Amegakure's Custom Center

Howard

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(Hachimitsu No Jutsu: ) - Honey Bee Technique: Apamin Swarm
Rank: S
Type: Offensive
Range: Short - Long (due to the bees traveling to the opponent)
Chakra Cost: 40
Damage Points: 80
Description: The user summons a multitude of bees from their sleeves that race out towards the opponent stinging them. After stinging the opponent the main part of the Bee's body explodes causing moderate damage to the opponent leaving behind the small stinger and it's venom sac. The venom sac continues to pump into the opponent a powerful neurotoxin called Apamin. In normal bee venom Apamin is a neurotoxin that makes up roughly 2-3% of the venom itself however the bees summoned with this technique have been specifically bred to have much higher concentrations of the peptide in their venom nearly 50-75 percent of the venom is made up of the neurotoxin Apamin. Which in small doses can cause varying problem with the opponent's nervous system and their organs.
Apamin easily passes the blood-brain barrier allowing the neurotoxin to find it's way into organs and the nervous system even effecting the brain to some degree. The first thing the opponent will notice are the local effects: feelings of burning or stinging pain that radiate throughout the stung area/s spreading quickly throughout the entirety of the body as well as swelling of the effected area in noticeable ways. Even if the opponent removes the stinger the neurotoxin will have made it's way into their system. These feelings are almost immediate and happen as soon as the opponent is stung even before the bee itself explodes. After a few moments the severe systemic reactions begin to take hold of the opponent's body swelling of the tongue and throat happen in a few seconds followed by difficulty breathing and talking as well as difficulty forming rational thoughts.
Lastly after the course of two full turns the opponent begins to lose their vision due to optic neuritis swelling of the optic nerves they also begin to have growing chest pain caused by the venom due to atrial fibrillation basically irregular heart palpitations due to the sheer power of the venom. The venom can also cause a cerebral infarction (stroke) or in severe cases an acute myocardial infarction (a mild heart attack).
Notes:
-The full effects take two turns to happen.
-Can only be used once per battle
-All the bees explode even if they don't sting the opponent

Will finish in a bit going home
 
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(Hachimitsu No Jutsu: ) - Honey Bee Technique: Apamin Swarm
Rank: S
Type: Offensive
Range: Short - Long (due to the bees traveling to the opponent)
Chakra Cost: 40
Damage Points: 80
Description: The user summons a multitude of bees from their sleeves that race out towards the opponent stinging them. After stinging the opponent the main part of the Bee's body explodes causing moderate damage to the opponent leaving behind the small stinger and it's venom sac. The venom sac continues to pump into the opponent a powerful neurotoxin called Apamin. In normal bee venom Apamin is a neurotoxin that makes up roughly 2-3% of the venom itself however the bees summoned with this technique have been specifically bred to have much higher concentrations of the peptide in their venom nearly 50-75 percent of the venom is made up of the neurotoxin Apamin. Which in small doses can cause varying problem with the opponent's nervous system and their organs.
Apamin easily passes the blood-brain barrier allowing the neurotoxin to find it's way into organs and the nervous system even effecting the brain to some degree. The first thing the opponent will notice are the local effects: feelings of burning or stinging pain that radiate throughout the stung area/s spreading quickly throughout the entirety of the body as well as swelling of the effected area in noticeable ways. Even if the opponent removes the stinger the neurotoxin will have made it's way into their system. These feelings are almost immediate and happen as soon as the opponent is stung even before the bee itself explodes. After a few moments the severe systemic reactions begin to take hold of the opponent's body swelling of the tongue and throat happen in a few seconds followed by difficulty breathing and talking as well as difficulty forming rational thoughts.
Lastly after the course of two full turns the opponent begins to lose their vision due to optic neuritis swelling of the optic nerves they also begin to have growing chest pain caused by the venom due to atrial fibrillation basically irregular heart palpitations due to the sheer power of the venom. The venom can also cause a cerebral infarction (stroke) or in severe cases an acute myocardial infarction (a mild heart attack).
Notes:
-The full effects take two turns to happen.
-Can only be used once per battle
-All the bees explode even if they don't sting the opponent

Will finish in a bit going home
0_0 you mean there's more?! Incredible mind you have there man, I reeally think they have a chance of great chance of being approved. Intelligently worded with wonderful facts and also a nice power-up to the regular bee venom, and more importantly, totally possible within this RP :win:, I swear Howard, with your mind you could easily create a Bee Venom CE...if something like that is even possible/Not already in existence
 

Howard

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(Hachimitsu No Jutsu: ) - Honey Bee Technique: Apamin Swarm
Rank: S
Type: Offensive
Range: Short - Long (due to the bees traveling to the opponent)
Chakra Cost: 40
Damage Points: 80
Description: The user summons a multitude of bees from their sleeves that race out towards the opponent stinging them. After stinging the opponent the main part of the Bee's body explodes causing moderate damage to the opponent leaving behind the small stinger and it's venom sac. The venom sac continues to pump into the opponent a powerful neurotoxin called Apamin. In normal bee venom Apamin is a neurotoxin that makes up roughly 2-3% of the venom itself however the bees summoned with this technique have been specifically bred to have much higher concentrations of the peptide in their venom nearly 50-75 percent of the venom is made up of the neurotoxin Apamin. Which in small doses can cause varying problem with the opponent's nervous system and their organs.
Apamin easily passes the blood-brain barrier allowing the neurotoxin to find it's way into organs and the nervous system even effecting the brain to some degree. The first thing the opponent will notice are the local effects: feelings of burning or stinging pain that radiate throughout the stung area/s spreading quickly throughout the entirety of the body as well as swelling of the effected area in noticeable ways. Even if the opponent removes the stinger the neurotoxin will have made it's way into their system. These feelings are almost immediate and happen as soon as the opponent is stung even before the bee itself explodes. After a few moments the severe systemic reactions begin to take hold of the opponent's body swelling of the tongue and throat happen in a few seconds followed by difficulty breathing and talking as well as difficulty forming rational thoughts.
Lastly after the course of two full turns the opponent begins to lose their vision due to optic neuritis swelling of the optic nerves they also begin to have growing chest pain caused by the venom due to atrial fibrillation basically irregular heart palpitations due to the sheer power of the venom. The venom can also cause a cerebral infarction (stroke) or in severe cases an acute myocardial infarction (a mild heart attack).
Notes:
-The full effects take two turns to happen.
-Can only be used once per battle
-All the bees explode even if they don't sting the opponent

Will finish in a bit going home
(Hachimitsu No Jutsu: ) - Honey Bee Technique: Apamin Swarm
Rank: S
Type: Offensive
Range: Short - Long (due to the bees traveling to the opponent)
Chakra Cost: 40
Damage Points: 80
Description: The user summons a multitude of bees from their sleeves that race out towards the opponent stinging them. After stinging the opponent the main part of the Bee's body explodes causing moderate damage to the opponent leaving behind the small stinger and it's venom sac. The venom sac continues to pump into the opponent a powerful neurotoxin called Apamin. In normal bee venom Apamin is a neurotoxin that makes up roughly 2-3% of the venom itself however the bees summoned with this technique have been specifically bred to have much higher concentrations of the peptide in their venom nearly 50-75 percent of the venom is made up of the neurotoxin Apamin. Which in small doses can cause varying problem with the opponent's nervous system and their organs.
Apamin easily passes the blood-brain barrier allowing the neurotoxin to find it's way into organs and the nervous system even effecting the brain to some degree. The first thing the opponent will notice are the local effects: feelings of burning or stinging pain that radiate throughout the stung area/s spreading quickly throughout the entirety of the body as well as swelling of the effected area in noticeable ways. Even if the opponent removes the stinger the neurotoxin will have made it's way into their system. These feelings are almost immediate and happen as soon as the opponent is stung even before the bee itself explodes. After a few moments the severe systemic reactions begin to take hold of the opponent's body swelling of the tongue and throat happen in a few seconds followed by difficulty breathing and talking as well as difficulty forming rational thoughts.
Lastly after the course of two full turns the opponent begins to lose their vision due to optic neuritis swelling of the optic nerves they also begin to have growing chest pain caused by the venom due to atrial fibrillation basically irregular heart palpitations due to the sheer power of the venom. The venom can also cause a cerebral infarction (stroke) or in severe cases an acute myocardial infarction (a mild heart attack).
Notes:
-If only one bee is successful in stinging the opponent only the first and second set of reactions will happen. If two or more bees sting the opponent there is enough venom for the final reactions to happen.
-The full effects take two turns to happen.
-Can only be used once per battle
-All the bees explode even if they don't sting the opponent

then again that was an after thought and you can do as you please with the tech.
 

Howard

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(Kyōjin no Rengeki) - Serial Surges of the Giant
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user taps into the power of the Red Right hand performing a massive uppercut striking the opponent with a ferocious strike while in unison releasing a decent amount of refined chakra from the reserves of the weapon. This creates a torrent of chakra that surges upward carrying with it the opponent creating a fair amount of blunt force trauma as well as lacerating damage due to the sheer sharpness of the refined chakra. The jutsu itself seems to take on the form of a small swirling mass of chakra that can carry away foes larger then the user himself carrying them up into the air at least three to five meters allowing for the user to follow up with more devastating attacks.
This jutsu can be used to intercept incoming attacks and the upper cut itself doesn't have to make direct contact for the force of the blow and the swirling chakra to carry the opponent upwards but making contact allows for the user to augment the damage significantly forcing the blow deep within the opponent's body causing moderate damage such as small breaks and fractures of bones such as the ribs. The lacerating damage is enough to tear clothes and cause moderate slashes to the opponent's body akin to that of various deep sword strike.
Notes:
-Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
-Can be used once per turn and only four times a match

Appearance: [ ]

(Kajin no Shōgeki) - Impact of the Devil
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user taps into the power of the Devil's Left performing a very quick punch or palm strike increased by the nature of the chakra flowing through the arm guard. This increases the speed and force of the punch enough to create a burst of force that can easily throw an opponent back five to ten meters with enough force to crush bones and bruise organs. The force of this technique is derived from the rotational force of one's motion (i.e: throwing your whole hip into a punch along with your weight to increase the force of the blow) until it forms into a needle-like blow forged from sheer power. At that point the collected atmospheric force would then be directed from the circular motion into a straight line (via punch or palm strike), where it is sent barreling into the target piercing through them.
The technique itself doesn't release chakra outside the user but instead uses it to as a way to further increase the force and become an amplifier allowing the force to build up to adequate levels. The punch is strong enough to cause moderate damage on it's own but the augmented force is enough to pierce deep into the opponent's body causing deep crippling damage striking bones, organs, muscles and tendons directly with enough force to bruise, rupture, tear, break and slightly deteriorate them. This technique is based on the same basic principle that La Muerta is this principle is using chakra to amplify force creating a strike that can deal internal damage through sheer force of impact. The force is also much more concentrated where La Muerta aims to cause wide spread internal damage The Impact of the Devil aims for pinpoint damage attacking specific areas instead of wide spread guessing.
Notes:
-Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
-Even if simply blocked the force can carry forward knocking the opponent back
-Cannot use any other Custom Weapon based techniques this turn
-Can only be used three times per match

Appearance: [ ] [ ] The force of the blow is like that in a way traveling through the opponent

Not sure if they're actually useful just some stuff I did while bored.
 
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-Yard-

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1st one - Once per turn, maximum 4 times a match
2nd one seems good tho I'd say 3x a match.


Here's an idea Howard.

(???) - Devil's Shattering Skull
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will raise the red right hand in front of them at a 90 degree angle. By concentrating their chakra the user will create a skull with sharp jagged teeth made of chakra around them that can only be seen by Doujutsu users as well as chakra sensors. The skull spans around to be 3.5 meters in diameter. When the opponent enters the skull the user will attempt to punch the opponent with the red right hand. As they attempt their strike the chakra of the skull will solidify, gaining color and shape as the jaws that are now solid quickly slam shut on the opponent, crushing them and stabbing them greatly. After the teeth slam shut, the initial strike lands, causing the remains of the body to be blasted out of the skull as the skull shatters from impact.

- Can be used Twice
- Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
 

Vegeta

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(Kyōjin no Rengeki) - Serial Surges of the Giant
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user taps into the power of the Red Right hand performing a massive uppercut striking the opponent with a ferocious strike while in unison releasing a decent amount of refined chakra from the reserves of the weapon. This creates a torrent of chakra that surges upward carrying with it the opponent creating a fair amount of blunt force trauma as well as lacerating damage due to the sheer sharpness of the refined chakra. The jutsu itself seems to take on the form of a small swirling mass of chakra that can carry away foes larger then the user himself carrying them up into the air at least three to five meters allowing for the user to follow up with more devastating attacks.
This jutsu can be used to intercept incoming attacks and the upper cut itself doesn't have to make direct contact for the force of the blow and the swirling chakra to carry the opponent upwards but making contact allows for the user to augment the damage significantly forcing the blow deep within the opponent's body causing moderate damage such as small breaks and fractures of bones such as the ribs. The lacerating damage is enough to tear clothes and cause moderate slashes to the opponent's body akin to that of a sword strike.
Notes:
-Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
-Can be used once per turn and only four times a match

Appearance: [ ]

(Kajin no Shōgeki) - Impact of the Devil
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user taps into the power of the Devil's Left performing a very quick punch or palm strike increased by the nature of the chakra flowing through the arm guard. This increases the speed and force of the punch enough to create a burst of force that can easily throw an opponent back five to ten meters with enough force to crush bones and bruise organs. The force of this technique is derived from the rotational force of one's motion (i.e: throwing your whole hip into a punch along with your weight to increase the force of the blow) until it forms into a needle-like blow forged from sheer power. At that point the collected atmospheric force would then be directed from the circular motion into a straight line (via punch or palm strike), where it is sent barreling into the target piercing through them.
The technique itself doesn't release chakra outside the user but instead uses it to as a way to further increase the force and become an amplifier allowing the force to build up to adequate levels. The punch is strong enough to cause moderate damage on it's own but the augmented force is enough to pierce deep into the opponent's body causing deep crippling damage striking bones, organs, muscles and tendons directly with enough force to bruise, break and slightly deteriorate them.
Notes:
-Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
-Even if simply blocked the force can carry forward knocking the opponent back
-Cannot use any other Custom Weapon based techniques this turn
-Can only be used three times per match

Appearance: [ ] [ ] The force of the blow is like that in a way traveling through the opponent

Not sure if they're actually useful just some stuff I did while bored.
Me like! I need to create something for my bio's one day...

1st one - Once per turn, maximum 4 times a match
2nd one seems good tho I'd say 3x a match.


Here's an idea Howard.

(???) - Devil's Shattering Skull
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will raise the red right hand in front of them at a 90 degree angle. By concentrating their chakra the user will create a skull with sharp jagged teeth made of chakra around them that can only be seen by Doujutsu users as well as chakra sensors. The skull spans around to be 3.5 meters in diameter. When the opponent enters the skull the user will attempt to punch the opponent with the red right hand. As they attempt their strike the chakra of the skull will solidify, gaining color and shape as the jaws that are now solid quickly slam shut on the opponent, crushing them and stabbing them greatly. After the teeth slam shut, the initial strike lands, causing the remains of the body to be blasted out of the skull as the skull shatters from impact.

- Can be used Twice
- Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
organs flying thru the air! I love it
 

Howard

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(Sheru Buretto) - Shell Bullet
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The Shell Bullet is a technique that revolves around augmenting the user's punches through the release and manipulation of chakra. It's combination of Taijutsu and Ninjutsu using ninjutsu the release of chakra to increase the taijutsu aspect. It consists of three strong punches that are usually used in combination each significantly stronger then the last their power comes not only from years of strength training but the use of chakra to augment the blows through releasing it outwardly to add more force to the blows and to push the damage deeper into a medium allowing for deep internal damage not through the chakra being forced into the opponent like the Hyuuga but simply used as a method to support the blows adding more force behind them more along the lines of how Juugo attacks. The force of this technique is derived from the rotational force of one's motion (i.e: throwing your whole hip into a punch along with your weight to increase the force of the blow) until it forms into a needle-like blow forged from sheer power along with bursts of chakra. At that point the collected atmospheric force would then be directed from the circular motion into a straight line, where it is sent barreling into the target piercing through them.
(Shōgeki no Faasuto Buretto) - Shocking First Bullet: The first of the three punches and the weakest in both strength, force and chakra usage is Shocking First Bullet. The user begins by sliding across the ground and pivoting repeatedly in order to either maintain or increase momentum before finally thrusting his fist at the target and unleashing a powerful wave of force and chakra. The user accomplishes this momentum by performing two separate actions while punching. The first being the release of chakra from the upper part of the shoulder (like a thruster or booster), this has enough force to carry the user forward adding force behind the blow due to the sheer power thrown behind it. The second motion is the release of a small mass of chakra that is released from the first in such a way that it creates a strong pulse of visible chakra that by itself has enough force to knock the opponent back a ways (two - three meters) while also causing minor damage such as bruising of the body and fractures of the ribs. The force also carries on into the opponent causing moderate internal damage such as bruising of the internal organs but is in no way fatal. It may slow the opponent down but it in no way will leave them in a defenseless state. This punch is comparable to a weak B rank technique and does about the same damage. The force of the punch and the chakra created and used can only carry out to short range. Due to the sheer force of the punch that carries onward and the mixture of chakra that is expelled from the fist as a mass it can deal with B rank and below elemental ninjutsu shattering Doton, knocking back fuuton and suiton, snuffing out katon and dealing with raiton in the same respect as fuuton (simply put it's neutral to elements).
(Gekimetsu no Sekando Buretto) - Destructive Second Bullet: This punch functions in the same manner as "Shocking First Bullet", except the user puts more power behind it allowing for a considerable amount of damage. Where Shocking Fist Bullet releases just enough chakra to increase the force of a punch slightly Destructive Second Bullet goes above and beyond throwing excess amounts of chakra into the mix allowing for incredible internal damage. The user begins in the same way by sliding across the ground and pivoting repeatedly in order to either maintain or increase momentum before finally thrusting his fist at the target and unleashing a powerful wave of force and chakra. The user accomplishes this momentum in the same way by releasing chakra from both their shoulder to increase the power and from their hand to increase the force. This punch has enough force to break multiple ribs easily as well as cause moderate damage to the body such as the deterioration of muscles. It also allows for rupturing and tearing of certain internal organs such as the lungs, stomach and heart through sheer force but usually isn't fatal. It can cause moderate to severe problems for the opponent such as respiratory problems but won't be fatal on it's own. The force of the blow and the chakra created can carry onwards out to Mid Range. This punch can deal with A rank and below ninjutsu in the same regard as Shocking First Bullet.
(Messatsu no Rasuto Buretto) - Obliterating Last Bullet: This punch functions in the same way as the other two but is usually used against other jutsu instead of people. It can be used on an opponent and would cause crippling damage but mostly is used in the defense of solid earthen defenses such as walls or pillars or earthen armors. It has enough force to shatter A rank and below solid earth jutsu as well as knock away certain tangible jutsu that can be affected through the force created. The force itself is enough to obliterate large boulders and trees and can cause crippling internal damage when used on an opponent. The force is enough to crush ribs and cause various other degrees of damage to the human body. Like the above punches this one can deal with S rank and below jutsu in the same regards however when used against A rank jutsu such as earthen armor or armor made out of the base elements the force that can carry on is comparable to "Shocking First Bullet". The force of the punch and the chakra created can carry out to Long Range unless obstructed by an obstacle.
The three punches can be used in combination but follow certain restrictions. Even though the force created by the punch can piece through the opponent the chakra itself cannot. When it makes contact with the opponent it bursts outward causing moderate external damage like bruises, burns, slashes and scrapes.
Notes:
-The jutsu can only be used three time per battle and once per turn
-The user cannot use any other high ranking taijutsu the same turn A rank and below.
-The user cannot use C rank basic ninjutsu the same turn as Shocking First Bullet, B rank basic ninjutsu the same turn as Destructive Second Bullet and A rank basic ninjutsu in the same turn as Obliterating Last Bullet. The user also cannot use any ninjutsu the same turn that all three punches are used.

Appearance: [ ] The release of chakra from the shoulder looks like this. [ ] The force of the blow that carries forward looks like that.
 
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Howard

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(Gomuseisoku) Living Rubber
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-15 per additional turn)
Damage: 60
Description: While using his Sage Transformation ability, Jūgo has shown the ability to force his body into a more elastic state stretching much farther then the average human. This technique revolves around that usage of his Sage Transformation allowing his body to take on a more elastic state akin to that of rubber. This elastic body allows Jūgo to increase the force behind blows and augment them with stretching and snapping motions almost like a rubber band increasing the force behind blows past what he could do with his own muscles. Stretching also allows Jūgo to drastically increase the range of what would otherwise be considered a powerful close-range attack, turning it into a devastating mid-range or long-range attack. A stretched limb can also be used to store potential energy like a stretched spring, increasing the velocity by stretching his arm back resulting in increased power when it's thrown forward.
It also makes Jūgo almost entirely immune to blunt attacks including hand-to-hand combat punches and kicks which simply bounce off as if the opponent were striking a trampoline as well as solid doton techniques and partially solid suiton techniques. However the user is still effected by piercing, slashing and stabbing attacks such as sword strikes, kunais and the like as well as jutsu of the aforementioned jutsu which include piercing or slashing properties. Jūgo can also be affected by all non-tangible attacks such as fire, wind, lightning and chakra based attacks that have properties that cause burns, cuts, and anything but blunt-force trauma. Jūgo can decide to give this elastic property to a single limb or his whole body allowing for versatile uses.
Notes:
-Makes Jūgo immune to blunt-force damage via Taijutsu, Suiton and Doton up to A rank however he is still affected by piercing attacks
-The elastic nature can last as long as it can be sustained like Jūgo's Canon uses of Sage Transformation
-Can only be used twice per battle with a two turn cool-down period
 
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Frozenstein

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guys how can I make it approvable? I have an idea of making it weakening enemy techs and as a side effect keep the chakra draining part, what I lower greatly but I don't know... would that be ok?

(Hiru Genkotsu) - Vampiric Fist
Type: NinTaijutsu
Background:

Vampiric Fist was invented after investigating different fighting styles, hidden abilities and jutsus that are using raw chakra to affect the opponent's chakra system, or in some way steal chakra from the opponent. The basic idea was coming from the Hyuuga's fighting style to target the opponent's chakra network and the Aburame clan's special bugs that are sucking and feeding on chakra. After looking into these styles and studying about other elemental and non elemental jutsus that allows the user to drain chakra from the opponent, one came up with the idea to create a style that is focusing on stealing chakra. However since he wasn't a Hyuuga or an Aburame, he had to come up with a style that allows him to do so. The easiest way was to find out a close combat style that when gets in contact with the opponent and deal damage, at the same time drains his chakra too. After years of practicing and investigating, he came up with a special chakra circulation style that became the basic of this style.

Description on the Abilities and Inner Workings of the Style:

Vampiric Fist is based on the user's ability to drain the opponent's chakra or chakra from the environment. For this, he has to create a circulation of chakra that is leaving and re-entering his own body and is in sync and direct contact with his own chakra flow. To achieve this, the user first makes his chakra to flow with greater speed in his body than normal. Normally only in the part of the body he is using the style with, but he can make his whole chakra flow to increase in speed. Then as it's done, the user picks a part of his body that he will use to release his chakra and an another part of his body where he makes it to re-enter. The only thing that is left from here is to release the chakra and make it flow around the user's body or body parts before it re-enters into him. In case this happens in a small area, like the hands or feet of the user, he can make the chakra to leave his body through his palms or sola and re-enter above the wrist or ankle. However while the chakra is flowing around his body, the user also has to spread it out to cover his body with it like a cloak.

Once the user has the appropriate speed to flow his chakra and created the cloak, he can now attack his opponent with it and try to steal his chakra. To steal chakra from the opponent, the user first has to make direct contact with him. This is achieved through close combat moves, aka taijutsu attacks. He kicks, hits or touches the opponent with the body parts (like arms, legs, shoulders, knees, etc.) he is using the style with and make his chakra to enter the opponent's body. This chakra thanks to the great speed it flows with enters the body easily and temporarily disturbs the chakra flow. While the chakra flow is being disturbed, the user mixes his own chakra with the opponent's and use the speed of it's flow to drag it out of the opponent. This chakra since now mixed with the user's, it enters the user's body along with his own and become his own chakra from that point. However this method would overload the user's chakra network where he uses this tech, so he has to lead this extra chakra away too. To prevent this, the user uses the direct link between his chakra network and the special flow that he uses to steal chakra. As he is draining chakra from the opponent, he makes that extra chakra to flow into his own chakra pathway system and spread it out. As it's done, he now can use that extra chakra as his own to perform jutsus.

Advanced users of this style will also become able to use this style with other fighting styles and other taijutsu attacks. All they have to do is using extra chakra to create the circualtion system and get in direct contact with the opponent. Depending on the way they use this style, the amount of chakra they steal differs too. When they use the style on it's own, they can steal a higher amount of chakra since they are only focusing on it. However if they use it with other taijutsu attacks or other style, the chakra they can steal is very limited. If the jutsu they use this style with doesn't require any chakra, they can steal a moderate amount of chakra.

Example Techniques:

(Hiru Genkotsu: Hiru Tacchi) - Vampiric Fist: Vampiric Touch
Type: Attack/Supplementary
Rank: A-rank
Range: Short
Chakra: N/A
Damage: 60
Description: A simple and yet powerful basic move of the style. The user circulates his raw chakra around his own fists by releasing the chakra from his palms and make it re-enter his body around his wrists, while at the same time shape it into a glove. Then he hits or touches the opponent with this glove and lets his own chakra to flow into the opponent's body on contact. When it's done, his chakra disturbs the opponent's allowing the user to steal it easier. As the two chakra collides, the user mixes his chakra with the opponent's and then drag it into his own body as the circulation continues. If the user is good enough, he can deal physical damage to the opponent and suck a great amount of the opponent's chakra. However if he doesn't hit, just touches the opponent, he can't deal damage to his enemy.
- jutsu can suck 30 of the opponent's chakra and make it the user's
- can only be taught by Frozenstein

Additional effects and Restrictions:

- to circulate the chakra with enough speed and drain the opponent's chakra, the user must possess excellent chakra control


♦ Declined ♦ Yeaaaaah, Im not a big fan of chakra draining CFS, especially not one where it's the main focus of the style.
 

Uzumaki Naruta

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(Gouzen Sunappu) Roaring Snap
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user focuses a large amount of elemental chakra into their middle finger and thumb while releasing some into the air then upon snapping their fingers, the following might happen depending on the elemental chakra used:
  • Lightning chakra: Upon snapping their fingers, a loud thunderous roar immediately emits known to cause slight disorientation and hearing loss as Lightning rapidly strikes down on the opponent. (Note: Disorientation/hearing loss only last that turn)
  • Wind chakra: Upon snapping their fingers, a huge blast of wind is emitted blowing the opponent away from the user as gusts of wind are constantly released decreasing the opponent displacement speed by 50%. (Note: Speed decrease only last that turn)
  • Fire chakra: Upon snapping their fingers, a tall pillar of fire is emitted as it then explodes creating a fire rain that covers an area of a radius of 5 meters that the user chooses.
Note: Can only be used twice per battle
Note: Cant use any jutsu B-rank and above of that element for 2 turns
Note: Can only be taught by Uzumaki Naruta

Posting it here for now before I accidentally close the wrong tab >_<
 
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Frozenstein

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guys how can I make it approvable? I have an idea of making it weakening enemy techs and as a side effect keep the chakra draining part, what I lower greatly but I don't know... would that be ok?

(Hiru Genkotsu) - Vampiric Fist
Type: NinTaijutsu
Background:

Vampiric Fist was invented after investigating different fighting styles, hidden abilities and jutsus that are using raw chakra to affect the opponent's chakra system, or in some way steal chakra from the opponent. The basic idea was coming from the Hyuuga's fighting style to target the opponent's chakra network and the Aburame clan's special bugs that are sucking and feeding on chakra. After looking into these styles and studying about other elemental and non elemental jutsus that allows the user to drain chakra from the opponent, one came up with the idea to create a style that is focusing on stealing chakra. However since he wasn't a Hyuuga or an Aburame, he had to come up with a style that allows him to do so. The easiest way was to find out a close combat style that when gets in contact with the opponent and deal damage, at the same time drains his chakra too. After years of practicing and investigating, he came up with a special chakra circulation style that became the basic of this style.

Description on the Abilities and Inner Workings of the Style:

Vampiric Fist is based on the user's ability to drain the opponent's chakra or chakra from the environment. For this, he has to create a circulation of chakra that is leaving and re-entering his own body and is in sync and direct contact with his own chakra flow. To achieve this, the user first makes his chakra to flow with greater speed in his body than normal. Normally only in the part of the body he is using the style with, but he can make his whole chakra flow to increase in speed. Then as it's done, the user picks a part of his body that he will use to release his chakra and an another part of his body where he makes it to re-enter. The only thing that is left from here is to release the chakra and make it flow around the user's body or body parts before it re-enters into him. In case this happens in a small area, like the hands or feet of the user, he can make the chakra to leave his body through his palms or sola and re-enter above the wrist or ankle. However while the chakra is flowing around his body, the user also has to spread it out to cover his body with it like a cloak.

Once the user has the appropriate speed to flow his chakra and created the cloak, he can now attack his opponent with it and try to steal his chakra. To steal chakra from the opponent, the user first has to make direct contact with him. This is achieved through close combat moves, aka taijutsu attacks. He kicks, hits or touches the opponent with the body parts (like arms, legs, shoulders, knees, etc.) he is using the style with and make his chakra to enter the opponent's body. This chakra thanks to the great speed it flows with enters the body easily and temporarily disturbs the chakra flow. While the chakra flow is being disturbed, the user mixes his own chakra with the opponent's and use the speed of it's flow to drag it out of the opponent. This chakra since now mixed with the user's, it enters the user's body along with his own and become his own chakra from that point. However this method would overload the user's chakra network where he uses this tech, so he has to lead this extra chakra away too. To prevent this, the user uses the direct link between his chakra network and the special flow that he uses to steal chakra. As he is draining chakra from the opponent, he makes that extra chakra to flow into his own chakra pathway system and spread it out. As it's done, he now can use that extra chakra as his own to perform jutsus.

Advanced users of this style will also become able to use this style with other fighting styles and other taijutsu attacks. All they have to do is using extra chakra to create the circualtion system and get in direct contact with the opponent. Depending on the way they use this style, the amount of chakra they steal differs too. When they use the style on it's own, they can steal a higher amount of chakra since they are only focusing on it. However if they use it with other taijutsu attacks or other style, the chakra they can steal is very limited. If the jutsu they use this style with doesn't require any chakra, they can steal a moderate amount of chakra.

Example Techniques:

(Hiru Genkotsu: Hiru Tacchi) - Vampiric Fist: Vampiric Touch
Type: Attack/Supplementary
Rank: A-rank
Range: Short
Chakra: N/A
Damage: 60
Description: A simple and yet powerful basic move of the style. The user circulates his raw chakra around his own fists by releasing the chakra from his palms and make it re-enter his body around his wrists, while at the same time shape it into a glove. Then he hits or touches the opponent with this glove and lets his own chakra to flow into the opponent's body on contact. When it's done, his chakra disturbs the opponent's allowing the user to steal it easier. As the two chakra collides, the user mixes his chakra with the opponent's and then drag it into his own body as the circulation continues. If the user is good enough, he can deal physical damage to the opponent and suck a great amount of the opponent's chakra. However if he doesn't hit, just touches the opponent, he can't deal damage to his enemy.
- jutsu can suck 30 of the opponent's chakra and make it the user's
- can only be taught by Frozenstein

Additional effects and Restrictions:

- to circulate the chakra with enough speed and drain the opponent's chakra, the user must possess excellent chakra control


♦ Declined ♦ Yeaaaaah, Im not a big fan of chakra draining CFS, especially not one where it's the main focus of the style.
(Hiru Genkotsu) - Vampiric Fist
Type: NinTaijutsu
Background:

Vampiric Fist was invented after investigating different fighting styles, hidden abilities and jutsus that are using raw chakra to affect the opponent's chakra system, or in some way steal chakra from the opponent. The basic concept was to efficiently stop the opponent's attack from landing and retaliate with the least effort and maximum effect. For that to achieve, the creator had to find a way to weaken the opponent while he is attacking and when he is weak, use the user's own movement and momentum to launch a counter-attack at the weakened enemy. After investigating the Hyuuga's fighting style, Aburame bugs, different chakra draining and chakra transmitting techniques, the creator finally had a rough idea how to do it. That is by injecting chakra into the opponent's body and disturb the chakra flow. However it was easier said than done. The how was still unknown. It was clear that a one time chakra injection won't work due to the creator had no possessin of the Hyuuga's Byakugan nor he had bugs up his sleeve. It was also clear he had to do it while his opponent is close and attacking. A simple transmitting wouldn't help either since the opponent would simply absorb it and use as his own, so there was only 1 way to achieve the desired effect. That is to make the chakra enter the opponent's body with great speed and then make it leave with the same speed. To incorporate it with the style, the user had only 1 way. Use taijutsu moves as a base, create a flow of chakra that does the desired effect and finally train his body to move fast enough to be able to finish his techniques in time. The rest was just a detail.

Description on the Abilities and Inner Workings of the Style:

Vampiric Fist is based on the concept of avoid/block incoming close combat attacks from any and all opponents, weaken them and/or their techniques and then retaliate. These 3 concepts were incorporated into 1 style, what made it extremely hard but at the same time useful style.

The first and at the same time second most important part of the style is the first concept, the avoiding/blocking. For that to be achieved, the user has to train his body to be able to react even in the very last moment with the best possible effect. After an intense training in close combat, the user's body will have increased speed and agility that will allow these movements. However even if the user has enough speed to avoid an incoming attack, his movements still have to make it possible to retaliate later on. For that, the style uses fast and fluid movements that are based on spinnings, side-steps, body-throws and attacks that are coming from these defensive actions. With these movements however hard to counterattack with enough force to take down the opponents, that's why the user has to weaken them during the first step.

This weakening procedure is the second and most important concept of the style and at the same time the hardest too. To weaken the opponents and their techniques, the creator came up with a simple looking process. That is to infuse chakra into the opponents' body/chakra system as well as their techniques and disturb the chakra flow. Since ninjas using their chakra to strengthen their own bodys, with injecting chakra that disturb that chakra flow, users of this style became able to weaken their opponents and their techniques for a short period of time. However a one time chakra injection won't have enough effect to achieve satisfactory results, that's why the users have to keep that injection up as much as possible.

The trick of this continuous injection lies in the user's ability to control and manipulate his chakra, chakra flow and circulating speed. However it's hard to keep injecting chakra into the opponent's body by default, but doing this in a close combat situation makes it normally impossible or at least very difficult. That's why the creator came up with the idea of making his own chakra circulate outside his own body, connect it with his own chakra network and speed up the chakra flow. With that 3 steps in one he can make his own chakra to forcefully enter the opponent's body in case of direct contact, disturb the chakra flow to enough extend to weaken him and allow the user to retaliate while he is in a dangerous position. This however doesn't mean that the opponent will be defenseless, not at all, but that short weakened and surprised state will leave enough openings to the user to attack.

To create this special circulating system around his body or body parts, the user has to release his chakra through smaller parts of his body, pretty much like his palm, form it into a cloak like shape or make it look like flowing water around his body and then let the chakra re-enter his body in a different place and direct it back into his chakra network. This on it's own still not enough to weaken the opponent, that's why the user forcefully make it flow with greater speed. With the increased speed, form and flowing direction of the chakra around his body, the user now will be able to make it enter the opponent's body and disturb his chakra flow. This disturbation method is pretty simple too. When the opponent gets in direct contact with the user, the user's chakra will enter the opponent's body, since it was previously being flown there with quite force and speed. The entering chakra will forcefully push away and at some point mix up with the opponent's chakra, and with that make disturbances in it. This unexpected disturbance in chakra flow will weaken the started attack to the extent that it can be pushed away by the user more easily. Side effect of this method is, during the mixing up, the user unintentionally drags some of the opponent's chakra into his own body. However an experienced user can attenuate it to the point where it becomes harmless to him and he can use it as his own.

There's an another method to achieve similar results without using the style with defensive or countering moves. For that the user still circulates his chakra by making it leave his body and re-enter again, but it's done near the same place. For example the user releases his chakra on his upper arm near the elbow, form it into a sphere and make it re-enter is body on the lower arm, still close to the elbow. This sphere is still quite small and is in direct contact with his chakra flow, but thanks to the small size it won't break when it gets in contact with the opponent. The user then only has to attack his opponent with his elbow and land a hit to achieve the same effect. If that attack lands, the opponent's defense will be weaker than normal. Masters of the style can use this method to go on the offense and get the upper hand on a close combat fight. They will also be able to create several small bubbles/spheres around their joints at the same time, allowing for greater variety of attacks.

The last and least important concept of the style is the counter-attack. Since the style's main purpose is the dodging and weakening process, the creator put less effort into this last step. However this is still important to take down the opponent. By the time the user reaches this point, the opponent's attack will be blocked, dodged or redirected by the user and upon his weakened state, the opponent will be most probably confused and surprised too. Attacking in this state is easy. The user only has to use his momentum from his side-step, spinning or body throw and launch a regular attack at the opponent. These attacks has the same strength as normal attacks, but if aimed at the weakened body parts of the opponent, they can still deal more damage. Best example is, if the opponent starts with a straight punch, the user counters it with a side-step and spinning combination and at the same time pushes the opponent's attacking arm to the opposite side while weaken his arm with his chakra. Using his speed from the step and spin and his free other hand, he can easily stab the opponent with a kunai, or break his ribs with a strong punch. Because of the weakened arm, the opponent won't be able to stop that attack completely or at all, but even if he does, he will still take more than regular damage to his arm.

Example Techniques:

(Hiru Genkotsu: Hiru Tacchi) - Vampiric Fist: Vampiric Touch
Type: Attack/Defense/Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (Stolen: 10)
Damage: 60
Description: A simple and yet powerful basic move of the style. The user releases his raw chakra through his hands or feet, make it flow around his lower arms or benders and make it re-enter his body through his elbows or knees. He makes his chakra flow like water in a spiraling manner to keep it close to his body and generate enough force, then waith for his opponent to attack. Once the attack starts, the user uses his arms or legs to redirect the opponent's attack by getting into direct contact with him and weaken his arm or leg. How the redirecting part works is up to the user. He can use side-steps, spinnings or if possible body throws too. He can use complex movements like a combination of block and leg sweeping. All that matters to weaken the opponent. When the opponent is weakened and can't attack, the user can attack however he feels like.
- attack and defense is explained in free form manner
- weakening lasts only a few seconds after direct contact occurs
- can only be used 4 times per battle
- can only be taught by Frozenstein

(Hiru Genkotsu: Rib Breaker) - Vampiric Fist: Une Bure-ka
Type: Attack/Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (Stolen: 10)
Damage: 60
Description: An advanced technique of the style. The user releases his raw chakra through his upper arm close to his elbow, form a sphere of chakra around it close to his skin and then make it re-enter into his body on the lower arm still close to the elbow. With that, he creates a bubble around his elbow. Then the user attacks his opponent with a simple elbow strike. This strike however disturbs the chakra and chakra flow in his body, soften up his muscles and make the strike more powerful and deal more damage. It will allow the user to break bones more easily too.
- attack and defense is explained in free form manner
- weakening lasts only a few seconds after direct contact occurs
- can only be used 4 times per battle
- can only be taught by Frozenstein

Additional effects and Restrictions:

- manipulating his chakra on this level, needs the user to possess excellent chakra control and need to be at least Kage rank
- to learn this style, the user has to start Ninjutsu and get up to C-rank at least as well as master Taijutsu
- after mastering the style the user will have increased speed and agility compared to others and will be able to move in dire situations
- users of this style will be able to use this style with additional Taijutsu techniques, but will pray the price by using additional chakra
- weakening effect only lasts for a few seconds after direct contac occurs
- the amount of absorbed/stolen chakra depends on the used technique and the amount of chakra used in the process that are the following:

* E-rank steals: 0 chakra
* D-rank steals: 0 chakra
* C-rank steals: 5 chakra
* B-rank steals: 5 chakra
* A-rank steals: 10 chakra
* S-rank steals: 10 chakra
 
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Howard

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(Senninka: Gomuseisoku) Sage Transformation: Living Rubber
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 30 (-15 per additional turn)
Damage: 60 (+20 to Taijutsu)
Description: While using his Sage Transformation ability, Jūgo has shown the ability to force his body into a more elastic state stretching much farther then the average human. This technique revolves around that usage of his Sage Transformation allowing his body to take on a more elastic state akin to that of rubber. This elastic body allows Jūgo to increase the force behind blows and augment them with stretching and snapping motions almost like a rubber band increasing the force behind blows past what he could do with his own muscles. Stretching also allows Jūgo to drastically increase the range of what would otherwise be considered a powerful close-range attack, turning it into a devastating mid-range or long-range attack. A stretched limb can also be used to store potential energy like a stretched spring, increasing the velocity by stretching his arm back resulting in increased power when it's thrown forward.
It also makes Jūgo almost entirely immune to blunt attacks including hand-to-hand combat punches and kicks which simply bounce off as if the opponent were striking a trampoline as well as solid doton techniques and partially solid suiton techniques. However the user is still effected by piercing, slashing and stabbing attacks such as sword strikes, kunais and the like as well as jutsu of the aforementioned jutsu which include piercing or slashing properties. Jūgo can also be affected by all non-tangible attacks such as fire, wind, lightning and chakra based attacks that have properties that cause burns, cuts, and anything but blunt-force trauma. Jūgo can decide to give this elastic property to a single limb or his whole body allowing for versatile uses. When in this state Jūgo's body takes on a grey hue like any other use of Sage Transformation but he doesn't gain the various spiked like growths only changing the hue of his skin.

Gear Second: This is a subset of the main use of the technique it involves Jūgo speeding up the blood flow in all or selected body parts, in order to provide them with more oxygen and nutrients. This makes him much faster and more powerful. It is in simple terms blood doping or boosting the number of red blood cells in the bloodstream which in turn allows for greater delivery of oxygen and nutrients to the body part/s. In Jūgo's case, his organs and blood vessels are forced into a more elastic state allowing them to expand and contract at greater rates without tearing in essence allowing him to increase his blood pressure without adverse affects.
Essentially Jūgo increases the blood flow by forcing more blood through his blood vessels thus increasing his fighting ability increasing his endurance, his strength, his speed and his resilience. Jūgo's strength is increased to that of a SM user allowing him to lift and toss large boulders that dwarf him in size. It also doubles his all around speed and increases his resilience more then in the first portion. While in this state Jūgo's skin turns a bright red in stark contrast to the usual grey hue when using his Sage Transformation. This is due to the increased blood flow to his body parts. His sweat seemingly evaporates instantly creating what seems to be steam.

Notes:
-The elastic Nature allows Jūgo an immunity to blunt-force damage via Taijutsu, Suiton and Doton (and other jutsu that cause blunt force trauma) up to B rank however he is still affected by piercing attacks. When Gear Second is active his resilience is boosted to A rank without taking hindrance damage as long as it is blunt-force damage.
-The elastic nature can last five turns before it times out, however Gear Second can only last three turns
-Can only be used twice per battle with a two turn cool-down period during the two turn cd Jūgo is left unable to use Sage Transformation
 

Howard

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-Declined- Same as above, it's 2 techniques in one, the first portion i don't that whole immunity to earth, water and taijutsu part, and in the second one it won't be allowed to make jugo on par with a SM user.

(Senninka: Gomuseisoku) Sage Transformation: Living Rubber
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 20 (-15 per additional turn)
Damage: 40 (+20 to Taijutsu)
Description: While using his Sage Transformation ability, Jūgo has shown the ability to force his body into a more elastic state stretching much farther then the average human. This technique revolves around that usage of his Sage Transformation allowing his body to take on a more elastic state akin to that of rubber. This elastic body allows Jūgo to increase the force behind blows and augment them with stretching and snapping motions almost like a rubber band increasing the force behind blows past what he could do with his own muscles. Stretching also allows Jūgo to drastically increase the range of what would otherwise be considered a powerful close-range attack, turning it into a devastating mid-range or long-range attack. A stretched limb can also be used to store potential energy like a stretched spring, increasing the velocity by stretching his arm back resulting in increased power when it's thrown forward.
It also Juugo to soften the blows of most blunt attacks including hand-to-hand combat punches and kicks which simply bounce off as if the opponent were striking a trampoline as well as solid doton techniques and partially solid suiton techniques. However the user is still effected by piercing, slashing and stabbing attacks such as sword strikes, kunais and the like as well as jutsu of the aforementioned jutsu which include piercing or slashing properties. Jūgo can also be affected by all non-tangible attacks such as fire, wind, lightning and chakra based attacks that have properties that cause burns, cuts, and anything but blunt-force trauma. Jūgo can decide to give this elastic property to a single limb or his whole body allowing for versatile uses. When in this state Jūgo's body takes on a grey hue like any other use of Sage Transformation but he doesn't gain the various spiked like growths only changing the hue of his skin.
Notes
-The elastic Nature allows Jūgo the ability to absorb most blunt-force damage via Taijutsu, Suiton and Doton (and other jutsu that cause blunt force trauma) up to B rank he will still take damage but it'll be reduced due to the nature of his body (roughly C rank damage). He is still affected by piercing attacks no matter their rank and is unable to soften the damage.
-Can only be used twice and lasts for five turns per use
-There is a three turn cd once deactivated where Juugo cannot use any Sage Transformation jutsu


(Senninka: Gomuseisoku; Gia Shunkan) Sage Transformation: Living Rubber; Gear Second
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 30 (-15 per additional turn)
Damage: 60 (+30 to Taijutsu)
Description: This technique is based on the use of (Senninka: Gomuseisoku) Sage Transformation: Living Rubber it involves Jūgo speeding up the blood flow in all or selected body parts, in order to provide them with more oxygen and nutrients. This makes him much faster and more powerful. It is in simple terms blood doping or boosting the number of red blood cells in the bloodstream which in turn allows for greater delivery of oxygen and nutrients to the body part/s. In Jūgo's case, his organs and blood vessels are forced into a more elastic state allowing them to expand and contract at greater rates without tearing in essence allowing him to increase his blood pressure without adverse affects.
Essentially Jūgo increases the blood flow by forcing more blood through his blood vessels thus increasing his fighting ability increasing his endurance, his strength, his speed and his resilience. Jūgo's strength is increased to that of Tsunade able to crush objects like boulders that dwarf him in size it also allowing him to lift and toss large objects that dwarf him in size. It also doubles his all around speed and increases his resilience more then in the first portion. While in this state Jūgo's skin turns a bright red in stark contrast to the usual grey hue when using his Sage Transformation. This is due to the increased blood flow to his body parts. His sweat seemingly evaporates instantly creating what seems to be steam.

Notes:
-Negates all other boosts except the use of Juugo's own Jet Booster's
-The elastic Nature allows Jūgo the ability to absorb most blunt-force damage via Taijutsu, Suiton and Doton (and other jutsu that cause blunt force trauma) up to A rank he will still take damage but it'll be reduced due to the nature of his body (roughly B rank damage). He is still affected by piercing attacks no matter their rank and is unable to soften the damage.
-The increased blood flow can last three turns and when it times out it deactivates any Sage Transformation jutsu regardless of their turn limits.
-Can only be used once per battle
 

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(Ninjutsu: Houtai Hoko) - Ninja Arts: Bandage Arms
Type: Attack/Defense/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs 3 hand seals and then channel chakra into a bolt of bandage that he previously prepared. Then using his chakra, the user changes the structure and the shape of the bandage, wrap it around him or around his body parts and manipulate it in any way he wants. He can form human arms from it, or turn it into tools like hammers or staffs, or even make the edges extremely sharp, making it able to cut even flash. He can also stretch the bandage to it's maximum length, reaching mid range from the user.
- user can use several bolts of bandages at the same time
- technique can be used with a regular scarf or similar clothings too
- can only be used 4 times per battle
- can only last for 4 turns
- can only be taught by Frozenstein

How the jutsu looks like and capable of:
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(Ninjutsu: Houtai Oni) - Ninja Arts: Bandage Demon
Type: Attack/Defense/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user performs 3 hand seals and then channel chakra into a bolt of bandage that he previously prepared. Then using his chakra, the user changes the structure and the shape of the bandage, creating a small, only 1 meter tall demon from it. This demon looks like a small mummy thanks to it being made from bandages. This demon after being completed, can move and attack on it's own. It can change it's own look, reforming itself in different ways. For example it can losen up the bandage around his chest to avoid a thrust from a weapon, or turn it's arm into a long pike to attack the opponent. It also has considerable speed and agility, but can only attack in short range and move up to long range from the user.
- can only be used 4 times per battle
- can only last for 4 turns
- can only be taught by Frozenstein

How the jutsu looks like and capable of:
You must be registered for see images
 
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(Ninjutsu: Houtai Hoko) - Ninja Arts: Bandage Arms
Type: Attack/Defense/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs 3 hand seals and then channel chakra into a bolt of bandage that he previously prepared. Then using his chakra, the user changes the structure and the shape of the bandage, wrap it around him or around his body parts and manipulate it in any way he wants. He can form human arms from it, or turn it into tools like hammers or staffs, or even make the edges extremely sharp, making it able to cut even flash. He can also stretch the bandage to it's maximum length, reaching mid range from the user.
- user can use several bolts of bandages at the same time
- technique can be used with a regular scarf or similar clothings too
- can only be used 4 times per battle
- can only last for 4 turns
- can only be taught by Frozenstein

How the jutsu looks like and capable of:
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(Ninjutsu: Houtai Oni) - Ninja Arts: Bandage Demon
Type: Attack/Defense/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user performs 3 hand seals and then channel chakra into a bolt of bandage that he previously prepared. Then using his chakra, the user changes the structure and the shape of the bandage, creating a small, only 1 meter tall demon from it. This demon looks like a small mummy thanks to it being made from bandages. This demon after being completed, can move and attack on it's own. It can change it's own look, reforming itself in different ways. For example it can losen up the bandage around his chest to avoid a thrust from a weapon, or turn it's arm into a long pike to attack the opponent. It also has considerable speed and agility, but can only attack in short range and move up to long range from the user.
- can only be used 4 times per battle
- can only last for 4 turns
- can only be taught by Frozenstein

How the jutsu looks like and capable of:
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Someone already has Bandage Arts with similar techniques.
 

Frozenstein

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Someone already has Bandage Arts with similar techniques.
Yeah Mathias has it, tho he only made a similar jutsu for my first one. Hmmm wonder if I can still make the second one using something else as a base.

What if I use my armor bending as a base, remove the clothing from the opponent and form the demon from it? X"D

(Ninjutsu: Katsu Kire Kasui) - Ninja Arts: Ripped Cloth Spikes
Type: Attack/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs a set of 3 hand seals and send his chakra inside the opponent's clothing. He then first uses his chakra to suddenly tear the opponent's full clothing apart into several little slits, make him/her get completely naked and then change the structures of these slits, make them stronger and finally shape them into several smaller-bigger spikes. These spikes thanks to the user's manipulation are rock hard and are able to pierce the opponent's body easily, especially since he doesn't wear anything. While these spikes are being formed, the user can make them float around the opponent using his remaining chakra and when they are finished, he can attack and stab the opponent with them. However he can just let them fall to the ground and not do anything with them, or even form them only on the ground and attack from that position. The technique also has a strong psychological attack, since who in his right mind would make the opponent get completely naked. Due to this sudden stripping, the opponent may lose focus on the technique he/she is currently using, canceling it thanks to that, or even miss the hand seals he/she is forming and fail to finish the technique.
- can be used on regular clothing, armors or generally on everything the opponent may wear, but not on special items like CWs and such
- stripping the opponent makes him/her lose his/her ammo pouches too or weapons attached to his/her body via straps and such
- stripping the opponent may make him/her become extremely ashamed and cause him/her to fight with much more less enthusiasm
- works extremely good on naturally shy characters
- size of the spike depends on the size of the slit it was made from
- can only be used 4 times per battle
- can only be taught by Frozenstein
 
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Vegeta

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(Hachimitsu No Jutsu: ) - Honey Bee Technique: Apamin Swarm
Rank: S
Type: Offensive
Range: Short - Long (due to the bees traveling to the opponent)
Chakra Cost: 40
Damage Points: 80
Description: The user summons a multitude of bees from their sleeves that race out towards the opponent stinging. After stinging the opponent the main part of the Bee's body explodes causing moderate damage to the opponent leaving behind the small stinger and it's venom sac. The venom sac continues to pump into the opponent a powerful neurotoxin called Apamin. In normal bee venom Apamin is a neurotoxin that makes up roughly 2-3% of the venom itself however the bees summoned with this technique have been specifically bred to have much higher concentrations of the peptide in their venom nearly 50-75 percent of the venom is made up of the neurotoxin Apamin. Which in small doses can cause varying problem with the opponent's nervous system and their organs.
Apamin easily passes the blood-brain barrier allowing the neurotoxin to find it's way into organs and the nervous system even effecting the brain to some degree. The first thing the opponent will notice are the local effects: feelings of burning or stinging pain that radiate throughout the stung area/s spreading quickly throughout the entirety of the body as well as swelling of the effected area in noticeable ways. Even if the opponent removes the stinger the neurotoxin will have made it's way into their system. These feelings are almost immediate and happen as soon as the opponent is stung even before the bee itself explodes. After a few moments the severe systemic reactions begin to take hold of the opponent's body swelling of the tongue and throat happen in a few seconds followed by difficulty breathing and talking as well as difficulty forming rational thoughts.
Lastly after the course of two full turns the opponent begins to lose their vision due to optic neuritis swelling of the optic nerves they also begin to have growing chest pain caused by the venom due to atrial fibrillation basically irregular heart palpitations due to the sheer power of the venom. The venom can also cause a cerebral infarction (stroke) or in severe cases an acute myocardial infarction (a mild heart attack).
~Notes~
-If only one bee is successful in stinging the opponent only the first and second set of reactions will happen. If two or more bees sting the opponent there is enough venom for the final reactions to happen.
-The full effects take two turns to happen.
-Can only be used once per battle
-All the bees explode even if they don't sting the opponent
-Must be a member of the Kamizuru clan
-Can only be taught by -Vegeta

-Declined- OP, and the technique is composed of 2 techniques, the explosion and venom, reduce the effects.
Made a few little edits

(Hachimitsu No Jutsu: ) - Honey Bee Technique: Apamin Swarm
Rank: S
Type: Offensive
Range: Short - Long (due to the bees traveling to the opponent)
Chakra Cost: 40
Damage Points: 80
Description: The user summons a multitude of bees from their sleeves that race out towards the opponent stinging them causing moderate damage to the opponent leaving behind the small stinger and it's venom sac. The venom sac continues to pump into the opponent a powerful neurotoxin called Apamin. In normal bee venom Apamin is a neurotoxin that makes up roughly 2-3% of the venom itself however the bees summoned with this technique have been specifically bred to have much higher concentrations of the peptide in their venom nearly 50-75 percent of the venom is made up of the neurotoxin Apamin. Which in small doses can cause varying problem with the opponent's nervous system and their organs.
Apamin easily passes the blood-brain barrier allowing the neurotoxin to find it's way into organs and the nervous system even effecting the brain to some degree. The first thing the opponent will notice are the local effects: feelings of burning or stinging pain that radiate throughout the stung area/s spreading quickly throughout the entirety of the body as well as swelling of the effected area in noticeable ways. Even if the opponent removes the stinger the neurotoxin will have made it's way into their system. These feelings are almost immediate and happen as soon as the opponent is stung. After 2 turns the severe systemic reactions begin to take hold of the opponent's body, swelling of the tongue and throat happen in a few seconds followed by difficulty breathing and talking as well as difficulty forming rational thoughts.
Lastly after the course of 4 full turns the opponent begins to lose their vision due to optic neuritis swelling of the optic nerves they also begin to have growing chest pain caused by the venom due to atrial fibrillation basically irregular heart palpitations due to the sheer power of the venom, severely hindered reaction times and a reduce in speed along with random muscle spasms that make fighting a bit harder
~Notes~
-If only one bee is successful in stinging the opponent only the first and second set of reactions will happen. If two or more bees sting the opponent there is enough venom for the final reactions to happen.
-The full effects take four turns to happen.
-Can only be used once per battle
-Must be a member of the Kamizuru clan
-Can only be taught by -Vegeta


Whatcha think? Still too OP?
 
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Howard

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Remove the stoke portion replace it with severely hindered reaction times and a reduce in speed along with random muscle spasms that make fighting a bit harder. These are my opinions anyway something I was thinking of.

(Senninka: Tenraku Tenshiude) Sage Transformation: Arm of the Fallen Angel
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 100
Description: The Arm of the Fallen Angel is the epitome of Jūgo's destructive power, it's power dwarfs even his own (Senninka: Chakra Bakuhastu) - Sage Transformation: Chakra Blast. It begins with a transformation to his dominate arm, it grows much larger taking on the shape of a massive cannon much larger then any of the ones he has formed before. His entire arm morphs twisting and changing in mere seconds as intricate designs and markings appear making it seem like a demonic/angelic abomination of twisted flesh and bone. The center of Jūgo's arm splits revealing a small condensed mass of chakra in the shape of a sphere. At this point Senjutsu Chakra begins to gather at the cannon's tip mixing with Jūgo's own chakra creating a blinding light that emanates from the cannon itself. Jūgo's can then release the chakra along with the Senjutsu Chakra to create both a dense beam of chakra that takes on the properties of his Chakra Blast technique and the Senjutsu Chakra creating a massive explosion similar in aspects to that of Pressure Damage.
The beam can be incredibly accurate and can punch through even large S rank Earth Jutsu however the explosion created causes a massive explosion that can decimate an entire area. The largest drawback to this technique is it's recoil. It's enough to shatter the very bones in Jūgo's arm leaving it useless. Due to the Senjutsu Chakra this jutsu is on par with all of the basic elements making it a tough jutsu to counter, the damage it can cause can kill both the opponent and the user himself if he is caught in the explosion and is a lot like the explosion caused by the Anime only jutsu "Fury" used by the Tsuchigumo clan.
Notes:
-Jūgo takes significant recoil damage losing the use of the arm due to the sheer power
-When the blast is fired off the arm immediately reverts to it's normal form as well as deactivating any other alterations
-Jūgo cannot use Sage Transformation for two turns after the use of this technique
-Can only be used once per battle

It's based on Vash the Stampede's Angel Arm

[ ] [ ]
 
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Vegeta

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(Genjutsu: - Sukautā wa nan to itte imasu ka? !) - Illusionary arts: - What's does the scouter say?!
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: After performing the Seal of confrontation, the user will inject their chakra into an opponent's system putting them under an illusion where the opponent will see over 9000 bee's attacking them mercilessly, causing extreme mental distress and pain. The illusion does not affect the terrain, but will have them see the bee's attacking from all sides, even bypassing defenses they have in place. They will see the stung area's swell up and throb in intense pain, and will frantically attempt to swat at the bee's to no avail. In reality, the enemy is immobilized from the shock of being attacked by a swarm.
~Notes~
-Must be a member of the Kamizuru clan
-Must be taight by -Vegeta
 
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