[CJ] CJ Lesson with Joker

Joker

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(Suiton: Sōzōnushi ni taisuru)- Water Release: Against the Creator (0/6)
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 20 (+20 each turn active)
Description: The user will perform two hand seals before focusing their chakra into a technique produced mist. The mist is able to absorb the traits of elemental techniques from the opponent in such a way it harms/disarms the opponent as they perform them. This is done by the mist conducting/absorbing the traits. Electricity, will cause numbness, shock attacks. Fire attacks will heat the area, burning them, and making it tough to breathe. Wind will cause shallow cuts on the opponent with their movements. This technique will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This does not absorb or hinder techniques at all, just take after some of its traits and residue to harm the opponent. The pain will be continuous until the opponent stops using/focusing on them. This causes the damage to vary depending on the opponent's usage, obviously projectiles will cause less pain duration, but streaming techniques might expose the opponent longer, probably initiating (though not forced) them in wanting to stop the use of a technique to prevent further harm, It completely differs to different techniques, its usage, and the opponents resistance to damage. To prevent the user from being harmed they can control the mist's molecules so any residue is specifically aimed and covering the opponent's short range radius and beyond.

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can only be taught by Joker
Note: Can only be used three times per battle
Note: Lasts three turns
Note: One turn cool down before re-use

Any questions?
 

Noni

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No questions ofc ;D

(Suiton: Keto wa noroi o shōhi)-Water Release: Ceto's Consuming Curse
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 for every technique this ability is applied to)
Damage Points: N/A (-20 to opponent's technique)
Description: One of the spellbinding water-based techniques. The user will activate this ability (instant activation due to it being stand alone, and does not grant ability until another compatible technique is used), to apply to all types of water release techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of mist, specifically similar to the jutsu Water Release: Grudge Rain and Hiding in Mist. This creates a sort of thin veil over the body of the water composed of mist, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. It will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, -50 chakra will be drained. For every turn that this technique is in contact with an opponent, it will continue to drain the chakra out of the opponent by -50. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Also, when this infused water clashes with another technique or comes into contact with a sentient being, if the user so chooses, he can absorb the chakra as long as he's still in contact with his technique and as such this will not work with projectiles or similar techniques. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used. This misty coating will disperse after clashing with another technique, meaning the damage reduction provided by this jutsu will only apply once to each individual technique utilized by the user.

Note: Can only be taught by Noni
Note: Can only be used twice per battle
Note: Remains active for four turns
Note: Requires two turn cool down before re-use
Note: Does not work on Forbidden Ranks
Note: Doesn't work with KG/CE variants

(Suiton: Davi Akuma Kuiiruyōni)- Water Release: Davy's Devilish Devouring
Type: Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This mist has absorption abilities (similar to grudge rain), but not of chakra, it absorbs the specific traits of elements within the mist, and from their since the mist is closely in contact with the water technique, it will in a way 'transfer' these traits onto the water technique. When the users water technique clashes with fire, the mist will absorb the heat, transfer it to the water technique, from there the water becomes scolding hot to touch. Lightning has more potential to conduct through water without it overpowering it. Wind element can sharpen the water, making it similar to Water Release: Severing Wave. This transfer will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This way the original water technique will not be weakened, and retain the fullest of capabilities. Due to the mist veil being A-Rank, and have specific chakra harboring. This technique works under logical elements, not all elements will be able to cope with this, such as, solid earth, most water, wood, steel, etc. Solid elements that might have a chance to be absorbed (lava, mud, etc), after absorption will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique without resistance. This also means the abilities absorbed, and transfer will grant the water logical traits in correspond with the element it touches. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Use of this technique does not manipulate elemental strength and weakness, but simply gives it special traits. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with an element.

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can not be used on KG/CE water based elements
Note: Can only be used three times per battle
Note: Cannot be used on Forbidden Rank Techniques

These both creates specific misty veils around water techniques and their many types of water around their exterior with specific tasks. Ceto weakens other techs by absorbing their chakra and power, Davy absorbs the other techs depending on rank and take on their characteristics. Both versatile. Any q's?
 

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27. (Suiton: Gōjasuna gurando shūryō)- Water Release: Gorgeous Grand Exit
Type: Offense/Supplementary/Defense
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: This is a two part technique that acts specifically depending upon the type of technique used: streaming (controlled humanoids, continuous attack, etc) and projectiles (sentient humanoids, launched attacks). For streaming, whenever the opponents technique is either negated/destroyed, or unable to get it off in time specific to time frame in the RP) their will be a trace of mist left behind after the negation of the technique. The mist will act for two things, it will be used to harm the opponents vision (dojutsu included). It will also have a chakra absorbing aspect, for it will passively move forward due to momentum and cover the area from where the streaming technique was negated and onward, it will be a sort of wall of protect against an opponents next technique, for it to be weakened by 20 chakra points, or if the opponent is in close proximity or covered by the mist, he will have his chakra absorbed as well by 50. For projectile based attacks, the mist will appear as a trail right behind the users technique. Once again, the trail will move forward due to momentum and cover the area in between the user and opponent (and if the opponent if close enough). The effects remain the same as it was for the streaming aspect. However, just like how the opponent might have visual difficulties, so might the user. The mist glossed over the terrain will be logical in size of the initial technique. Lastly, if the user is to somehow make contact with the mist, it will not absorb their chakra. After the mist clashes with a technique, it will disperse, but contact on the opponent it will remain for a duration of three turns, or until the opponent disperses the mist. Terrain changing water techniques can also be applied here as well, just about anything can logically. As well as the forms of water (e.g. syrup). The creation of the technique can be done within the same time-frame the attack is sent by simply performing an extra hand seal during performance.

Note: Can only be taught by Noni
Note: Can only be used four times
Note: Does not work on Forbidden rank water or KG/CE variants of water


29. (Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).

Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled


No questions, i've been eyeing them for a while anyway.
 

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(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. This technique can only be applied to one technique per use and takes up a jutsu slot. However it occurs in the same-timeframe as the jutsu it's applied to.

Note: Can only be used four times per battle
Note: Can't be used with other instant activation jutsu or jutsu that work in the same timeframe


Ay thanks joker U_U
 

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34. (Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their wind chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction and due to its intangibility, cannot be blocked until imbued. The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any substances (or anything imbued with the user's own chakra) caught in its reach with the user's wind chakra, this does not include the opponent's techniques. The object themselves will have a light-green hue aura covering the exterior of the objects body, these objects can also be included as metal, cloth (can not be used on actual clothing on the opponent's body), earth, water, etc, and will not have any lethality on all its own. Anything that stands by logic for imbuing with wind can essentially be covered. When covered, these objects obtain a certain ability, where the user by performing basic hand gesture can release a pulse of wind from the object, creating a repel effect to push objects away (which can be aimed depending on the direction of the pulse), or create a vacuum effect to draw objects in closer to the user. The objects can be repelled up to long range (mainly due to momentum), however, material can only be drawn in from mid-range (where the pulse is set), this also means if the user was to exit the mid-range area of the pulse they can no longer perform this jutsu. This technique has potential to repel, and vacuum material as small as rocks, and Kunais, to larger size material like boulders. Evidence of a technique like this has been seen in the Narutoverse, for we have seen material be covered and imbued by wind (Danzo's wind technique), and wind has a basic tendency to releases pulses as well as vacuums from different mediums within specific jutsus. The drawback of this technique is another basic concept of wind, for not only is it easy to notice a greenish-aura around these constructs/techniques, the pulse to repel, is rather easy to hear, and the vacuum effect has a certain "suction" noise to it, once again easy to notice for the average ninja hearing. The movement of the objects when being repelled or vacuumed in, is dependent on the size of the construct, obviously a larger rock section will be repelled much slower then a small kunai, either or, they can all be traced and reacted to by any ninja.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: The jutsu is kept active for three turns
Note: Requires one turn cool down before use again, the entire technique
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
Note: Follows elemental strength and weakness
Note: Can not be used on lightning or fire element (or energy-based elements)
Note: The repel pulse is projectile, the vacuum effect is a stream
Note: S-Rank version cannot be boosted in any way


Release a pulse of wind based energy, infusing it to all the possible material within it's reach. One everything is within it's grasped has been laced, within the same timeframe you gain the ability to attract or repel the things that have been laced. Repelling objects is a projectile, while attracting them is streaming.
 

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Yeah, its a pretty straightforward and useful technique. Just as long as you understand the application difference between the repel and stream, this jutsu will not be hard to understand or use.
 

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10) (Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival (1/6)

Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.


11) (Suition: Yami ni Orimasu) - Water Release: Descend to Darkness (1/6)

Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.
 

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16) (Fuuinjutsu: Enjo) - Sealing Arts: Aid (1/6)

Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (20 to activate, 10 every turn ; depends on jutsu)
Damage Points: N/A (depends on jutsu)
Description: This seal can either manually be placed on the user, or whenever the user is placed in a position where they are restricted in their elemental usage, it will "bleed" out and reveal itself. The seal is written in Kanji form (援) and is titled "Aid". The seal will act as a systematic tunnel within the depths of the users main chakra source, funneling out chakra to be used on behalf of the user, through the seal as its medium. This allows for the seal to act on its own accord, but also on behalf of the users will, as it is obviously controlled by him. The seal can than be used to release attacks, defenses, or supplementary techniques in other elemental forms, which in specialized cases, would not be allowed with the seal. E.g. Hardening technique armor is generally known in restricting the user to only using earth techniques. The seal plays a role in revealing itself on the surface of the armor, while still having a consistent connection to the users chakra reservoir (hence the +10 chakra points expense). With this seal, in connection with the users direct chakra, and not interacting with the interference of the earth armor, the user can perform jutsus of other elements, with the seal becoming its main medium. The main difference is, jutsus that originate from the body, will be released via the seal (projectiles and streaming) but jutsus that appear out of thin air, the ground, or sky, will be released normally. Moreover, the seal will act as a separate entity, but the chakra will still be of the users, so elemental combinations can still be complete, insofar as it is not a dangerous combination within close proximity of the user, that might logically jeopardize their life (e.g. performing a ash based technique, while wearing a lightning armor; risk being an explosion due to their reactive nature). But as long as it is performed and done within logical grounds, the user will relatively not have to worry about such predicaments.

Note: Can only be taught by Joker. Technique can be performed 2 times, and lasts as long as the restriction is placed on the user, via the other supposed technique. The user may be able to perform forbidden ranked techniques, but this will automatically destroy the seal upon using it. Cannot be used in consecutive turns, every two usages. This technique does not enable the user to perform two separate techniques at once.
 

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Alright, so we both know, that you know what this does and how it works, so there's really no point in explaining anything, but for the sake of it, I will. Basically, you slam your hands on the ground and cast a barrier around your opponent, this barrier functions by absorbing the armor they have on, and using it to fuel an explosion of that same elemental nature.

(Fuuinjutsu: Akiresu Ihan)- Sealing Arts: Achilles' Breach (1/6)
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Type: Defense/Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (varies)
Description: The process of this jutsu is done through direct contact with the opponent if in short range, or weaving through two seals, then the slamming of the hands of the user if in middle, erecting a barrier around the opponent, in a very similar fashion to that of (Tajū Mugen Hōyō ) - Multiple Infinite Embraces. What makes this technique different, however, is the barrier works to "rip" apart any chakra based armors up to A rank on the opponent's body. The actual process is the barrier will act to absorb the chakra based armor, with the visual illusion looking like the armor is being torn from the body of the user. One may compare this visual to when the tool of the sage of six paths (Kohaku no Johei) traps somebody inside of itself. The process is similar, where the barrier acts to tear the chakra armor from the body of the opponent, with the armor traveling and attaching itself to the inner walls of the barrier, being no longer "connected" to the user in a physical stand point, and a chakra stand point, it will be weakened slightly (down to one rank) allowing for it to be torn off the body of the opponent with more ease, and as the armors chakra mixed with the users own chakra, it will become volatile, causing an explosion from the inside, with the explosion being composed of pure chakra with damage characteristics similar to that of the armor that was absorbed (so if the armor was heat based, it will be a burning explosion, if it was lightning based, a more shocking explosion). This barrier can also be used against material/matter based elements, by simply tearing the material from the body of the opponent, and the explosion being composed of the debris/material that was composed of the armor. This barrier can work against virtually any kind of element (up to A-Rank), and in some cases against jutsus that require the opponent to hold, or have the jutsu be on the opponent's body, so it isn't narrowed down to just armors, but it is simply a more practical usage due to the longevity of an armor. What the user will do in stripping away specific elemental jutsus that correlate with the purpose of this jutsu, the user will erect the barrier with a specific chakra nature infused into the barrier, the chakra nature infused will target those jutsus specifically. Example, the user can summon the fire version of this barrier, and in doing so, can strip away fire armors. This allows for the barrier to hone in on specifics and focus its strengths on these specific elemental jutsus.

Notes: Can only be taught by Joker. Can only be used three times with a 2 turn cool down period. No fuuinjutsu above A-Rank same turn this is used, and no fuuinjutsu above S-Rank next turn.
 
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