Custom Clan Jutsu Submission

Joestar

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New Cycle: 1/21/2019 - 1/28/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

BusinessManTeno

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(seisei hakai) Purification Of Destruction
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-30 to user)
Description: Purification of Destruction is one of the most powerful techniques of the Noldor Clan, passed on by the hermit of the Noldor clan to those only worthy of it. Due to its destruction power, the user will need plenty of space to activate said technique which can only be used when the opponent is mid-long range. The user will gather a massive amount of holy fire from their hands. Once done the user will release it in countless streams of holy fire that travel in the direction of the user hands in a incredibly violent fashion up to long range high and far and mid range in width.. The holy fire is so destructive that getting hit by one will purify enemies, leaving the entire field with burning Holy Light beams. Purifying Though this technique is indeed very powerful, it comes with great risk. Due to the powerful outlet of the technique, the user hands become incredibly damage, due to the strain. Doing this, the user will not only take -30 damage but wont be able to use techniques dealing with the hands for two turns.
Note: Can only use twice per battle, once every 3 turns.
Note: Once used, cant use any holy fire techniques for two turns



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(houshakido heiretsu) Parallel Of Radiance
Type:
Offensive
Rank:A/S
Range:Short-Mid
Chakra: 30/40
Damage:60/80
Description: PoR is a very unique technique technique as it utilized the holy aspect of holy fire as a whole. The user will start off by forming 2 handseals and extending their hands, creating a large ball of holy fire. Doing this, the user will cause the heat from the holy fire to extend outwards in like a wave of powerful heat up to short range. Doing this, if the user has any violent intentions towards the user, the heat from the holy fire will in sense "purify" the opponent. This will cause the opponent body to burn causing them to be in incredible pain. If the user wants to use the S rank version, the user will send the fireball towards the opponent in a forceful fashion, sending them back not giving them mobility. The user will then snap their fingers, causing the holy fireball to explode into a huge fireball with a mid range explosion.
Note: Can use Three times per battle (S rank twice only)
Note: Once done the user cant use noldor techs S rank or above
Note: If used the S rank version, the fire shoots off with the opponent into long range, causing a mid range explosion.


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(Manto Erufu) Cloak Of The Elves
Type:
Supplementary
Rank:S
Range:Short
Chakra: 40
Damage: 80
Description: Cloak of the elves is one of the unique techniques of the Noldor clan, specially to Mereoleona who created it. The user will do a set of 3 handseals, causing a cloak made of holy fire to form around the users body. Doing this, it will not only moderately heal the users body, it will also compliment the users body physical functions. The user gains a boost to speed (by +2) and taijutsu (by +10). But the unique thing about the Cloak of the Elves isnt the portion increased physical abilities or healing but the ability for the user to gain control over the holy fire that is around the user. Due to it being holy fire, anybody who looks at the user will become blinded by the bright light from the fire for one turn. The user is able to mold the holy fire to shape to anything within short range, all from a shield of fire, or a sword, or even a claw. The user is able to make the holy fire non dangerous, by making it as warm as a bonfire, or as destructive as it can be.
Note: Technique last 4 turns
Note: Can only use be twice per battle
Note: Cant use any jutsu above S rank
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¤ All Approved, made edits. Can't add in Senjutsu unless you have an ability for it, which would likely be SM and cant stack with another mode. ¤
 
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(Kūkan Mahō : Meido In Hebun) ) Spatial Magic: Made in Heaven
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: N/A
Description: The user will weave four handseals, releasing from their body an omnidirectional pulse of chakra that infuses itself into the space throughout the terrain, triggering Made in Heaven. This technique flips the orientation of space itself around the user, causing direction to rotate. Throughout Made in Heaven's duration, up and down will shift, with left, right, forwards, and backwards capable of rotating among themselves. To visualize this shift, picture a compass with forwards being North, Right being East, backwards being South, and Left being West. Every turn, the user will become capable of rotating these directions either 90 or 180 degrees counterclockwise or clockwise(In turn one, the user can cause Forwards to shift to the right, with the other three following this path, and can then shift directions 90 degrees back to normal or rotate it 180 so that forwards now becomes towards the left or continue the original rotation). The change in orientation hinders the opponent's ability to aim techniques. For instance, if direction is shifted so that forwards is now to the right, an opponent attempting to aim a technique forwards will instead be launched towards their right. The change in orientation carries no stimulus aside from those who are capable of sensing the original surge of chakra or sensing space itself. As such, other members of the Noah clan and the user are capable of detecting the orientation of space and are thus capable of coordinating themselves appropriately. This also inhibits the ability for objects to move; actions such as running or jumping or throwing a punch are likewise affected by the same shift in direction.

Note: Can only be used twice per battle with a three turn cooldown in between usages
Note: To maintain Made in Heaven, the user is incapable of utilizing any other Spatial Magic techniques while in use
Note: Made in Heaven lasts for three turns per usage, and changing the orientation counts as a move slot
Note: Made in Heaven has no effect on omnidirectional techniques, nor techniques that do not physically travel

(Kūkan Mahō : Shī Mūn ) Spatial Magic: C-Moon
Type:
Offensive/Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will form four handseals, taking control of the space in order to create pocket of highly condensed space around them. This pocket of space rapidly rotates around the user, combining Spatial Displacement and Spatial Collapse in order to produce a technique of immense power. The pocket of space that consists C-Moon is separate from the space around it and the user, and produces a visual distortion around the user that causes them to appear as though they've become ethereal, almost like they were made of steam(a purely cosmetic effect). C-Moon is capable of being used for both transportation and offense. In the case of the former, whenever the user moves, C-Moon causes the space around the user to be moved, achieved through unfolding the space in the direction the user wishes to travel in, absorbing it and re-folding it in the opposite direction. This effectively displaces the space the user wishes to travel in, reducing the space in the direction they wish to travel in and increasing space in the opposite direction in order to reach their destination faster. This essentially facilitates faster movement by exponentially decreasing the space that the user must cover to perform an action. In the event of linear or non linear movement, this allows the user to move as though they were moving at 2x their regular speed, Offensively, the user is able to use the pocket of space around them as a weapon. While this pocket of space is typically inert against other physical objects, the user can condense this space to act more like a physical barrier, using the increasing shift in density to enhance their blows. The user can condense the pocket at a focal point, such as their fist or leg, to deal powerful melee strikes that can do blunt or slicing damage depending on the shape the user chooses. The user can also condense the entire of the pocket to act as a shield for their body towards opposing techniques of the same rank or below.

Note: No Spatial Magic techniques above A-rank may be activated during C-Moon
Note: Condensing C-Moon to act as a shield or to attack costs a moveslot but is passive in activation
Note: Generals and above are capable of activating C-Moon twice per battle, while lower ranked members can only activate C-Moon once per battle
Note: During first usage, C-Moon lasts for four turns; during second usage, C-Moon lasts for three turns
Note: Second usage requires a three-turn cooldown before it can be activated
Note: Once every 2 turns, C-Moon may be used to dodge an enemy technique within reason
Note: Due to the pocket of space that is C-Moon existing separate from the space around it, the increased speed effect is only applicable to entities within C-Moon(i.e., the user/his body itself).

¤ Both Approved, made edits. ¤
 
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Approved CC: X

( Nekura Ichizoku Hijutsu: Akuma no henkan ) - Nekura Clan Secret Technique: Demonic Conversion )
Type:
Offensive/Defensive/Supplemental
Rank: A
Range: Self
Chakra: 30 (-5 per turn)
Damage: Depends on Clan Rank
Description: Based upon Nekura Clan Secret Technique: Unholy Conversion, this upgraded version has the user generate 4 portals which fits snugly over their hands and feet. This does not effect anything in the users appendages such a swords or kunai's it just creates sustainable portals on the users hands/feet. From then onward, whenever the user performs a technique that comes from their hands or feet, a little Keigoku goes from the portals and into the technique similar to Unholy Conversion "( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well )." This follows the same damage guidelines as Unholy Conversion, in that "Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses concentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on." However this can be intensified depending on the Clansmen's rank. This technique can also be applied to Taijutsu involving the hands and feet. While making direct contact, the opponent would be hit by the mental anguish associated with Keigoku however it would be more effective making them lose focus and not be able to form hand seals for 2 turns following contact. This lasts as long as the user desires to maintain the portals with a small chakra upkeep each turn. The turn this is created, no other Nekura techniques may be used after activation until the following turn. No Forbidden Ranked Nekura techniques can be used while this is active.

¤ Declined, the logic behind this doesnt makes sense; Unholy Conversion works by making portals that release Keigoku when Ninjutsu pass through/over them. This doesnt extend to Taijutsu and the way this is done doesnt allow it either. Furthermore, with this aspect removed, it's the same as Unholy Conversion. ¤
Approved CC: X

( Nekura Ichizoku Hijutsu: Akuma no henkan ) - Nekura Clan Secret Technique: Demonic Conversion )
Type:
Offensive/Defensive/Supplemental
Rank: A
Range:
Self
Chakra: 30 (-5 per turn)
Damage: Depends on Clan Rank
Description: Based upon Nekura Clan Secret Technique: Unholy Conversion, this upgraded version has the user generate 1 to 4 portals which form directly in front of their hands and/or feet (being 12 inches in diameter and 2 inches away). This does not effect anything in the users appendages such a swords or kunai's it just creates sustainable portals in front of the users hands/feet that follow the user at all times. From then onward, whenever the user performs a technique that comes directly from their hands or feet that has a portal in front of it, a little Keigoku goes from the portals and into the technique similar to Unholy Conversion "( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well )." This follows the same damage guidelines as Unholy Conversion, however this can be intensified depending on the Clan rank of the user. This technique can also be applied to Taijutsu involving the hands and feet. During a strike the portal will pull closer to the user while attacking. The user while attacking would have their hands and/or feet pass thru the miniature portals during their strike, causing the limb to be coated in enough Keigoku to cause the opponent to be hit by the mental anguish associated, however it would be more effective making them lose focus immediately and not be able to form hand seals for 1 turn following contact, and halved speed hand seals for the following 2 turns. The portals stay open as long as the user desires to maintain them with a small chakra upkeep each turn. The turn this is created, no other Nekura techniques may be used after activation until the following turn. No Forbidden Ranked Nekura techniques can be used while this is active. This can only be used 1 time per battle.

¤ Approved ¤
 
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Lord of Kaos

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Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 
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BusinessManTeno

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(Manto Erufu) Cloak Of The Elves
Type:
Supplementary
Rank:S
Range:Short
Chakra: 40
Damage: 80
Description: Cloak of the elves is one of the unique techniques of the Noldor clan, specially to Mereoleona who created it. The user will do a set of 3 handseals, causing a cloak made of holy fire to form around the users body. Doing this, it will not only moderately heal the users body, it will also compliment the users body physical functions. The user gains a boost to speed (by +2) and taijutsu (by +10). But the unique thing about the Cloak of the Elves isnt the portion increased physical abilities or healing but the ability for the user to gain control over the holy fire that is around the user. Due to it being holy fire, anybody who looks at the user will become blinded by the bright light from the fire for one turn. The user is able to mold the holy fire to shape to anything within short range, all from a shield of fire, or a sword, or even a claw. The user is able to make the holy fire non dangerous, by making it as warm as a bonfire, or as destructive as it can be.
Note: Technique last 4 turns
Note: Can only use be twice per battle
Note: Cant use any jutsu above S rank
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¤ All Approved, made edits. Can't add in Senjutsu unless you have an ability for it, which would likely be SM and cant stack with another mode. ¤
Link to approved CC
https://animebase.me/threads/custom-clans-submission.27962/#post20677062

Updating This
(Manto Erufu) Cloak Of The Elves
Type:
Supplementary
Rank:S
Range:Short
Chakra: 40
Damage: 80
Description: Cloak of the elves is one of the unique techniques of the Noldor clan, specially to Mereoleona who created it. The user will do a set of 3 handseals, causing a cloak made of holy fire to form around the users body. Doing this, it will not only moderately heal the users body, it will also compliment the users body physical functions. The user gains a boost to speed (by +2) and taijutsu (by +15). But the unique thing about the Cloak of the Elves isnt the portion increased physical abilities or healing but the ability for the user to gain control over the holy fire that is around the user. Due to it being holy fire, anybody who looks at the user will become blinded by the bright light from the fire for one turn. The user is able to mold the holy fire to shape to anything within short range, all from a shield of fire, or a sword, or even a claw. The user is able to make the holy fire non dangerous, by making it as warm as a bonfire, or as destructive as it can be.
Note: Technique last 4 turns
Note: Can only use be twice per battle
Note: Cant use any jutsu above S rank while technique is active
Note: Mode Heals +10 per turn (+20 if have the medical specialty)


? Approved.-Joestar?
 
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JojocIaw

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( Sutōmuburēkā ) - Stormbreaker
Type: Offensive|Supplementary
Rank: S
Range: Short
Chakra Cost: N/A. (+1 rank To Dark Arts/Raiton jutsu)
Damage points: 80(+1 rank to Dark Arts/Raiton)
Description: Stormbreaker is a axe created and enchanted multiple times by, for Hela, by Hela. It's handle doubles as a wand and is crafted with Elderwood - for its Dark Arts Specialty, Dragon heartstring - for its affinity to electricity, and chakra metal. This wand differs in appearance from more traditional wands, instead of looking like a yard stick, it resembles an axe used to chop trees. This wand is special because of the enchantments within it. One such enchantment being one that can absorb and contain electricity from foreign sources, and its allowed to do this because it was enchanted by the creator with mahou upon creation. (S rank and below once per turn). It can then release electricity during spells which add a paralysis effect to all projectile jutsu that emerge from the wand changing all jutsu colors to a light blue, similar to that of a lightning bolt. (1 turn paralysis). Not only is it capable of this, but also another special ability which makes this wand useful. Hela would bestow upon it another enchantment, allowing the user to passively recall the wand simply by wishing for it by their side. When the wand is in flight, it will move at lightning jutsu speed. While another enchantment on the axe has also been placed, this one causing damage to anyone who dares touch it while in the owners possession still. This pain is so unbearable that it will cause them to automatically drop the axe. With this being an actual axe ontop on being her wand, she can use it to cause damage by slashing an opponent. (Costs a move slot per turn to use and does S rank damage.)

Note: Similar to normal wand exchanges, Stormbreaker can be lost and transferred to a new Clan member but only via defeat of the wandholder.
Note: Absorption ability can only be used three times per battle with a cooldown of two turns
Note: Absorption ability cannot be used in the same turn that Stormbreaker is used to perform an S-rank melee attack

Note: As this is a CW, if the wand switches hands and goes to another user, if it is equipped this wand will become the new holder's CW. Can only be owned/used by KISEI members.

?Approved. Edits made.?
 
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New Cycle: 02/21/2018 - 02/282019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

BusinessManTeno

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(Himitsu no norudoru: Nin'i no zōn) Secret Noldor Style: Mana Zone
Type:Supplementary
Rank:S
Range:Short
Chakra: 40
Damage: 80
Description: Mana Zone is the most unique and secret technique of the Noldor clan, specially to Mereoleona who created it. The user will do a set of three handseals, causing the amber in their body to draw in natural energy from all over the battlefield, but this can only be done by those who have practiced the art of regular senjutsu. Once done, the user will get a thin layer of holy fire to surround them while gaining dark circles around their eyes. The holy fire is Not only enough to blind somebody but enough to cause small burns upon impact. The user gains a boost to speed (by +2) and taijutsu (by +15). But the unique thing about Mana Zone isnt the portion increased physical abilities or healing but the ability for the user to gain control over the holy fire that is around the user. Due to it being holy fire, anybody who looks at the user will become blinded by the bright light from the fire for one turn. The user is able to mold, create and control holy fire to shape to anything within short range, all from a shield of fire, or a sword, or even a claw. The user is able to make the holy fire non dangerous, by making it as warm as a bonfire, or as destructive as it can be.
Note: Technique last 4 turns
Note: Can only use be twice per battle with a two turn cooldown
Note: Technique gives +1 rank to holy fire techniques and regular fire up to S rank/+10 to S rank and above
Note: Cant use any elemental techniques while technique is active except fire, and holy fire
Note: Technique is consider a form of senjutsu
Note: Note Must have sage mod on bio
Note: Mode Heals +10 per turn (+20 if have the medical specialty)
Note: Shaping/re-shaping the Holy Fire counts as a move

?Approved. Edits made. Make sure next time you're quoting the jutsu you're updating, not letting you slide again.?

(Āmu Atsui Rengoku) Calidus Brachium Purgatory
Type: Offensive
Rank: Forbidden
Range:Long
Chakra: 50
Damage: 90 (-1/2 from the user)
Description: This technique is created and used by mereoleona of the noldor clan and the most powerful yet most dangerous technique she has created. This technique can only be used once mana zone is activated. The user will gather up incredible amounts of natural energy all across the battle field once more but to a much incredible degree, causing it to mix with the amber in the users body fueling the holy fire. The user will then ignite their body, causing the build up of senjutsu, and amber in their body (holy fire) to be release in a very powerful destructive manner, ranging all the way up to long range. This technique is so powerful that upon its activation it will not only completely incinerate everything in its path creating a crater fourty meters deep, while turning the ground outskirts into lava. This would scorch the air and cause mild damage (D rank) to those who dont protect their feet. This of course doesnt come without a great drawback. Doing this technique depletes the user chakra a great portion while also dealing physical damage to the body. Doing this, will cause the users body chakra to implode causing the users body to take massive burning damage. This will cause the user body to temporarily out of commission.
Note: The user can only use once
Note: User can only use this one mana zone is active
Note: User damage is half of their current HP
Note: User isnt able to move for one turn after use, allowing the user body to calm down. This isnt to say they cant use jutsus that dont require handseals, or body movements
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? Approved.-Joestar?
 
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Lord of Kaos

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1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Joestar

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Kūkan Mahō/Inton: Sutikkyi Fingāzu)Spatial Magic/Yin Release: Sticky Fingers
Type: Supplementary
Rank: S
Range: Short
Chakra: 60
Damage: N/A
Description: Sticky Fingers is a humanoid Stand, hidden apart from the mouth by a helmet-like covering adorned with a mohawk-like row of short spikes. Its body is covered in a dark body suit, with the chest and stomach exposed, and has pieces of padded armor over the shoulders, arms and wrists, knees and feet with several zippers of various sizes adorning its body. Sticky Fingers' primary ability is to create zippers on any surface it touches with its fist, which it can remotely open or close at its leisure. For example, Sticky Fingers can hit a wall, unzip it to create an opening and go through it, then close the zipper. This is accomplished through using Yin Release's ability to alter the physical make-up of an object in order to form the zipper and the Noah ability of manipulating space to push the object in question apart. This can be used to counter enemy techniques, with Sticky Fingers able to split it apart so the user can pass through unharmed. An advanced usage of Sticky Fingers also allows the user to create pockets of space within an object through the same zipper. This is accomplished by, rather splitting the targeted entity completely, the user can create a partial zipper alongside Spatial Magic to create a pocket of space that is revealed when the zipper is opened, allowing the user to enter this zipper and go "inside" of the object. As the user does not meld or combine with the object in question, but rather occupies the space created within the object, alterations to the object itself would not adversely affect the user. For example, should the user create a zipper-space within the ground and the opponent were to transform the ground into lava, the user would be unaffected as the space remains the same, unaffected. This allows Sticky Fingers an advantage over techniques such as Hiding Like a Mole or the Attack Prevention Technique. However, this renders the user unable to perceive the world outside of the zipper-space through the regular five senses, instead requiring them to rely on extrasensory methods such as chakra sensing. The zipper on the surface of the object that the zipper-space is created within, upon the user entering the zipper-space, vanishes from sight until the user exits the object once more, allowing them to stealthily conceal themselves. Sticky Fingers can also allow the user a form of travel via this method, by placing oneself in either a moving object or emerging from a separate portion of the object if the size is large enough(such as the ground).

Note: Can only be used three times per battle, lasting for three turns and requiring a two-turn cooldown between usages
Note: No other Stands may be created while Sticky Fingers is out
Note: In the case of chakra-infused entities, Sticky Fingers cannot open zippers in objects made/infused with more chakra than it takes to create it
Note: Should the user be inside of a zipper-space when Sticky Fingers ends, they will emerge normally from a zipper that opens and then disappears
 

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New Cycle: 04/06/2018 - 04/13/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Gutsy

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[Shugo Tenshi] Guardian Angel
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 ( -5 per turn)
Damage Points: N/A
Description: The Noldor technique that allows for the wielder to manifest a guardian angel. By making 3 handseals and then clapping their hands together, the energy from the silmarillis stored within their body, will be released from their body, rising above them to manifest into an elven angel that shines with a blinding energy. The manifested Guardian is twice the size of the one who manifested it, and with a wing span of 3 meters on each side. The Guardian Angel has an almost physical form, and with its blinding light, it will use its wings to protect the one who manifested it. It can wrap its wings around itself and the user, creating a barrier that can block that which is of evil intentions [S-rank barrier]. In addition to the guardian’s defensive properties and blinding light that spans the field, it wields a sword; the Sword of Damocles. The guardian can utilize the sword to release a forward shockwave of silmarillis, that will burn anything of evil nature to cinders, including people and animals [S-rank, reaching into Mid-range from its position]. In addition, the guardian does not necessarily require hovering above the one who manifested it but can move freely across the field.
Note:
  • Can be used twice per fight
  • The barrier can be used thrice per fight and counts towards the move count
  • The guardian angel stays upon the field for a maximum of four turns
  • While active the user cannot use above A-rank techniques
  • The Sword of Damocles can be used twice per figh
¤ Approved, made edits. ¤

[Ten’nomegumi] Heavenly Grace
Type: Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40 [+ 10 per turn]
Damage Points: 80
Description: This is a technique that utilizes the holy fire of the Noldor as well as the art of sealing. Before battle the user will have placed a single seal upon their body, this seal can be released at any time, through a mental note. The seal when released will generate a barrier, which sprouts from the user. This barrier will expand into mid-range within a moment’s notice, and while doing so it shines with a bright blinding light. The barrier which stems from the user, will demand the holy fire and energy from the user [+ 10 chakra per turn], to stay upon the field continuously. The properties of the barrier are as such, that it while expanding will burn and fry anything that meets it, if it is of dangerous nature to the user [80 Damage if someone or something takes its full effect]. However, if someone were to be caught within the barrier, the light and the heat emanated inside the barrier will cause severe dehydration and blindness. Of course, the light and the heat does not directly affect the user, as he does not harbor evil intentions towards himself. Whenever the user sees fit, he can release the barrier inwards or outwards, creating a blast of holy fire shards that will home in on their target, piercing, burning and entirely cover their target, purifying and destroying their body [80 Damage].
Note:
  • Can be used once
  • Must be specified to have been placed on the body in your biography
  • While active, the user cannot use S-rank or above Noldor techniques
¤ Declined, clashes with some existing Barriers and CFS ¤
 
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(Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary,Offensive, Defensive
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost : +10 chakra for each water technique/(5 – 40)
Damage Points: N/A /( 10 – 80)
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modeling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including hand seals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For Ganmi lacking a water affinity or for those who do have it, this technique can be merely used a basic creation technique for the clan; ranging from forming the saliva into constructs, projectiles, tools to wield on hand like swords, kunai or even blasst of saliva, that can take the form of a thin stream or a scattered splash and can only be used up to A rank. This is the active portion of the technique, requiring the needed amount of chakra to manipulate the saliva, thus dealing damage based on the rank of the technique. The creation method of this technique is only limited to the user’s own imagination. Adapted defensive/supplementary techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank. Ganmi with Water affinity, Toxire Paladar and Candy Maker will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires. S rank version of active ability can only be thrice per battle and A can only be used 4 times, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires two and S rank requires three.

¤ Approved ¤
 
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(Noroi) - The Curse
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (listed in technique)
Damage: N/A
Description:
The Curse works much like "The Gift" in that it is a chip inserted into the base of the Mandalore Armor Helmet that disrupts the chakra balance within the user and suit in order to rewrite and download new abilities. However, this particular chip contains many firmware upgrades for "Hunter/Killer" that utilize the advances in technology garnered to push Jason to the next level. The patch notes for the firmware update are listed below.


Full Heal : Autodoc is now programmed with a protocol to heal the user 60 Damage Points once his health points drop to atleast 10 once per battle However the users speed will drop by 5 levels and they will be unable to use F rank jutsu for the remainder of the battle. In addition their ninjutsu and taijutsu will drop by 10 damage for 3 turns. Autodoc also has a secondary function that is capable of injecting the user with a chakra similar in makeup to that found in the "Chakra Purge" "Poison Resistance/Sealing" and "Restore Balance", "Sealing Release" techniques, and continues running for 3 turns at the cost of a move to activate. This chakra contains a seal that draws all opponent caused infusions of chakra or negative status effects into before it is withdrawn back into the injection needle should they utilize less chakra than this technique. All poisons, paralysis, mental effects, negative status effects, and even seals effecting the user are ended and unable to be applied to the user for the next 3 turns as they are sealed into the needle. This may be used once per battle and costs 40 chakra to activate.

Solo: The user is now able to form a chakra jetpack weapon enhancement onto Hunter/Killer he can activate at the cost of a moveslot (A rank 30 chakra). This may take him up to 20 meters in any direction he chooses at his current movement speed and may dislodge him or otherwise free him of hazards he's been trapped in such as Swamp of The Underworld up to A rank. He may also spend a move to "supercharge" this jetpack with another 20 chakra in order to blast in any direction with the power of the jetpack. This action can once per turn (every 2 turns, up to three times) can be used to increase the range of a non elemental tai or weapon based attack by 1 range and as such can be used in conjunction with them. The normal activation of the jetpack lasts 3 turns

Detective Vision: By expending a moveslot an upgraded version of the original armors chakra/thermal vision is activated at 10 chakra per turn. This version not only has a binocular function that allows it to zoom in and out up to 2 landmarks away, but also, due to Hunter/Killer's unique conection to and ability to utilize Senjutsu, is able to draw in Natural energy in order to connect itself with the NE naturally circulating. This allows him to see things in a "Detective Vision" allowing him to see the Nature energy that naturally circulates the area. The upgraded vision also provides 360 degrees of coverage on its screen, using its synchronicity with the user to allow it to move its screen along with Jason's eyes so that he doesn't need to turn his head.
Hantākirā - Hunter/Killer
Type:
Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per ability per turn)
Damage: N/A
Description: Hunter/Killer is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and only takes damage when the user does. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.

Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects Natural Energy in a makeup similar to the "Hiding with Camoflauge Technique" . The effect of this is that the user is cloaked in such a way that he appears to blend in with the Natural Energy that naturally circulates the area, only being able to be sensed by those capable of perceiving Natural Energy. This effect lasts 3 turns and may be used twice per battle with a cooldown of 3 turns in between uses.

When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be removed from the user's physical actions including from use of weapons and ninja tools in short range of himself. The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique. This lasts for up to 4 turns each use.


SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot.

AutoDoc: AutoDoc provides the user with a system known only to him that utilizes its own version of the passive "Diagnosis" medical skill. Due to this, the user is provided with a constant update of his chakra levels, health, and body in general, all on the level of the actual skill. This ability is passive

Mystic Touch: Hunter/Killer seems to simply be painted black, it is actually simply covered in various kanji that are so merged that they appear as black paint. By paying a moveslot and the chakra cost for the seal, the user may call forth the kanji and combine them so that they match the sealing script that any contact based sealing tag/scroll/Kanji based seal has onto any point on his limbs. He may also cause the kanji to appear upon any weapon he is holding by having the Kanji move up to the weapon. . This ability makes it so that the user has a much easier method of applying sealing tags and scripts to his targets, making it so that he may form these tags simultaneously with any Tai/Ken Related technique or Weapon/Ninja Tool usage. These seals (or the by products they produce in cases such of seals which release a substance that contacts its target) must still make contact with its target as normal to achieve their effect and the user must post the seal that is being formed.

(Shōkan funō) Irredeemable
Type:Supplementary
Rank:N/A
Range:N/A
Chakra:40 per ability
Damage:N/A
Description:
By providing a mental command, Hunter/Killer can be activated to use it’s 2nd Armor Upgrade chip, Irredeemable. This downloads a countless amount of Data into Hunter/Killer while releasing a great amount Yang chakra into it. This chakra in addition to the data gives Hunter/Killer a highly evolved and intelligent sentience that is capable of rewiring itself passively to be backwards compatible with older Mandalore tech as well as the user’s current SNT arsenal. Ireedemable’s gift of intelligence and sentiency mean that Hunter/Killer may choose to use any Mandalore armor based technique it is capable of using completely of it’s own accord and without user chakra input, all while improving the functions of certain Mandalore Armor abilities previously created (explained in move). These techniques still will count as a move however. Similar to “Yamata no Orochi”, the user and the suit have a mental connection through the user of Yang chakra and Hunter/Killer’s already symbiotic nature to the user. It may also interface and operate any SNT’s of the user that are symbiotic or part of the user’s body, however this will still take up a moveslot when the ability used in question applies as such. Due to the influence of Yang chakra, Hunter/Killer becomes extremely hot to anything that touches it besides the user.


Extreme Measures - Hunter/Killer is able to release a grand amount of Yang Chakra into the user’s body, however this is no ordinary Yang chakra, and it only lasts a few moments due to the amount’s it is capable of providing. The first level of this technique infuses the user’s entire body with Yang chakra in a similar vain as and aspect of Power of The Sun and Touch of The Sun. Like POTS, this technique gives Yang chakra to itself and the user to provide their bodies with physical damage resistance. ToTS's influence here is the ability for the user to recover a great amount of damage. The variance here is that the chakra here works like a "snapshot" and pulse of Yang chakra, flooding the user's body with the powerful energy instantly. This causes a quick and powerful wave of healing and resisting Yang chakra to bolster the user's body. Therefore, This may resist any amount Damage Points rather than a directly clashing defense for physically damaging techniques. The user may not move his body or attack while using this technique. This protects against all physical damage and only works for attacks that happen in the timeframe this is used in. In addition to this, it utilizes Yang Chakra’s ability to manipulate physical form and growth, and increases the user’s body weight by an amount equivalent to several thousand uses of the S Rank Added Weight technique, all while maintaining his same form and strengthening his body in order to maintain this weight without changing or damaging himself. This makes it so that the user may not be moved even by gravity based techniques or Force Release or the use of Force from Binkans. This ability may only be used once per battle.


Compatibility Update - Detective Vision– Detective Vision ability gains the ability to use a form of X Ray vision in order to penetrate and see through an opponent's armor and clothing to spot weapons, equipment, or body seals/sealing tags. The user is capable of issuing a mental command to “mark” these things in his visor view and may combine the already present chakra vision in this ability to track and see if any chakra is being utilized around and within those items. This X-Ray vision may only see through things such as heavy enemy armors, but not things like mountains or thick walls. In addition, it now pulses senjutsu chakra outwards constantly, allowing it to detect the existence of anything that interacts with senjutsu by examining the disturbances in the pulses.

Compatibility Update Predator- Hunter/Killer is now able to draw in the senjutsu needed itself with its advances in intelligence combined with it's ability to absorb and manipulate it before. Now The secondary ability of "Predator" doesn't require the user to be in Sage Mode, and comes alongside the initial activation of Predator.

Retro Mode- Irredeemable can passively save a copy of and completely wipe Hunter/Killer’s functions and replace it with that of the original canon Mandalore armor. Thus the user can use the original armor’s abilities and enhancements through Hunter/Killer in exchange for losing access to it’s any of Hunter/Killer’s abilities (other than the sentience gained with Irredeemable while these retro armor abilities are in use. Any restriction in abilities or usage that occurs while using the canon armor moves only apply to abilities in that armor. Ireedemable will simply wipe retro mode out and redownload Hunter/Killer’s abilities back onto itself when it wants to switch back. Retro Mode is passively activated but it still costs a move for Hunter/Killer to use the abilities of the armor that cost one. The user can stay in Retro Mode for up to 4 turns, and for every turn above the 2[SUP]nd[/SUP] that he stays in it, add 1 turn of cooldown before the user can use any Iredeemable abilities. The user may also use technicuqes that exclusively use the canon Mandalorian or any armor (not the actual armor abilities though) through Hunter/Killer as normal .

¤ Declined, pointed out the flavor text issues. Both italicized parts need to go; this Jutsu will not make you immune to any physical damage or heal any amount of it, set numbers are always needed and immunity to gravity related techniques will also not fly. These techniques aren't dependent on size, weight, density, etc. The pulse ability is very close to Enochian sensing as well, might be the same but i cant fully recall rn. ¤
 
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(Shōkan funō) Irredeemable
Type:Supplementary
Rank:N/A
Range:N/A
Chakra:40 per ability
Damage:N/A
Description:
By providing a mental command, Hunter/Killer can be activated to use it’s 2nd Armor Upgrade chip, Irredeemable. This downloads a countless amount of Data into Hunter/Killer while releasing a great amount Yang chakra into it. This chakra in addition to the data gives Hunter/Killer a highly evolved and intelligent sentience that is capable of rewiring itself passively to be backwards compatible with older Mandalore tech as well as the user’s current SNT arsenal. Ireedemable’s gift of intelligence and sentiency mean that Hunter/Killer may choose to use any Mandalore armor based technique it is capable of using completely of it’s own accord and without user chakra input, all while improving the functions of certain Mandalore Armor abilities previously created (explained in move). These techniques still will count as a move however. Similar to “Yamata no Orochi”, the user and the suit have a mental connection through the user of Yang chakra and Hunter/Killer’s already symbiotic nature to the user. It may also interface and operate any SNT’s of the user that are symbiotic or part of the user’s body, however this will still take up a moveslot when the ability used in question applies as such. Due to the influence of Yang chakra, Hunter/Killer becomes extremely hot to anything that touches it besides the user.


Extreme Measures - Hunter/Killer is able to release a grand amount of Yang Chakra into the user’s body, however this is no ordinary Yang chakra, and it only lasts a few moments due to the amount’s it is capable of providing. The first level of this technique infuses the user’s entire body with Yang chakra in a similar vain as and aspect of Power of The Sun and Touch of The Sun. Like POTS, this technique gives Yang chakra to itself and the user to provide their bodies with physical damage resistance. ToTS's influence here is the ability for the user to recover a great amount of damage. The variance here is that the chakra here works like a "snapshot" and pulse of Yang chakra, flooding the user's body with the powerful energy instantly. This causes a quick and powerful wave of healing and resisting Yang chakra to bolster the user's body. Therefore, This may resist any amount Damage Points rather than a directly clashing defense for physically damaging techniques. The user may not move his body or attack while using this technique. This protects against all physical damage and only works for attacks that happen in the timeframe this is used in. In addition to this, it utilizes Yang Chakra’s ability to manipulate physical form and growth, and increases the user’s body weight by an amount equivalent to several thousand uses of the S Rank Added Weight technique, all while maintaining his same form and strengthening his body in order to maintain this weight without changing or damaging himself. This makes it so that the user may not be moved even by gravity based techniques or Force Release or the use of Force from Binkans. This ability may only be used once per battle. (70 chakra)


Compatibility Update - Detective Vision– Detective Vision ability gains the ability to use a form of X Ray vision in order to penetrate and see through an opponent's armor and clothing to spot weapons, equipment, or body seals/sealing tags. The user is capable of issuing a mental command to “mark” these things in his visor view and may combine the already present chakra vision in this ability to track and see if any chakra is being utilized around and within those items. This X-Ray vision may only see through things such as heavy enemy armors, but not things like mountains or thick walls. In addition, it now pulses senjutsu chakra outwards constantly, allowing it to detect the existence of anything that interacts with senjutsu by examining the disturbances in the pulses.

Compatibility Update Predator- Hunter/Killer is now able to draw in the senjutsu needed itself with its advances in intelligence combined with it's ability to absorb and manipulate it before. Now The secondary ability of "Predator" doesn't require the user to be in Sage Mode, and comes alongside the initial activation of Predator.

Retro Mode- Irredeemable can passively save a copy of and completely wipe Hunter/Killer’s functions and replace it with that of the original canon Mandalore armor. Thus the user can use the original armor’s abilities and enhancements through Hunter/Killer in exchange for losing access to it’s any of Hunter/Killer’s abilities (other than the sentience gained with Irredeemable while these retro armor abilities are in use. Any restriction in abilities or usage that occurs while using the canon armor moves only apply to abilities in that armor. Ireedemable will simply wipe retro mode out and redownload Hunter/Killer’s abilities back onto itself when it wants to switch back. Retro Mode is passively activated but it still costs a move for Hunter/Killer to use the abilities of the armor that cost one. The user can stay in Retro Mode for up to 4 turns, and for every turn above the 2[SUP]nd[/SUP] that he stays in it, add 1 turn of cooldown before the user can use any Iredeemable abilities. The user may also use technicuqes that exclusively use the canon Mandalorian or any armor (not the actual armor abilities though) through Hunter/Killer as normal .

¤ Declined, pointed out the flavor text issues. Both italicized parts need to go; this Jutsu will not make you immune to any physical damage or heal any amount of it, set numbers are always needed and immunity to gravity related techniques will also not fly. These techniques aren't dependent on size, weight, density, etc. The pulse ability is very close to Enochian sensing as well, might be the same but i cant fully recall rn. ¤


(Shōkan funō) Irredeemable
Type:Supplementary
Rank:N/A
Range:N/A
Chakra:40 per ability
Damage:N/A
Description:
By providing a mental command, Hunter/Killer can be activated to use it’s 2nd Armor Upgrade chip, Irredeemable. This downloads a countless amount of Data into Hunter/Killer while releasing a great amount Yang chakra into it. This chakra in addition to the data gives Hunter/Killer a highly evolved and intelligent sentience that is capable of rewiring itself passively to be backwards compatible with older Mandalore tech as well as the user’s current SNT arsenal. Ireedemable’s gift of intelligence and sentiency mean that Hunter/Killer may choose to use any Mandalore armor based technique it is capable of using completely of it’s own accord and without user chakra input. These techniques still will count as a move however. Similar to “Yamata no Orochi”, the user and the suit have a mental connection through the user of Yang chakra and Hunter/Killer’s already symbiotic nature to the user. It may also interface and operate any SNT’s of the user that are symbiotic or part of the user’s body, however this will still take up a moveslot when the ability used in question applies as such. Due to the influence of Yang chakra, Hunter/Killer becomes extremely hot to anything that touches it besides the user. Ireedemable has these abilities


Extreme Measures - Hunter/Killer is able to release a grand amount of Yang Chakra into the user’s body, however this is no ordinary Yang chakra, and it only lasts a few moments due to the amount’s it is capable of providing. The first level of this technique infuses the user’s entire body with Yang chakra in a similar vain as and aspect of Power of The Sun and Touch of The Sun. Like POTS, this technique gives Yang chakra to itself and the user to provide their bodies with physical damage resistance. ToTS's influence here is the ability for the user to recover a great amount of damage. The variance here is that the chakra here is a strong pulse of Yang chakra, flooding the user's body with the powerful energy instantly. This causes a quick and powerful wave of healing and resisting Yang chakra to bolster the user's body. Therefore, this may resist and negate 120 Damage Points rather than a directly clashing defense for physically damaging techniques. The user may not move his body or attack while using this technique. This protects against physical damage and only works for attacks that happen in the turn this is used in. In addition to this, it utilizes Yang Chakra’s ability to manipulate physical form and growth, and increases the user’s body weight by an amount equivalent to several thousand uses of the S Rank Added Weight technique, all while maintaining his same form and strengthening his body in order to maintain this weight without changing or damaging himself. This makes it so while the user will still be moved by gravity based techniques (or Force Release, the use of Force from Binkans and all things similar to this) his effect on weight distribution and physical manipulation of himself makes it so that he may orient his body however he'd like while being moved . This ability may only be used twice per battle with a 2 turn cooldown between usages


Compatibility Update - Detective Vision– Detective Vision ability gains the ability to use a form of X Ray vision in order to penetrate and see through an opponent's armor and clothing to spot weapons, equipment, or body seals/sealing tags. The user is capable of issuing a mental command to “mark” these things in his visor view and may combine the already present chakra vision in this ability to track and see if any chakra is being utilized around and within those items. This X-Ray vision may only see through things such as heavy enemy armors, but not things like mountains or thick walls. In addition, it now pulses senjutsu chakra outwards constantly, allowing it to detect the existence of anything that interacts with senjutsu by examining the disturbances in the pulses.

Compatibility Update Predator- Hunter/Killer is now able to draw in the senjutsu needed itself with its advances in intelligence combined with it's ability to absorb and manipulate it before. Now The secondary ability of "Predator" doesn't require the user to be in Sage Mode, and comes alongside the initial activation of Predator.

Retro Mode- Irredeemable can passively save a copy of and completely wipe Hunter/Killer’s functions and replace it with that of the original canon Mandalore armor. Thus the user can use the original armor’s abilities and enhancements through Hunter/Killer in exchange for losing access to it’s any of Hunter/Killer’s abilities (other than the sentience gained with Irredeemable while these retro armor abilities are in use. Any restriction in abilities or usage that occurs while using the canon armor moves only apply to abilities in that armor. Ireedemable will simply wipe retro mode out and redownload Hunter/Killer’s abilities back onto itself when it wants to switch back. Retro Mode is passively activated but it still costs a move for Hunter/Killer to use the abilities of the armor that cost one. The user can stay in Retro Mode for up to 4 turns, and for every turn above the 2nd that he stays in it, add 1 turn of cooldown before the user can use any Iredeemable abilities. The user may also use technicuqes that exclusively use the canon Mandalorian or any armor (not the actual armor abilities though) through Hunter/Killer as normal .

¤ Approved ¤
 
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Hokusai

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( Ganmi Ougenjutsu: Ten no Odoroki ⋓ Cherii Bakudan) Taste Supreme Illusionary Arts: Heavenly Surprise ⋓ Cherry Bomb
Rank: S Rank
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40 (+10 per turn)
Damage Points: 80
Description : One of the most powerful Ganmi Clan techniques accessible to only those with the Flavoron Paladar Rank. Through weaving of three hand seals; after spreading one’s pheromone prior to or causing it to be released from an existing saliva source – the user induces an illusion. Taking inspiration from the illusion “Sinful Illusion Arts: First Curse – Bomb” - the opponent(s) in the area will experience similar effects like it’s parent technique in which case the moment they come into contact with something foreign to them or even an technique from the caster; an explosion will occur. Now what separates Cherry Bomb from the original is due to the Secondary Effect: Emotion being infused into the illusion. The desired emotion is set to take effect immediately after the target themselves has experience the explosion first hand. However there is some utility for sorts as one application of this technique is in which the user can actively have the opponent believe that user instead has been affected by the explosion instead while under the illusions effects or any other manipulation the user can imagine such as when techniques clash with one another etc. However due to the nature of the illusion itself, only specific emotions has been chosen due to their more aligned potential: Anger, Happiness and Fear. It should be noted once the opponent experiences the initial 80, they suffer half the damage per turn should they not break free from the illusion.

Anger: After the explosion has occurred onto their person or experience the explosion elsewhere (such as two techniques clashing and the explosion being simulated); they will be subjected to this emotion. This can range from the target want to further want to destroy the opponent; angered of getting struck by the explosion etc.

Happiness: After the explosion occurred seemingly on the target; the opponent becomes filled with happiness and joy – causing to be calm and have the utmost bliss, knowing their opponent is now hurt and making them even less likely to want to attack any further.

Fear: After the explosion has occurred onto their person or seen it, the opponent will grow an intense fear towards the explosion – causing them to want to flee away from it or even succumb to paralysis of their body.

The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforceful will to go that can be ignored, if the difference is too big and the opponent too strong. A person targeted by this technique can still perceive damage from the illusion, much like the parent technique such as their hearing being ringed out from the large explosions, with their limb missing and thus not being able to move it etc. The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s). This technique can only be used twice per battle, lasting four turns each. After use the user is unable to use it for the same duration it remained active – while no other Ganmi Genjutsu above B rank can be used in the following two turns. Can only be used by the Candy Maker or Flavoron Paladar. User must also spend an additional move per turn to sustain its effects. All the inherent restrictions of the Clan apply to this technique.

¤ Declined, the manipulation of the emotions itself is already treading thin ice but because this manipulation alters their actions (i.e. can cause them to flee), it becomes far less likely to be approved because it seems like a weaker version of the Yin State ability and/or Kotoamatsukami. Alter what happens when their emotions are targeted and it's better. As is, Anger and Happiness are too vague and Fear cant be allowed. ¤
 
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BusinessManTeno

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Kariru ✽ Borg
Type:
Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/a
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn
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¤ Approved ¤

Har-Har Infigar Scorching Heat Double Palm
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50 (-30 to user)
Damage: 90
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn
Note: This technique takes two move slots
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Danjon Djinn ✽ Dungeon Of Djinns
Type:
Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Even though this is the home of the Djinn beings, they dont have any special advantage as far as terrain, but due to them being in their home, they are able to manifest outside of the "metal vessel" of the user. This allows the Djinn beings to fight as a partner, sharing the chakra and health system as their user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa.

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user

¤ Both Approved, made edits ¤
 
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Gutsy

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Personal Clan Techniques:

[Narya – Mìmi Huo Zhi Jie] Narya – Ring of the Secret Fire
Type:
Weapon
Rank: S
Range: Short
Chakra: N/A [-5 chakra per turn]
Damage: N/A
Description: Narya, the Ring of the Secret Fire, was forged by Celebrimbor, the great artificer and master of creations among the elves. It has been said to have the power to inspire others to resist tyranny, domination and despair, as well as being capable of hiding the wielder from remote observation. When the ring was forged, Celebrimbor imbued it with his life force, and through the manipulation and utilization of his vitality and his mastery of Yang Release, he could give the ring its own sentient mind and will. Additionally, the red gem that is placed within the ring acts as an eye for this sentient ring, allowing it to see and detect everything around it, and relay the information to the wielder in a constant two-way stream of telepathic information.

As the ring was given sentience, it was also imbued with the silmarillis of the Noldor, something that Celebrimbor gave from his body and lifeforce, causing the ring in its sentience to constantly radiate a cleansing energy coming from the silmarillis with in. This radiating cleanse, flows from the ring to the wielder, causing a constant cleansing of their body. This in turn causes the user to gain +1 rank in resistance to paralyzing fear, and similar mentally stressing things that may induce tyranny, terror, domination and despair etc. [Passive].

While the ring has been imbued with the silmarillis, it has not only been granted sentient life, but it can release a powerful pulse of energy, surging through the wielder, cleansing their blood, body and mind. It is an ability which purifies the wielders body, removing any ill intended chakra, or anything of the sort that attempts to harm the wielder [S-rank].

The Flame of Arnor, also known as the Secret Fire, is a unique ability attributed to the Ring, which the ring can activate if necessary. The ring will glow brightly, and a brief moment after, a protective orb of purifying fire will engulf the wielder, protecting them from any incoming projectiles from any direction, while then expanding from the wielders person and up to mid-range, purifying and incinerating anything in its path. [S-Rank]
Note:
  • The Purifying Pulse also known as The Light of Telperion & Laurelin, can be used by the ring two times per battle.
  • The Light of Telperion & Laurelin is a passive pulse that is released by the Ring at its own discretion.
  • The Flame of Arnor is both a protective and offensive fire, which the ring can release upon its own desire and can be used two times per battle.
  • Must be specified in the Noldor bio that he/she is wearing it
[Valinor Shû] The Trees of Valinor
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: 30
Description: The technique is derived from the fabled Trees of Valinor, two mountainous trees that shined a bright silver and gold, to illuminate the world in myth. The technique is a unique kind, which adds a different aspect to other abilities stemming from the Silmarils. It essentially infuses additional silmarils into the techniques of holy fire, causing the light and brightness to be amplified, and while it entirely blinds its target, whenever someone witnesses the light of a Silmaril technique, they will be induced into a powerful illusion. The illusion using the brightness, and the radiated light and heat to lower their reaction time as the blinding affects them, while they are induced, into the illusion taking effect as the target catches a glimpse of the light, just momentarily before being blinded. As such, when they are caught, they will witness two mountainous trees erupting from the ground, two trees made of pure silmarils, that will grow large and entangle the target within its roots, as the crowns will cover the sky above. This will both blind and bind the opponent in place, making them incapable of moving, as the tree roots would begin to scorch, burn and purify them, affecting their mind as it inflicts great mental and physical pain throughout their body.
Note:
  • The technique is applied to the technique and happens in the same timeframe, however it costs a move
  • Can only be utilized three times per battle
¤ Both Approved ¤
 
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BusinessManTeno

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Kariru ✽ Borg
Type:
Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/a
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn
You must be registered for see images

¤ Approved ¤

Har-Har Infigar ✽ Scorching Heat Double Palm
Type:
Offensive
Rank: Forbidden
Range: Long
Chakra: 50 (-30 to user)
Damage: 90
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn
Note: This technique takes two move slots
You must be registered for see images

Danjon Djinn ✽ Dungeon Of Djinns
Type:
Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Even though this is the home of the Djinn beings, they dont have any special advantage as far as terrain, but due to them being in their home, they are able to manifest outside of the "metal vessel" of the user. This allows the Djinn beings to fight as a partner, sharing the chakra and health system as their user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa.

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user

¤ Both Approved, made edits ¤
Updating Borg Just a bit

Kariru ✽ Borg
Type:
Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/a
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transpiration, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.

Dorīmukonbājon
✽ Dream Conversion
Type:
Offensive |Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)
Damage: 30-80
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.
Note: A and S rank can be used a max of 5 times collectively with one turn cool down
Note: Cant create below the earth but is able to be created above the ground, and even under water.
Note: A Rank requires two handseals, S rank requires three handseals

¤ Approved, made edits ¤

Batafurai kōka ✽ Butterfly Effect
Type:
Offensive
Rank: A-S
Range: Short - Long
Chakra: 30-40
Damage: 60-80
Description: Butterfly Effect is a technique, utilizing the shape of the Rukh, butterflies. The user will create hundreds of butterflies from their bodies that rush out to swarm around the opponents. Due to the affects of Rukh, the butterflies have a sort of poison venomous affect upon physical contact. Upon contact it will "corrupt" the opponents fleshing, causing their skin to turn purple that was touched. This will cause the opponent incredible pain like they were stung by a wasp amplified 10x. Doing this, the pain will continue to linger unless the body is cured of the venomous affect via some poison medical technique of equal rank or higher. Those who are Kings Canidate or higher can activate the S rank version of this. This is done by adding "corrupt" rukh, turning the butterflies from a light color to a dark color. This increases the pain from A rank to S rank.

Note: Can use each usage 3 turns with a one turn cool down
Note: Once contact has been established, the Venomous affect will constantly deal -10 Damage a turn unless healed
Note: The user can sustain this technique by fueling +10 Chakra per turn, replenishing the butterflies from the body, allowing the user to utilize this technique alongside other techniques.

¤ Declined, Rukh's ability to negatively affect opponents stems from it being absorbed, not merely touched; if they aren't absorbing it, it should be good. This can't be accomplished bazed on what's approved. ¤

Jin sōbi ✽ Djinn Equip
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note: Can use each equip twice per battle with a 2 turn cool down
Note: User can still user other elemental techniques
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed
 
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