 turns if water is not provided or summoned with him

(Kuchiyose: Ippan Zod) Summoning: General Zod
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points:
Description: General Zod is a massive Wild Fighting Fish, untamable by simple Amegakure shinobi but still able to be summoned and directed towards something or someone. He is larger then the Boss Class Fighting Fish, and has massive horns each being at least five meters in length. He can attack with his horns and teeth and can take on two S ranks worth of damage before dispersing. He can be controlled and commanded by Village Officials, the Amekage, and Squad Leaders however simple Amegakure shinobi can summon him but the summoning cannot be properly controlled.
This equates to the Officials, the Amekage and Squad Leaders from Amegakure having access to more abilities then a simple Amegakure shinobi. The first ability General Zod has is the ability to use any water jutsu the user knows. This is the basic ability and is open to anyone who summons him. The second ability he has is the ability to resonate his chakra with the summoner then sending out his chakra permeating the water source he is in. This makes it unusable to anyone besides the summoner and General Zod, this also stops anyone besides the summoner from using the basic water walking ability meaning anyone but the summoner will fall through the water unable to stand upon it. This ability can only be overcome by a Forbidden rank jutsu, and can only be used twice with a two turn cool down (lasting for two turns.) This ability can only be used by Officials, the Amekage and Squad Leaders by commanding the Fighting Fish with the phrase "Kneel Before Zod!"
General Zod is also able to manipulate the water source he is in with ease creating water spouts, whirlpools and spots that suck people down into the depths of the water in an instant. These abilities are all A rank respectively and count as a jutsu to use. Like above this ability can only be used by Officials, the Amekage and Squad Leaders.
Notes:
-Can only be active on the field for four turns
-Can only create 4 waterspouts, whirlpools or danger zones per turn with A rank power split among them. This ability counts as a jutsu.
-Can be summoned with a water source comparable to (Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave that surrounds him and anyone in range of it.

(eh might need to be reduced to S)


(Kuchiyose: Faitingu fisshu furenjī) Summoning: Fighting Fish Frenzy
Type: Supplementary/Attack
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60 when a summon attacks)
Description: The user performs one to three hand seals summoning forth one to three Fighting Fish, each being as large as the basic Moderately Sized Fighting Fish being at most 10-15 meters in length, width and height. These Fighting Fish rush forward toward the opponent, or jutsu with their horns pointed toward them trying to smash into anything in their way. They can be directed in different directions because the user summons them by extending their dominant hand forward toward what they're aiming at as the summoning seal forms 2-3 inches in front of their palm firing the Fighting Fish off toward whatever their aiming at like a large missile.
These Fighting Fish are tough enough to take on a single A rank jutsu or it's equivalent each before dispersing back to the summoning area meaning one Fighting Fish can tear through most A rank defenses with ease or can take on and take out a single A rank or it's equivalent due to their durability. This is because they're used to tearing down large metal bridges in Amegakure on a whim. The horns on their head are roughly 1-2 meters in length and can be fired off like additional missiles towards a different target on verbal command. The horns when not connected to the Fighting Fish are only durable enough to cause moderate damage, and take on at most a C rank jutsu each unless they're combined into a more powerful force i.e more horns fired at the same thing mean more strength.
Notes:
-Summons disperse after a single turn in use and are not meant to be used as active summons
-One Fighting Fish is summonable per hand seal preformed up to a maximum of three at a time

(Kuchiyose: Tōru to Bēta-Sen Biru) Summoning: Thor and Beta Ray Bill
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 (when used to attack as warhammers)
Description: Thor and Beta Ray Bill are two Moderately Sized Fighting Fish that can be summoned together by performing a single hand seal and drawing blood. They each have two abilities the first is the ability to increase and decrease their weight at will from as light as a feather to one hundred times their usual weight which due to their usual weight is more then any human could lift. This ability comes in handy for their second ability which is the ability to transform into a set of dual warhammers. The size of these hammers can change depending on the user's whim but can't be larger then the summons usual size which is roughly 10 meters cubed. These hammers can be used to deflect up to the equivalent of one A rank each including boosted or empowered A rank per summon (if used together to hit something they can deflect an S rank, or destroy an S rank defense including empowered or boosted S ranks.)
They can be summoned in either fish form or hammer form depending on the seal used to summon, Tiger for fish, Boar for hammer. While in hammer form they do not require to be in water. Can be thrown, and will return to the user at will.
Notes:
-Can be summoned twice per battle and can be on the field for four turns
-Can augment their weight passively twice per turn each
-Can transform from fish to hammer form, or the reverse once per turn but counts as a justu
 
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Shinta

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So, if there were any Village CJ that you'd like me to post or read through then post; could you please quote this post into your reply, along with the VCJ you want me to submit/check please. ^^
 

Korra.

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So, if there were any Village CJ that you'd like me to post or read through then post; could you please quote this post into your reply, along with the VCJ you want me to submit/check please. ^^
(Suiton: Sono Ame Raikaku)-Water Release: The Rain Caller
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The Rain Caller is said to be the physical manifestation of the ever present rain above Amegakure. The user will focus their Suiton chakra forming the Boar>Bird>Dog hand seals and form a sentient being made of swirling rain. The being is 6ft tall and vaguely humanoid in shape and is created within short range initially, but can then move and act either out of his own free will or under the direction of an Amegakure shinobi. The Rain Caller can use up to A rank Suiton and Rain techniques that the user knows and can move at the base speed of the user, floating a couple inches off the ground. If it gets within short range of an enemy it can use its swirling arms to batter and smash the opponent(A rank in strength). Though what makes the Rain Caller special and of importance to the ninja of Amegakure is that upon being formed on the field and for as long as he remains, he is constantly creating a powerful rainstorm above the field. He does this by simulating the way natural rain is formed, sending a constant stream of superheated water molecules into the air at an incredible rate, quickly forming rain-clouds and subsequently, rain over the field.
Note:
- Creation of The Rain Caller makes its own water source.
- As long as The Rain Caller stays on the field rain-clouds will continue to form over the field and produce rain, even if they are blown away they will quickly reform in the next turn.
- The Rain Caller's storm does not provide the needed electrical storm that is used for Kirin.
- The Rain Caller lasts for a maximum of 5 turns if not destroyed, following elemental Strengths weaknesses.
- Can only be used 2 times per battle.
- Can only be used by a ninja of Amegakure.

✦ Declined, this is a Rain jutsu, not Water ✦
Just make this one into Rain Release

(Ameton/Raiton: Shibire Ame) Rain/Lightning Release: Numbing Rain
Type: Offensive
Ranks: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: The user will perform the Dog sign and channel their lightning chakra into the clouds. The chakra will than infuse with rain drops causing the rain feel like a weird sensation on the opponent when they get touch by the rain but not by the user since the chakra is their own. As the rain keeps pouring its effects on the opponent get. After 2 turns of unstopped rain the opponent starts to feel like they are getting poked with needles all over their skin. As 3 turns pass by the rain will make the opponent skin start to numb and also a slight electrical shock. After 4 turns go by the rain starts to give off a higher shock to the point where the opponent constantly feels pain as they get hit by the rain. And after 5 turns the rain gives off a shock that paralyzes opponents as long as they are getting hit by the rain.
Note: Usable 3 times a match
Note: Only usable by Amegakure Ninja
Note: Amegakure Ninja are immune to the effects of the rain being its their own chakra.

Was gonna submit for myself but decided to give it to Ame only thing is it would have to be a rain jutsu and so you wold need to know rain
And try this one
 

Howard

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Done, thanks ^^
Village Custom Jutsu ideas

(Genjutsu: Nagato no Hōyō) - Illusion Technique: Nagato's Embrace
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user performs two hand seals trapping the opponent in a genjutsu. Inside the genjutsu nothing ascetically changes the entire world remains the same but when the user waves their hands to the person under the genjutsu it feels as though the opponent is controlling gravity. This technique can be used to increase, decrease or manipulate the feeling of gravity making the opponent feel as though gravity is pushing down upon them with an immense force or it would let them float away on a whim.
The feeling of gravity can be increased to the point of pinning the opponent to ground as their mind makes the crushing feeling real. This is enough to cause mental damage due to the feeling of force pushing down upon their body. However if the user causes the opponent to feel something like the sensation of floating away they will do so in the genjutsu but not in reality as that would be impossible. However as stated the user can force the opponent to the ground by placing a massive feeling of gravitational force upon them as this is possible.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.

Summoning Animal: Siamese Fighting Fish
Scroll Owner: Amegakure no Sato
Other Users who have signed contract: Members of Amegakure no Sato
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description: The Siamese fighting fish, also sometimes colloquially known as the betta (Betta splendens), is a species in the gourami family which is popular as an aquarium fish. They are sometimes called biting fish. They tend to be rather aggressive but the shinobi of Amegakure no Sato have found a way to tame and use the creatures to both protect their lands and fight for them. They travel in large schools in the waters between Amegakure and the outlying Landmarks. They lack any natural predators usually fighting amongst themselves for space. Even the reinforced metal bridges of Amegakure sometimes fall prey to viscous attacks by these Fighting Fish that will attack anything they see as a threat.

Little Fighting Fish are the smallest and usually are anywhere from 6.5 cm (2.6 in) to 3 m (118.11 in) in length. Although some are known for their brilliant colors and large, flowing fins, the natural coloration is a dull green, browns, and gray, and the fins of wild specimens are relatively short in comparison to the tamed variation. Besides the smallest variation there are three other variation found in and around Amegakure no Sato which are all summonable by any Amegakure shinobi who wishes to have the contract. These are more docile and less aggressive then the other three. This variation does not have the horns of their more aggressive counterparts.

Moderately Sized Fighting Fish are large black fish notorious for their ferocity these are usually the size of Garuda the Hawk Sasuke is able to summon. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory. They also have large sharp fangs a lot like Piranha they usually a crazed look in their red and yellow eyes preying on anything. These are harder than the small variation to control.


Boss Class Fighting Fish are much deadlier than Little Fighting Fish or Moderately Sized Fighting fish, though are still a good bit smaller than the wild ones found around Amegakure. There are only a few of these as it is extremely hard to tame. Each one has a tattoo on their left temple; with a number. They are roughly double the size of the Moderately Sized Fighting Fish being fifteen to twenty meters in length, width and height. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory.

Wild Fighting Fish can rival large summons like Gamabunta and Manda in size but are incredibly unstable and can be very hard to control and summon taking a massive chakra toll on the summoner. This variation can cause varying degrees of destruction to environments by plowing their massive heads into objects. They've been known to tear down entire metal bridges in fits of rage. They have sharp and long horns which are growths of bone that protrude from their skull to aid in fighting over territory.
Edited the Fighting Fish contract a bit
 

Houdinii

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Opinions on this technique?


(Magen: Za Onsei)-Demonic Illusion: The Voices
Type: Supplementary
Rank: B
Range: Short - Medium
Chakra: 20
Damage: N/A
Description:
The user will begin by focusing their chakra into their opponent, placing them under a genjutsu. This is a subtle technique in that it has no real visible effects, it simply instils a sense of doubt into the opponent, gnawing at the back of their mind. The opponent will begin to doubt themselves, their actions and their choices. At first this simply causes them to hesitate for a moment or two before they act, the uncertainty ever present. But if this genjutsu remains unreleased the doubt will grow, clawing at the opponent's self-confidence and belief in their abilities. The doubt would become so dominating to their mental state that the opponent will be caught in a permanent state of hesitation, unable to think or act without immediately dismissing it as the wrong choice.

Note:
~Can only be used three times
~The illusion enters its final phase in the second turn of it being active
~Can only be taught by xHoudinii
 

Vegeta

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Opinions on this technique?


(Magen: Za Onsei)-Demonic Illusion: The Voices
Type: Supplementary
Rank: B
Range: Short - Medium
Chakra: 20
Damage: N/A
Description:
The user will begin by focusing their chakra into their opponent, placing them under a genjutsu. This is a subtle technique in that it has no real visible effects, it simply instils a sense of doubt into the opponent, gnawing at the back of their mind. The opponent will begin to doubt themselves, their actions and their choices. At first this simply causes them to hesitate for a moment or two before they act, the uncertainty ever present. But if this genjutsu remains unreleased the doubt will grow, clawing at the opponent's self-confidence and belief in their abilities. The doubt would become so dominating to their mental state that the opponent will be caught in a permanent state of hesitation, unable to think or act without immediately dismissing it as the wrong choice.

Note:
~Can only be used three times
~The illusion enters its final phase in the second turn of it being active
~Can only be taught by xHoudinii
Well, tbh it resembles my "Do you even train?" genjutsu that was dnr'd cause I was told I can't control someone's emotions. Let me see if I can find the submission..
6 hours later
Found it
"-Declined- *sigh* You can't predict how your opponent is going to react to the genjutsu, saying that they are going to doubt themselves and all that is beyond the scope of normal genjutsu techniques. DNR"

Of course the mods now may be a little more lenient than Scorps was to me xD
 

Lyanna Stark

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(Mure No Magpie)Flock of Magpies
Type: Offensive
Rank: B
Range:Mid-long
Chakra:20
Damage:40
Description: The user will bite both their thumbs drawing blood at the time they press it into their palms before throwing their hands out similar to how one would throw shuriken.This then summons a dozen magpies roughly the size of a humans palm from both hands. They have an explosive tag on their underbelly and upon contact or by the user performing the Ram handsign they will explode. They are controlled by the user’s chakra and intent as to where he wants them to go.
Restrictions
~ Only use-able by owners of the Magpie Summon contract

- Link to
( Tou Sono(Karite )Sickle of the reaper
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The weapon is a two sickles connected to each other via a segmented metal chain.When the chain has chakra channeled into it ,it produces different effects depending on what the user wishes to do.

• If the user wishes for the chain to be sharp then the chakra creates sharp edges on the chain segments allowing it to cut people or objects whilst remaining maneuverable.
• If they user wishes for the chain to join together and form a straight pole it will bring them together and hold them together allowing to user to wield the now staff with the sharp ends.

In addition to this the user is capable of channeling elemental chakra into the entirety of the weapon. Both sickles and chain. They would have different effects based on the element used. This includes several Sub-elements such as Ice and Lava release. Which would cause frostbite and flesh melting effects retrospectively.


Thoughts?
 

Lyanna Stark

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(Kyuchoise : Mure No Magpie)Summoning Jutsu : Flock of Magpies
Type: Offensive
Rank: B
Range:Mid-long
Chakra:20
Damage:40
Description: The user will bite both their thumbs drawing blood at the time they press it into their palms before throwing their hands out similar to how one would throw shuriken.This then summons a dozen magpies roughly the size of a humans palm from both hands. They have an explosive tag on their underbelly and upon contact or by the user performing the Ram handsign they will explode. They are controlled by the user’s chakra and intent as to where he wants them to go.
Restrictions
~ Only use-able by owners of the Magpie Summon contract

-------------------------------------------------
( Tou Sono Karite ) Sickle of the reaper
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Forged from chakra infusable metal two sickles are attatched together by links of chain forming a dual chain sickle.Due to the infuseable metal it's made of the user can channel their chakra be it elemental or otherwise to give the sickles and chain certain effects.

• If the user wishes for the chain connecting the sickles to gain a cutting edge he/she will channel any chakra through the chain and it will gain a sharpened edge similar to what the samurai do to their swords but a much smaller scale.
• If they user wishes for the chain to join together and form a straight pole it will bring them together and hold them together allowing to user to wield the now staff with the sharp ends using the same principle of chakra manipulation.
•In addition to this the user is capable of channeling elemental chakra into the entirety of the weapon. Both sickles and chain. They would have different effects based on the element used. This includes several Sub-elements such as Ice and Lava release. Which would cause frostbite and flesh melting effects retrospectively.
-----------------------------------------------
(Bakuton : bakuhatsuteki ame) Blast Release : Explosive Rain
Type: Offensive
Rank: Forbidden
Range: Mid-long
Chakra: 50
Damage: 90
Description: Deidara will plunge his hands into the clay bags at his side consuming vast amounts of clay . upon doing so he breaks the clay down to microscopic sizes equaling that of his legendary C0 however instead of keeping that consumed within him using vast amounts of chakra he forms it into the size of a basketball holding it.Deidara would then raise his hands into the sky as if he held an oversized apple.Using advanced manipulation deidara would position the ball over his enemy.He then manipulates it to start fall down in small drops stimulating rain.Upon contact with anything the clay explodes creating a continuous blast until the clay runs out.
Restrictions
~ No clay jutsu for 3 turns after this due to the stress it puts on his body of manipulating such vast amounts of clay at a single time.
~No S rank of any kind for the next turn Deidara's chakra can't handle the strain and would kill him if he does so.
~Only usable twice during battle after the second usage Deidara is rendered un-able to use any clay jutsu due to the lack of clay.
~Only use-able if given permission by Lyanna Stark

Updated and my next cj cycle is done.
 

Howard

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Past Howard: Future Howard, remember the spoiler needs reworked.

Technique Name: Breathe of the Dragon
EXP: 20
Type: Energy/Mutation
Rank: B
Description: Garfield due to his connecting with a force deemed The Red takes on mythical forms such as a Phoenix or a Dragon or even something like a Chimera. He can undergo complete transformations into the respective mythical animal or even partial transformations such as the throat and mouth of a Dragon to breathe fire or the heart of a Phoenix to be reborn upon death. These mythical abilities are leaps and bounds ahead of his strength and speed based attacks meaning they are much harder for him to control and use but can be stronger and more useful at times.

Breathe of the Dragon: By becoming a Dragon or partially transforming the user is able to release fire, ice, or acid from their mouth. These are abilities like those found among mythical dragons. The user can also gain dragon claws, fangs, scales, wings etc up to an entire transformation into a dragon. This form is a mixture of strength, speed and energy. meaning the user deals 60% of his strength, speed or energy attribute depending on how he attacks.

Heart of the Phoenix: Beast Boy while in either a full or partial transformation of a Phoenix is able to be reborn upon death. He transforms back into his natural state once he reaches zero health and fifty health is given back to him. When in a complete transformation the user takes on an Energy based form meaning all attacks dealt while in Phoenix form are Energy in nature strength and speed do not factor into attacks in this form. Therefor if the user wishes he can sacrifice strength and speed to gain up to +25 in his Energy attribute. For every point added to Energy one must be lost in another attribute.

These transformations are of a category all their own different from his DNA manipulation. These are caused by his connection and use of The Red a force that binds together all animals of all worlds, times, and dimensions.
Note: Can only use a single mythical ability every four turns
Note:
Dragon: [ ]
Phoenix: [ ]

Technique Name: Call of the Wild
EXP: 20
Type: Energy/Mutation
Rank: B
Description: Beast Boy can transform his vocal structure mimicking that of a Blue Whale. He is able do this while in his natural human form or any other transformation using this to augment it. Once done Beast Boy lets out a loud noise from his mouth creating an echo'ing noise that deafens anyone in a short-long range area excluding the user who uses another minor transformation (from this technique) to make sure his ears can handle the noise without any problems. This call is roughly 188db to 194db, 150db is enough to cause the ear drums to burst and rupture instantly causing the hair cells in the ear to die. 180db is enough to cause an opponent's ear drums to rupture while also causing an air embolism in their lungs due to air pressure changes (Acoustic energy is just waves of varying sound pressure; the higher the energy, the higher the pressure, the louder the sound.) leaving them unable to breathe temporarily. This deals 60% of the user's Energy attribute as damage and deafens anyone who hears it. The opponent's ears will bleed profusely and they will be unable to hear for the rest of the battle unless healed.
Note: Air embolism only happens to people in short range of the user and due to this opponents in short range take double damage due to the air embolism
Note: Inability to breathe lasts a full turn



Technique Name: Dragonbone Armor
EXP: 5
Type: Mutation
Rank: D
Description: Dragonbone Armor is exactly what it sounds like Beast Boy manifests bones breaking the skin and protruding them enough to create a plate-like armor reminiscent of a Stegosaurus covering any part of his body up to his entire body in these plates or growths. The armor adds +10 to his durability and if spiked allows him to create bone like weapons like blades on his hands, elbows, shoulders, knuckles and any other joints to create deep piercing damage which in turn boosts the strength the user has when used offensively giving +5 to +10 to strength however the larger the strength increase speed suffers. Anything over a +5 to the strength increase causes a -5 to the speed attribute. He is also able to if he wishes manifest solid Magnetite an organic producible metal like those found on the teeth of mollusks to further the strength of the armor. This can be used to augment any animalistic transformation. This can also be used to create magnetite nails, fangs, claws and any other sharp protuberances from his body. This is produced by creating a watery gel at a bone, nail, or tooth's centre, carbohydrate fibres then criss-cross to form a scaffold that binds positively charged ions such as magnesium and sodium. Those ions, then bind negatively charged proteins that collect iron, providing a detailed template for the growing of a dense magnetite shell. Due to his rapid transformation Beast Boy can do this nearly instantly where it would take a mullosc long parts of it's life. Magnetite itself is harder than steel and Beast Boy is able to do this because of his inherent knowledge of animal life when transforming.
This armor has the innate ability to repair and regrow itself like that of a Shark's tooth they replace themselves over time. This allows damage done to the armor to be negated over time through a slow healing process rebuilding and restructuring the armor. After taking damage by the end of the turn if mentioned the armor can replicate and regrow just like Shark's teeth shedding the outermost damaged layer and coming back at full power.

Beast Boy can also create quill like growths like a porcupine or a hedgehog. These too can be coated in Magnetite and can even be shot off towards an opponent like a projectile wave either in a condensed burst or an omnidirectional burst by covering the entire body in these quills. The spikes, quills, blades etc can be used in short range to augment Martial Arts usage and the quills, and spikes can be shot off like a porcupine up to Mid-Long range. Long at max for condenced burst and Mid max for omnidirectional. Any attack sourced from this ability does 20% of Beast Boy's current strength attribute modifier.
Note: The armor passively morphs with Beast Boy from form to form
Note: Can overpower basic weapons and freeform attacks
Note: Can be maintained and healed indefinitely over and entire battle
Note: Adds 20% of strength attribute to another attack if used in combination
Note: Can take on and heal from techniques of the same rank able to take the damage stopping it from harming the user at all. Can take on C rank damage halving the damage the user takes due to the blockage. If focused upon it can be healed and rebuilt. While focusing the user's intelligence is -2 points.


Technique Name: Dragonbone Armor
EXP: 20
Type: Mutation
Rank: B
Description: Dragonbone Armor is exactly what it sounds like Beast Boy manifests bones breaking the skin and protruding them enough to create a plate-like armor reminiscent of a Stegosaurus covering any part of his body up to his entire body in these plates or growths. The armor adds +10 to his durability and if spiked allows him to create bone like weapons like blades on his hands, elbows, shoulders, knuckles and any other joints to create deep piercing damage which in turn boosts the strength the user has when used offensively giving +5 to +10 to strength however the larger the strength increase speed suffers. Anything over a +5 to the strength increase causes a -5 to the speed attribute. He is also able to if he wishes manifest solid Magnetite an organic producible metal like those found on the teeth of mollusks to further the strength of the armor. This can be used to augment any animalistic transformation. This can also be used to create magnetite nails, fangs, claws and any other sharp protuberances from his body. This is produced by creating a watery gel at a bone, nail, or tooth's centre, carbohydrate fibres then criss-cross to form a scaffold that binds positively charged ions such as magnesium and sodium. Those ions, then bind negatively charged proteins that collect iron, providing a detailed template for the growing of a dense magnetite shell. Due to his rapid transformation Beast Boy can do this nearly instantly where it would take a mullosc long parts of it's life. Magnetite itself is harder than steel and Beast Boy is able to do this because of his inherent knowledge of animal life when transforming.
This armor has the innate ability to repair and regrow itself like that of a Shark's tooth the plates replace themselves over time. This allows damage done to the armor to be negated over time through a slow healing process rebuilding and restructuring the armor. After taking damage by the end of the turn if mentioned the armor can replicate and regrow just like Shark's teeth shedding the outermost damaged layer and coming back at full power.

Beast Boy can also create quill like growths like a porcupine or a hedgehog. These too can be coated in Magnetite and can even be shot off towards an opponent like a projectile wave either in a condensed burst or an omnidirectional burst by covering the entire body in these quills. The spikes, quills, blades etc can be used in short range to augment Martial Arts usage and the quills, and spikes can be shot off like a porcupine up to Mid-Long range. Long at max for condenced burst and Mid max for omnidirectional. Any attack sourced from this ability does 20% of Beast Boy's current strength attribute modifier.
Note: The armor passively morphs with Beast Boy from form to form
Note: Can overpower basic weapons and freeform attacks
Note: Adds 60% of strength attribute to another attack if used in combination
Note: Can be maintained and healed indefinitely over an entire battle, however healing can only happen every other turn meaning it has a one turn cd
Note: Can take on and heal from techniques of the same rank able to take the damage stopping it from harming the user at all. Can take on A rank damage halving the damage the user takes due to the blockage the armor taking the damage instead of the user. If focused upon it can be healed and rebuilt. While focusing the user's intelligence is -4 points.




Technique Name: You Would Not Believe Your Eyes
EXP: 10
Type: Mutation
Rank: C
Description: At it's core this is an evasion skill. When an incoming attack is about to hit Beast Boy and he's about to take direct damage that he cannot negate with his normal single transformations he can burst into the form of 1-1,000 fireflies or other small insects separating among several thousand smaller transformations then recombining somewhere out of harm's way. This can be used to evade any projectile, straight line or otherwise straight forward technique and is mentioned in his Core Abilities on the bio.
Beast Boy does not require all of the Fireflies to remerge to transform back. He can transform any single firefly back into himself and this works as a Hive Mind where any single Firefly can become a standin for Beast Boy's normal body due to his transformation abilities. Each has a sentience and can move and act separately but when Beast Boy wants to turn back he must choose one and do so. In a simple explanation it's merely like a Gecko losing a tail only a single firefly is critical to Beast Boy's retransformation. With his consciousness spread out over so many individuals his intelligence drops -5 if he transforms into more then one insect.
Note: Can only be used three times per encounter
Note: Unlike his other forms direct damage cannot be dealt in the normal way via basic attacks
Note: Transformation lasts one to three turns with a one turn cd between the initial shifts


Technique Name: Mind Blown
EXP: 10
Type: Mutation
Rank: C
Description: Beast Boy either in the form of a small insect, single celled organism or something small enough to enter the human body does just that. Entering the nose, mouth or ears Beast Boy either returns to his natural form inside of someone or transforms into something much larger while in their nose, mouth or ear canal thus forcing them to take massive if not lethal damage from the force of transforming inside of their body. This is because Garfield is able to transform and shift forms no matter what is surrounding him.
He can also use this as an escape technique if bound or held he can transform into something larger to break the bounds or something smaller to simply slip the bounds. Example if he's caught by a stone hand , or simply an opponent's grip he could shift into an elephant breaking it or a small rodent slipping it. Where this differs from his freeform transformation abilities is he is able to do so to counter techniques.
Note: Can be used once per turn
Note: Can be used five times per encounter
Note: Does not cause damage to the user when breaking or slipping techniques
Note: Can use this to transform into something small, if not already

Technique Name: You Made This? No, I Made This.
EXP: 10
Type: Mutation
Rank: C
Description: After coming into contact with someone else's DNA be it basic touch of skin cells, saliva, blood, hair, sweat etc Beast Boy is able to shift into a complete genetic replica mimicking every strand of DNA and every gene. This allows him to mimic speech patterns, bypass facial recognition software, eye scans, finger prints, blood tests etc. It also allows him to mimic any genetic mutation ie: if he transforms into a mutant with Heat Vision he is able to gain this Heat Vision momentarily using it at one rank lower than whatever that mutant can use it at.

Animal Mimicry: Beast Boy has the power to mimic the abilities of any animal he knows of while he is in their form. The ability apparently gives him intuitive understanding of the animals and what abilities they have that may be useful in the situation. In his natural form he can change the structure of his body to accomplish similar feats, while under the effects of any transformation no matter how small he is able to speak with, understand and properly communicate with wild-life.
DNA Mimicry: Beast Boy can also model his own DNA after others transforming into anyone down to the subatomic level. If his skin didn't stay oddly toned he would be able to disguise himself as anyone perfectly.

Since humans, mutants and aliens are at their core just advanced animals just like every other living thing Beast Boy while in someone's form gains a Genetic Sense Memory of them. This allows him an intuitive understanding of the power he is mimicking and the original user's mind. He can understand most emotions, feelings, and motives behind the original's use of the power and how he can use it beyond what they use it for. EG: a mutant may not use their power to kill because of their strong moral code, Beast Boy could without hesitation if the power is able to.

Note: Can only mimic one single power at a time
Note: Can only mimic one single person at a time
Note: Once activated this becomes passive
Note: Mimicked power lasts up to four turns before this technique needs to be used again

Technique Name: Drunken Monkey
EXP: 20
Type: Mutation/Strength
Rank: B
Description: A culmination of all of Beast Boy's martial arts prowess mixed with his own transformation abilities. He can use this in his natural form to fight against naturals in a more fair context against those he respects or while transformed to give himself an edge in mutant on mutant combat if he believes it necessary. Due to his transformations his skills and strength in this style are miles beyond anyone who uses similar styles because he has an intuitive understand of the Monkey and it's movements. He also has the ability to through his transformations augment the style by changing his center of gravity, moving his weight around in a more literal way and increasing and decreasing his muscle mass at crucial points.

Drunken Monkey does not begin with drunken-like gestures, but rather the drunken aspect enters the forms in the middle section when the practitioner plays the movements of a monkey drinking stolen wine.

The form is short and simple, consisting of a few dozen or so movements. Much of the moves are performed at a low ground level, with rolling, tumbling and falling techniques. There are also many unusual grappling and blocking techniques. The higher level attacks include eye pokes and throat hits, as well as blocks and punches (with punching being exceptional, as monkeys generally do not attack with their fists.) There are also many middle attacks such as kicks aimed to the stomach area, and lower attacks to the lower abdomen, groin and legs.

The "Monkey-Hands" Technique: Relaxed hand strikes with the palm facing down0ward and fingers drooping towards the ground, used to deflect hand strikes and kicks, and also to strike with the fingers towards the throat and eyes.
The "Monkey-Claws" Technique: This attack is basically a strike with the palm facing forward and hitting with the fingers and striking downward, like any animal's clawing motion. It is used to hit the face and eyes, and can also be used to grapple the opponent's wrist.
Low Kicks and Ground Kicks: There are many kicks in Drunken Monkey, primarily aimed at the lower portions of the body (legs, groin, abdomen) and executed from a low position or from lying on the ground.
Kip-up: is an acrobatic move in which a person transitions from a supine, and less commonly, a prone position, to a standing position. The performer draws both legs (which may be either in extension or flexion) anterior to the chest, rotates back onto the shoulders, and optionally places hands on the floor proximal to the ears. The performer then moves from hip and knee flexion to hip and knee extension while elevating the body away from the floor. The performer creates force against the ground by pushing off with the hands and simultaneously moving the elbows from flexion to extension.

The leg motion during the thrust involves increasing the joint angle of the hip from flexion to extension. When the thrust is completed, the rotation of the legs with respect to the trunk is terminated and, as a result, the angular momentum of the legs is transferred to the entire body. The linear momentum of the thrust carries the body into the air feet first while the angular momentum causes the airborne body to rotate. The spine moves into greater lordosis so that with sufficient thrust, back curvature, and body rotation, the performer will land on the feet.

With body face-down, the performer creates forces against the floor with fists or palms while kicking back the legs so as to develop momentum that carries the body into the air. The performer lands with the feet in contact with the floor, and knees in flexion. The hands may not be utilized.

Beast Boy does not require intoxication to use this style, but he prefers it.
Note: The user will need to post the technique but it works as free form dealing 60% of the speed or strength attribute
Note: Beast Boy is able to apply the teachings and styles to any form.
Note: Augmentation of muscles increase strength, speed and durability +5 each if wanted

Technique Name: Bloodlust
EXP: 20
Type: Mutation
Rank: B
Description: This ability is based on changing Beast Boy's attributes by changing his muscle, bone, nerve or body structure beyond what can be done with the Core Ability. In essence the user is changing their bodily (muscle, nerve, bone, brain tissue, etc) structures to that of animals found in nature gaining strength, speed or durability (can only take 2 at a time one gains +15 the other gains +10.) The user tends to stay in his human form when using this lesser version of the transformation and there are very little aesthetic differences . These lesser alterations such as advanced muscle mass or nerve structure can be held indefinitely. If mentioned in the bio he is able to gain a +15 and a +10 to speed, strength, durability or intelligence permanently. This permanent boost can only be done with the lesser variation and if mentioned in the bio any fight Beast Boy goes into will have these passive traits.
Beyond increasing two traits Beast Boy can further manipulate his bodily structure focusing on a single trait putting all that focus into one boost gaining strength, speed or durability by +25 (can only choose 1) this negates the +15 and +10 from the smaller variation. However, due to the nature of how the buffs work he must sacrifice something. If the user wants the full +25 to strength for example he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +25 to speed he'd have to lose -5 from strength and intelligence because his muscles and mind would suffer the loss. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.
Note: Lesser variation can only have two traits active at a time
Note: Advanced variation can only have a single trait active at a time
Note: Advanced variation lasts four turns before needing to be reused
Note: The technique has a two turn cd before traits can be shifted
Note: Traits can only be shifted four times per battle, after that Beast Boy returns to the permanent traits on his bio


Technique Name: Frenzied Regeneration
EXP: 20
Type: Mutation
Rank: B
Description: Frinzied Regeneration is an offshoot of his Core Ability meaning while using it he is able to begin the process of healing his wounds over time. The activation of this technique happens after Beast Boy has used his Core Ability; Bestial Wrath in a fight. His Core Ability itself already allows for the regrowth of removed limbs what this is, is an advanced form of that. It allows him to produce extra bodily tissue, blood, muscle, bone and sinew to replace that which was lost by an attack over a period of time.
Healing isn't instant and is something the user must focus on to accomplish meaning if the user wishes to heal he must actively regenerate it takes a full turn to heal for each rank of damage taken excluding D rank damage. Healing from D rank damage can be done passively healing superficial wounds such as scrapes, bruises, dislocated limbs, minor 1-2nd degree burns and cuts rather easily over the course of the user's turn (half a full turn). C rank rank damage takes 1 turn meaning the user's and his opponent's movesets and B rank damage takes 2 turns meaning 2 rounds of turns. The damage healed is proportional to the injury and time spent healing. Once initiated the heal becomes passive but still requires concentration subtracting -2 intelligence from the attribute while healing.
Note: Beast Boy heals 60% of his Durability Attribute for each turn this technique is active
Note: This technique can last 3 turns before needing to be reused to maintain
Note: Each activication counts as a move, so after three turns the technique needs reactivated
Note: Can only be used four times per battle

Technique Name: Natural Selection
EXP: 20
Type: Mutation
Rank: B
Description: At it's core this ability is adaptability and genetic mutation to survive. Based on Darwinian principles and his intuitive understanding of Animal DNA Beast Boy is able to pinpoint the traits that allow him to adapt to survive through certain types of damage ie: radiation, cold, heat, pressure, acoustic energy, blunt force damage, slashing damage, piercing damage etc. This does not allow for adaptations that lessen the effects of Magic based attacks but Energy based attacks that revolve around any of the aforementioned types of damage is possible.
Due to his extremely quick transformations Beast Boy is able to adapt to any environment and most types of damage. He can transform into an animal that can survive at immense pressures at the bottom of the sea, in the vacuum of space or even to survive relatively easily in a radioactive environment. If a proper transformation is undergone Beast Boy can take half damage from anything above B rank, and negate certain damage completely if it's B rank or below. This however only works with one type of damage at a time and the user must wait a turn before changing the resistance they currently posses. During this time he can undergo other transformations but cannot use the adaptability to change his resistance until a full turn has past. He can keep a transformation indefinitely though if he so wishes.
Note: Natural selection is a standalone technique. It does not require Beast Boy to use his Core Ability beforehand

Technique Name: Fade Away
EXP: 10
Type: Mutation
Rank: C
Description: Fade Away is a concealment technique where Beast Boy uses his animal like skills to change his skin color. This is can only be done through this technique itself and no other, and it cannot be used for things like changing skin color to match another person. It can be used to blend in with natural surroundings be they man made (cities, towns, buildings, etc) or natural (forests, water like streams, lakes etc, snow biomes, deserts.) While under the effects of this technique only people who's intelligence is higher than Beast Boy's durability can see him.
Note: Lasts up to five turns before needing to be reused.
Note: Stealth does not get rid of noise thus Beast Boy must remain quiet to use this
Note: While using this the user cannot attack until deactivated. The user can however get close to an opponent break the stealth then attack in the same timeframe meaning breaking the stealth is a passive action where an attack can be chain in as a first move




Don't think it costs anything to edit already approved techs.

Technique Name: Bloodlust
EXP: 20
Type: Mutation
Rank: B
Description: This ability is based on changing Beast Boy's attributes by changing his muscle, bone, nerve or body structure beyond what can be done with the Core Ability. In essence the user is changing their bodily (muscle, nerve, bone, brain tissue, etc) structures to that of animals found in nature gaining strength, speed, durability or intelligence (can only take 2 at a time one gains +15 the other gains +10.) The user tends to stay in his human form when using this lesser version of the transformation and there are very little aesthetic differences . These lesser alterations such as advanced muscle mass or nerve structure can be held indefinitely, until the user transforms into something else. Beyond increasing two traits Beast Boy can further manipulate his bodily structure focusing on a single trait putting all that focus into one boost gaining strength, speed or durability by +20. This negates the +15 and +10 from the smaller variation. However, due to the nature of how the buffs work he must sacrifice something. For example if the user wants the +20 to strength he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +20 to speed he'd have to lose -5 from strength and durability because his muscles and metabolism would suffer the drainage of energy. Likewise, to increase durability, one loses speed and strength, and to increase inteligence one loses durability and speed. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.
Note: Lesser variation can only have two traits active at a time
Note: Advanced variation can only have a single trait active at a time and lasts four turns
Note: The technique has a one turn cd before traits can be shifted
Note: After the Advanced variation wears off Beast Boy returns to the lesser variation.
Approved ~ With Edits.
For this all I did was clarify some things, and remove the extra -5s since it got shifted down to +20 instead of +25. The extra -5s would mean I'd only technically be getting +10 as a buff because I'd be losing -10 somewhere else. This way I'm getting +15 (20 - 5) and the -5 to compensate for the extra +5 given to a different stat.

Technique Name: Bloodlust
EXP: 20
Type: Mutation
Rank: B
Description: This ability is based on changing Beast Boy's attributes by changing his muscle, bone, nerve or body structure beyond what can be done with the Core Ability. In essence the user is changing their bodily (muscle, nerve, bone, brain tissue, etc) structures to that of animals found in nature gaining strength, speed, durability or intelligence (can only take 2 at a time one gains +15 the other gains +10.) The user tends to stay in his human form when using this lesser version of the transformation and there are very little aesthetic differences. These lesser alterations such as advanced muscle mass or nerve structure can be held indefinitely, until the user transforms into something other than his human form. Beyond increasing two traits Beast Boy can further manipulate his bodily structure focusing on a single trait putting all that focus into one boost gaining strength, speed or durability by +20. This negates the +15 and +10 from the smaller variation. However, due to the nature of how the buffs work he must sacrifice something. For example if the user wants the +20 to strength he would need to take on a much bulkier muscle structure meaning speed would suffer -5. If for example he wanted +20 to speed he'd have to lose -5 from strength because his muscle structure would have to compensate. Likewise, to increase durability, one loses speed, and to increase intelligence one loses durability. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.
Note: Lesser variation can only have two traits active at a time
Note: Advanced variation can only have a single trait active at a time and lasts four turns
Note: The technique has a one turn cd before traits can be shifted
Note: After the Advanced variation wears off Beast Boy returns to the lesser variation.

Red Sand

(Nirro Suna/Taijutsu: Pokettosando) Red Sand Release/Taijutsu: Pocket Sand!
Type: Attack
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: 40 (+10 for follow through) (+10 per turn)
Description: The user makes a thrusting motion towards the opponent's eyes and face while in short range releasing a burst of Red Sand from their hand towards the opponent's eyes and face additionally the user can yell "Pocket Sand! Sha Shaw!" to distract the opponent during this. He can follow through with a palm thrust or eye jab causing more damage due to the taijutsu aspect of the technique. The Red Sand once released will enter the opponent's eyes and stick to the mucus membranes blinding the opponent and causing irreversible damage to the eyes. It can also go into the nose and throat as it's enough to cause a moderate gust of sand.
Once inside the throat, nose and eyes it sears the mucus membranes sticking to it and is impossible to remove causing 3rd degree internal burns (this is because it's entered the body and does not need to enter through the skin.) Simple healing will not remove the sand and it will continue to cause cumulative damage until the nose, throat and eyes are thoroughly washed and rinsed out. However mere water or even a water technique of A rank and below won't be enough to wash away the sand as it has a definitive strength against it.
The Red Sand will repel the water stopping the opponent from simply rinsing away the sand leaving it stuck to the eyes, nose and throat membranes. This will cause the opponent to cough and choke uncontrollably as the sand begins to burn through and deteriorate the membranes.
Note: Can be used five times per battle
Note: The user can use already created Red Sand and manipulate it to do the same if he wishes
 
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Pyro NB

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Trying to do a series based of the zodiac help would be appreciated ^^

(Katon: Ohitsujiza no ikari ) - Fire Style: Aries Wrath
Rank: S
Type: Offensive/Supplementary
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user weaves four hand seals and inhales air whilst channeling Katon chakra into their lungs. The user then exhales a giant fireball in the shape of a rams head into the sky forming lighting clouds; these clouds begin to collect heat for the remainder of that turn. Upon the start of the next turn, a faun engulfed in flames(size of Stone Golem) descends from the sky and lands next to the user. Like the earth golem, the user must maintain contact and constantly feed it chakra in order for it to move.
-Can only be taught by Keji
-Takes two turns to create
-Lightning clouds can't be used to create Karin


Declined - we don't need, anymore... fireballs.... also want kirin do it the cannon way with dragon fireballs.

This was one that I thought would work but I think he might have misread it. Thoughts?
 

Shinta

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Trying to do a series based of the zodiac help would be appreciated ^^

(Katon: Ohitsujiza no ikari ) - Fire Style: Aries Wrath
Rank: S
Type: Offensive/Supplementary
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user weaves four hand seals and inhales air whilst channeling Katon chakra into their lungs. The user then exhales a giant fireball in the shape of a rams head into the sky forming lighting clouds; these clouds begin to collect heat for the remainder of that turn. Upon the start of the next turn, a faun engulfed in flames(size of Stone Golem) descends from the sky and lands next to the user. Like the earth golem, the user must maintain contact and constantly feed it chakra in order for it to move.
-Can only be taught by Keji
-Takes two turns to create
-Lightning clouds can't be used to create Karin


Declined - we don't need, anymore... fireballs.... also want kirin do it the cannon way with dragon fireballs.

This was one that I thought would work but I think he might have misread it. Thoughts?
So much BB code @__@

Anyway, I'm feeling helpful for the first time in... so, so long...

Tell me what you want this jutsu to achieve, try telling me in two-three sentences at most... at the very least, make it concise.

Who?
What?
Why?
When?
How?

That's something I remember from my early school days, we'll try and follow something like this to work out your CJ submission. We'll focus mainly on What?, Why?, When? since your jutsu has a mention of time and How?.
What I asked you to do above should address only What? as in, what do you want this jutsu to achieve/do.
 

Pyro NB

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So much BB code @__@

Anyway, I'm feeling helpful for the first time in... so, so long...

Tell me what you want this jutsu to achieve, try telling me in two-three sentences at most... at the very least, make it concise.

Who?
What?
Why?
When?
How?

That's something I remember from my early school days, we'll try and follow something like this to work out your CJ submission. We'll focus mainly on What?, Why?, When? since your jutsu has a mention of time and How?.
What I asked you to do above should address only What? as in, what do you want this jutsu to achieve/do.
What I want this jutsu to do is essentially create a Katon version of Earth Release: Great Stone Golem Technique.
 

Shinta

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What I want this jutsu to do is essentially create a Katon version of Earth Release: Great Stone Golem Technique.
Stop now, why do you want the Jutsu to be like that? The stone golem serves as a good physical defense/offence. Also talk about when you want it to activate and why then. For example, why would it take shape in the next turn? Why does it need to build energy in the sky first?

Then try How. How does it attack? It's not a stream so is it sentient to a point, like the stone golem? Also how is it initiated? Could this be initiated with the Dragon fireball jutsu (the one used for Kirin) instead of with its own, specially shaped fireballs? That way it will look like a Kirin set-up to mess with your opponents.

After this we'll look at putting all this in the jutsu template and adding restrictions etc.
 
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Pyro NB

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Stop now, why do you want the Jutsu to be like that? The stone golem serves as a good physical defense/offence. Also talk about when you want it to activate and why then. For example, why would it take shape in the next turn? Why does it need to build energy in the sky first?

Then try How. How does it attack? It's not a stream so is it sentient to a point, like the stone golem? Also how is it initiated? Could this be initiated with the Dragon fireball jutsu (the one used for Kirin) instead of with its own, specially shaped fireballs? That way it will look like a Kirin set-up to mess with your opponents.

After this we'll look at putting all this in the jutsu template and adding restrictions etc.
Why do you want the Jutsu to be like that? Aries the zodiac element is fire. A fire golem of this magnitude would take on physical properties making it similar in defensive/offensive tactics like the stone golem. The flames would provide excellent defense against wind style jutsu as it would only increase the flames heat. Against water unless the jutsu is big enough the golems heat would create steam/mist/vapor. Against wood release the golem would be far more superior melting the ground and turning the plants to ash. When I think of war of Aries I think fire and want this golem to be a full embodiment of it's destructive power.

Why would it take shape in the next turn?Aries zodiac is represented by the ram the god of war is a man. The combination of a ram and human gives you the mythological faun.

Why does it need to build energy in the sky first? To provide enough heat for the flames while giving that heat time to gather together molding itself into the shape and size of the faun.

How does it attack? You are correct it would be sentient like the stone golem meaning grapples, punches, kicks, etc..

Also how is it initiated? I guess it could be initiated like karin vs it's own specially shaped fire balls.
 

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(Raiton: dooky) - Lightning style: Angel guard
Type: Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: User forms two large white angelic wings that protectively cover their body all around except from below, wrapped around like a dome. After use, the wings appear to shed onto the ground as a cloud of feathers, blocking an opponents sight of the user temporarily before fading. Anything falling upon the wings is either completely vaporized if small, shredded if large, or punched through if very large.

-Usable twice per battle

(Raiton: dooky) - Lightning style: White breeze
Type: Offensive
Rank: S
Range: Short - Medium
Chakra: 40
Damage: 80
Description: User forms two large white angelic wings of lighting stretched to the sides. The user makes a great forward flap of both wings sending a large dense spray of white feathers in an arc in one general direction. The properties of the feathers are solid and piercing to shred through targets. Then the wings disperse to the ground as feathers before fading completely after.

-Usable twice per battle
-Not usable on consecutive turns
 
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