Custom Clan's Jutsu Submission

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Lili-Chwan

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Basic Ganmi Genjutsu Techniques

( Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive the world around them, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.

Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

 Declined 


( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.

Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


 Declined 


( Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, similar to The Voodoo of the Headless Chicken. It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.

Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


 Declined 

Same note to all the above. I'll simply quote your CC submission :



I approved the emotional aspect of the techniques with the inherent condition that you'd describe in detail each technique. Having generic techniques which allow you to do anything with anyone of them, allowing you to have 3 s-.rank techniques which, form the description can manipulate how your targert even thinks, its a no go. I know you don't need me to say more than this to understand what you need to do.


Candmaker Exclusive Technique

( Ganmi Oujutsu: Kentan Keishi ⋓ Kami ) Taste Supreme Technique: Gluttony Execution ⋓ Ambrosia

Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 ( -10 to the user )
Description: Throughout the history of the clan, there hasn't been a technique as controversial as this one. It signifies prestige among clansmen, and the subjugation of others to your will. Because of it, Ambrosia, or, most colloquially known as "Last Drink", is the execution technique of the Ganmi clan. It is said that it is not the Candymaker the one who possesses the Gluttony Execution, but rather the one who possesses it that is the Candymaker. Using their innate knowledge of the mechanism behind the salivary glands, the Candymaker is able to infuse chakra and his own toxins onto the target's chakra system, which will overload the current around the glands, causing them to malfunction, and inflate and strain the chakra system, causing it to behave poorly. When the glands go haywire, they start to produce uncontrollable amounts of saliva. As it overloads the glands, the chakra will seal shut the target's lips, creating a strong chakra adhesive force, preventing the saliva from leaking out, forcing it into stomach, nose and lungs, until the target drowns in their own saliva. It is even more terrible when used against other Ganmi, as Ambrosia overloads not just the quantity of the saliva, but also its toxicity, causing horrid wounds as the corrosive saliva melts through any weakened section of the body, while the drowning is in place, leaving leaking holes on the target's throat, chest or gut. The place of contact will behave similar to a seal, carving the kanji for "Heavenly Taste" on the target's flesh, marking the target as guilty. The strain on the body causes a restriction onto the target's chakra system, through the overload that latches on and strains the chakra system, preventing the usage of chakra above C rank for the duration of the execution. The drowning happens within a turn, if the opponent is unable to block it. The kanji will have appeared on the user's, signaling the activation of this technique, before touching either the upper torso ( Chest or Back ), neck or head of the target, which will then execute the technique.

This technique is exclusive to the current Candymaker
Activating this technique will seal away all Ganmi abilities for 5 turns, including the Taste Sensory, whether the technique follows through or not.
If the technique is executed, as in, contact is made, the restriction is maintained for the rest of the ongoing battle, the user regaining the abilities at the end of it, and maintaining them for the rest of an ongoing event, regardless of the technique being countered or not. This technique can only be used once per ongoing event/battle
The seal is functional on the user's hand for 2 turns, throughout which the user can attempt to touch a target. Afterwards, it stays 3 more turns carved on the user's hand. Through those 5 turns, the hand is useless to make handseals or release chakra.
Since Ambrosia is directly derivative of the Candymaker's saliva toxins, it can be healed by a proper Medical technique, or similar method.


 Declined  I like the idea but I want a clearer explanation on how you trigger this. You touch your target and focus chakra, leaving a "seal" mark. While you are touching him, these effects are triggered and progress. Now, big question: how can one, without medical knowlegde, Kinjutsu or some godly power, counter or block this? There is a big hint of "unblockable" in the description. Try to make it so that its at least somewhat preventable at a given point.


Lima's Personal Techniques

(Ganmi Genjutsu: Kinomi ⋓ Kinomi ) Taste Illusionary Arts: Tropical Cocktail ⋓ Tutti-Frutti
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: There was once a time when Tutti-Frutti was the go-to technique that showcased the entirety of Ganmi's personality and Genjutsu expertises. It was used in all ranks of power and complexity because it was the most on-point application of the Ganmi's manipulation. It was the ability to make the opponent perceive food and tastes. The user casts Tutti-Frutti, and is able to change people's perception of themselves and the world around and turn their senses into fruits, and meats and eggs and all sorts of raw to exquisite cuisine. With Tutti-Frutti, one could go from turning the opponent's kunai into chocolate cookies, or make them see their arms shred into ribbons of grilled syrup bacon. It's only limitation is the user's creativity with food. Lima is able to produce any Primary Taste she possesses to encompass this illusion. Nowadays, as Lima's personal genjutsu, it is used to train her clansmen, from the low ranked 'Sils and Buds, to the experienced Paladar, she adjust the input of chakra to fit what she is trying to teach.


 Declined  S-Rankw ith no handseal or usage limit? The technique is amazing though. ;)
Basic Ganmi Genjutsu Techniques

( Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:

  • Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.

  • Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.

  • Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.

  • Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.


A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. 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 unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

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).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.


( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others,based on the 5 basic senses, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description.They fall under one of 5 category:

  • Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.

  • Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.

  • Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.

  • Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.



A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. 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 unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

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).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence

Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, based on the 5 basic senses, similar to The Voodoo of the Headless Chicken.They fall under one of 5 category:

  • Anger: The changes done to himself will be perceived negatively. This is usually meant to create a decoy of focus that change or body part, and make the target want to destroy it. Ex: Create a reptile skin on someone's hands which will make them want to destroy it, and, with it, the hand itself.

  • Disgust: This is meant to guide the target away from the change. The user will not want to use the body part or focus on it. Ex: Create blisters on someone's hand, preventing them from wanting to use the to make handseals or hand gestures.

  • Fear: This is meant to paralyze or make a person suspect of the changed body part. The object of the illusion will cause great fear upon the target. Ex: Turn their feet into demons that will scare the target into paralysis.

  • Happiness: This is meant to calm and attract the target to the terrain feature. This could attract someone into it, or guide them in this way. Ex: Make someone's hands into a strawberry cheesecake, so yummy, making them want to eat their hands.

  • Sadness: This is meant to remove the will of the opponent into doing anything. The body part will elicit more extreme of either defend from it or attack it. Ex: The user's eyes are blind, what's the point of even seeing or doing anything?


It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.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 unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

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).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

Candmaker Exclusive Technique

( Ganmi Oujutsu: Kentan Keishi ⋓ Kami ) Taste Supreme Technique: Gluttony Execution ⋓ Ambrosia

Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 ( -10 to the user )
Description: Throughout the history of the clan, there hasn't been a technique as controversial as this one. It signifies prestige among clansmen, and the subjugation of others to your will. Because of it, Ambrosia, or, most colloquially known as "Last Drink", is the execution technique of the Ganmi clan. It is said that it is not the Candymaker the one who possesses the Gluttony Execution, but rather the one who possesses it that is the Candymaker. Using their innate knowledge of the mechanism behind the salivary glands, the Candymaker is able to infuse chakra and his own toxins onto the target's chakra system, which will overload the current around the glands, causing them to malfunction, and inflate and strain the chakra system, causing it to behave poorly. When the glands go haywire, they start to produce uncontrollable amounts of saliva. As it overloads the glands, the chakra will seal shut the target's lips, creating a strong chakra adhesive force, preventing the saliva from leaking out, forcing it into stomach, nose and lungs, until the target drowns in their own saliva. It is even more terrible when used against other Ganmi, as Ambrosia overloads not just the quantity of the saliva, but also its toxicity, causing horrid wounds as the corrosive saliva melts through any weakened section of the body, while the drowning is in place, leaving leaking holes on the target's throat, chest or gut. The place of contact will behave similar to a seal, carving the kanji for "Heavenly Taste" on the target's flesh, marking the target as guilty. The strain on the body causes a restriction onto the target's chakra system, through the overload that latches on and strains the chakra system, preventing the usage of chakra above C rank for the duration of the execution. The drowning happens within a turn, if the opponent is unable to block it. The kanji will have appeared on the user's, signaling the activation of this technique, before touching either the upper torso ( Chest or Back ), neck or head of the target, which will then execute the technique. This technique requires contact with the targeted area to implant the seal. The Heavenly Taste kanji will show on the user's hand upon activation, and glow, which will warn the possible target before contact is made. Afterwards, the seal can be destroyed by carving out the kanji, though that requires nearly-fatal wounds, like scalping or peeling one's skin. The user can still live for 2 turns, including the one where he performs the wound, but will die from the wound afterwards. This technique is preventable, but rather less block-able, as it fit the ultimate Ganmi technique. Opponents unable to prevent the user from tagging them will face the option of dying within a turn or ripping the seal, and attempting to kill the user within those 2 turns without chakra restriction. Otherwise, a third party can destroy the seal itself with any fitting technique.

This technique is exclusive to the current Candymaker
Activating this technique will seal away all Ganmi abilities for 5 turns, including the Taste Sensory, whether the technique follows through or not.
If the technique is executed, as in, contact is made, the restriction is maintained for the rest of the ongoing battle, the user regaining the abilities at the end of it, and maintaining them for the rest of an ongoing event, regardless of the technique being countered or not. This technique can only be used once per ongoing event/battle
The seal is functional on the user's hand for 2 turns, throughout which the user can attempt to touch a target. Afterwards, it stays 3 more turns carved on the user's hand. Through those 5 turns, the hand is useless to make handseals or release chakra.
Since Ambrosia is directly derivative of the Candymaker's saliva toxins, it can be healed by a proper Medical technique, or similar method.

Lima's Personal Techniques

(Ganmi Genjutsu: Kinomi ⋓ Kinomi ) Taste Illusionary Arts: Tropical Cocktail ⋓ Tutti-Frutti
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: There was once a time when Tutti-Frutti was the go-to technique that showcased the entirety of Ganmi's personality and Genjutsu expertises. It was used in all ranks of power and complexity because it was the most on-point application of the Ganmi's manipulation. It was the ability to make the opponent perceive food and tastes. The user casts Tutti-Frutti, and is able to change people's perception of themselves and the world around and turn their senses into fruits, and meats and eggs and all sorts of raw to exquisite cuisine. With Tutti-Frutti, one could go from turning the opponent's kunai into chocolate cookies, or make them see their arms shred into ribbons of grilled syrup bacon. It's only limitation is the user's creativity with food. Lima is able to produce any Primary Taste she possesses to encompass this illusion. Nowadays, as Lima's personal genjutsu, it is used to train her clansmen, from the low ranked 'Sils and Buds, to the experienced Paladar, she adjust the input of chakra to fit what she is trying to teach.

Independently of the Flavoron Paladar abilities, this technique can be used three times without waiting 1 turn for the toxins to take effect. Otherwise, the user is required to spend one turn describing a spread of toxins before being able to use this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
The user can perform this technique once every three turns. S rank can only be used 2 times and A rank 4 times. After using the technique, regardless of rank, 4 times, the user requires 1 handseal to use again. After 8 times, the user requires 2 handseals. Can't be used more than 10 times.


 All Approved  ... under the condition of 3 things:
-"bom senso" and you know what this means
-they all abide by the basic limits I defined in the clan
-when you spread the pheromone/toxin in the air, you need to state it and post the technique in that turn as the technique will take 1 turn to happen. Only if your opponent is unable to (by lack of method or simply because in RP terms his character has no means of detecting the pheromone/toxin before the effect) to cancel the pheromone, will the technique be triggered. I like Tutti Frutti a lot. A nice read. Good job Lili-Ojisama.
 
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Penguin

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Take one at improving the Mandalores! First time doing CCJ submissions, sorry if I am being silly haha.



Personal CCJ submission.

(Mandarorian Yoroi: Oceanus, Kaiyō no Taitan) - Mandalorian Personal Armor: Oceanus, Titan of the Ocean
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Penguin's personal armor, designed and created by himself, revolves around the usage of the water element in order to provide a distinctive set of abilities both passive and active entirely unlike the ones found within the clan's basic armor to cater toward his preferred battle style. The armor itself is a teal color, metallic as most armors are yet flexible enough to allow him to use taijutsu rather easily. The armor has a distinct smell of seaweed and salt water, yet nothing overpowering. Although naturally, the core concept of the Oceanus armor shares certain basic features that are also found within the basic mandalorian armor; The suit is unable to be short-circuited and is specifically made for the wearer, in perfect sync with their chakra system, flowing throughout them and their armor, essentially functioning as a second skin for them. This allows complete control over the armor through chakra pulses and chakra control along with allowing the user to release techniques that would otherwise be expelled from their skin or mouth, etcetera from the armor, something that negates any limitation to the user's ninjutsu usage, especially elemental. The downside to Oceanus is that it consumes quite a bit of chakra, relying on the wearer to have a large chakra pool in order to sustain the effects and abilities that it provides for a prolonged period of time. Furthermore, The armor's main usage can be summarized as something that manipulates water in a way no other ninja has done before.

Passive Abilities:

Poseidon's Wrath: One of the most useful perks of Oceanus, Poseidon's Wrath is a passive affect of channeling a good deal of suiton chakra into the air up to mid range around the user. After having channeled the suiton chakra into the air, coupled with the armor's water based approach, the user would be able to ultimately use water techniques without a water source up to mid range from themselves. This would cost ten chakra for the passive outburst of suiton chakra into the air, and lasts for four turns and needs a two turn cooldown in between uses.
Will of the Water: As an armor made to specifically aid the user while fighting in or around water, they would most likely lose contact of the opponent. With the advancements in Mandalorian chakra sensory, Penguin combined this aspect of the Mandalore with his love for water. Basically, Oceanus would be able to sense anything touching water up to mid range from the user at the cost of five chakra per turn.
Odyssey of the Penguin: One of the most impressive perks of the armor is it's aerodynamic and sleek build, specifically made for underwater travels. Oceanus itself has the passive ability to propel itself underwater as well as being able to draw out oxygen from the water (staying underwater for prolonged periods of time as long as the armor is functional) and augmenting the currents to aid it's speed, reaching speeds that double the user's base abilities.
Mother's Mist: By passively releasing five chakra per turn, the user would let chakra infused mist seep throughout their armor, essentially being able to turn entire battlefields into mist over a prolonged period of time. This mist is nearly identical to the Hidden Mist jutsu, only except instead of being spewed out in large amounts, little amounts would seep out over a two turn period. After two turns is up, a chakra infused mist would blanket the battlefield, covering both the user and the opponent, blinding each. This would cost five chakra per turn as the mist seeps out.
Communication: Like the basic mandalorian armor, Oceanus contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the user sees.

Active Abilities:

Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in two levels: Level one increases speed via 50% or adds +10 damage to all taijutsu. Level two doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level one drains ten chakra points per turn, lasting a maximum time of three turns, usable thrice. Level two is usable only twice, drains twenty chakra per turn, lasting two turns.
Oceanus' Treasure: Arguably the strongest ability of Penguin's armor as well as the only offensive ability of the armor, he would channel absurd amounts of chakra into Oceanus. The armor itself would start glowing a deep blue color, flowing through every tenketsu of the user, then water would start bursting out from every angle of the armor imaginable. As thousands of gallons of water are being expelled from the chakra inside Oceanus, it would begin to take shape into a gigantic humanoid creature, made of a crystalline water, solid in nature. The humanoid itself would be gigantic, rivaling the size of the Bijuu. The humanoid water creature would have two swords in it's hands, each a sword made of crystalline water, sharp as one could imagine. The humanoid itself would be considered forbidden ranked, though the only offensive capacities of the humanoid would be through it's swords. Each of the sword's are A-ranked in strength. This technique would cost the user fifty points of chakra, as well as the user being unable to mold chakra above A-rank for two turns after usage. On top of that restriction, the user would only be able to mold suiton chakra for three turns after usage of the humanoid, handicapping the user greatly.

Note: Only Penguin can use Oceanus and it's abilities


 Declined  Passives are actually actives and op ones at that. I mean, with this you make your madalore bio into a Tobirama bio with emixtures of Water Sword...Additionally, do you sumon this mid battle, replacing the original basic armor of mandalores? if so, this needs the 40 chakra initially to summon and a passic cost of 5 per turn to function. Once it ends, it desummons and you are once again left with your basic armor. But overal, the passives are too strong...


Yoake no Ku - Ward of Dawn
Type: Supplementary/Defensive
Rank: F-rank
Range: Short
Chakra: 50 (-20 per turn)
Damage: N/A (-20 due to exhaustion)
Description: This technique was made by Ashitaka as counter to energy based attacks that cannot be blocked by elemental ninjutsu. After channeling energy throughout every point of his body and armor, then by extending his hands outwards, parallel to the ground, Ashitaka would begin to mold the energy outwards trough his armor and form a 3x3 meter purple orb composed of the same type of energy found in the clan's repulsor beam attack, glowing with power. Due to the special traits of the Ward of Dawn, no type of energy or chakra could be spawned inside the area that the Ward of Dawn covers. Along with that, the orb would made with so much chakra that it would be able to nullify one f-rank attack, or two s-rank attacks respectively regardless of damage. What makes the Ward of Dawn special compared to other absolute defenses, is that the Ward of Dawn has two minor abilities: Blessing of Light and Weapons of Light. While the user can only choose one 'perk' for the Ward of Dawn, it is usually enough to help the user fight the toughest of opponent's in the most dire of circumstances. If the user chose to add the Blessing of Light perk onto their Ward of Dawn, whilst inside and outside the Ward, the user's armor would begin to glow in a purple hue, creating a pseudo overshield around themselves that would negate twenty points worth of damage from an incoming attack. If the user however chose to add the perk Weapons of Light onto their Ward of Dawn, the user's next attack would begin to glow in a purple cloak of energy from the Ward, causing said attack's damage to increase by twenty points.

Note: Can only be used once per battle
Note: Can only choose one of the perks, not both
Note: Ward only lasts four turns unless broken
Note: No Mandalore techniques above A-rank whilst sustaining the Ward
Note: Can only be taught by Penguin


 Declined  This is simply a chakra defensive shield that you produce using the abilities of the basic mandalore armor. Nothing more. Nothing really special. Despite this, I'll allow this to be done if its S-Rank, Weapons of Light and Blessing are better defined, the whole "negating chakra inside" nonesense removed and a note saying that this stays in one place even if user moves around is added.


(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique.
Restrictions:
Note: Can only be used twice per battle.
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.


 Declined  Lower the rank. Make it so that iy can't be used together with either other Mandalorian Techniques active or, by extension, other Ninjutsu techniques. Needs some additional restriction considering you're travelling at 3rd gate speeds.




(Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
Rank: A
Type: Supplementary
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their primal instinct and forces it out from deep within in order to fight on par with an overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength, feeling the need to protect their reputation and having too much pride to lose a battle. Upon manifesting their sheer will, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank, and a plus fifteen increase to all taijutsu moves they use. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following turn. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following three turns.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.


 Declined  I think you need to explain the effect differently. Your clan revolves around using chakra armor. It would be more feasible that the armor overboosts your own performance to a drastic level which in turn comes at a big drawback for the following turns. I'm ok with the boosts, but not with the description of how they are achieved. Remember the core ability of your clan: chakra armor. Armor that uses mechanics that are fueled by chakra.




(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique. After undergoing a rigorous training session the user is capable of tapping into the knowledge of past Mandalorian's whom had become masters in a specific element. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their chakra within the armor, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.

Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques. The user is alternatively capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, but, as a consequence, will result in the "Fire Sage" enhancement to end prematurely.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that they become immune to fire C rank and below fire techniques and gain +15 damage to fire techniques. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to B rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one S-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.

Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they become immune to lightning techniques C rank and below and retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one S-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.

Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely as a result.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth along with immunity to C rank and below earth techniques. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one S-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.

Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques. Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to cease prematurely.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques and immunity to C rank and below wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one S-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.

Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques and the ability to perform water techniques without a water source while also gaining a C rank immunity against water jutsu. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one S-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for three.
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.


 Declined  Very OP. An the blue part makes no sense. I'm very strict when it comes to explaining the "why" behind something. Allowing you a mode which has no "end" and empoweres 2 elements to potencially +20 plus rendering you immune to up to 2 elements... Too oped. Has to come with a drawback, needs som clear defintions of how its achieved, etc etc etc
(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique. While using this technique, the user cannot use regular or elemental ninjutsu or have any said techniques active as they perform this jutsu.
Restrictions:
Note: Can only be used twice per battle.
Note: The user cannot use any Mandalore techniques in the same turn
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.

(Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
Rank: A
Type: Supplementary
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their spiritual and physical energies, combining them into chakra and forces it out from deep within themselves, overflowing their armor with chakra as a means to fight on par with overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength via channeling excess chakra into their armor. Upon manifesting the absurd amount of chakra into their armor, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank due to the armor overflowing with chakra, letting the extra spiritual energies seep out into the user's techniques, and a plus fifteen increase to all taijutsu moves due to the armor drastically improving the user's overall physical performance from the excess physical energies flowing throughout it. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following two turns. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following four turns. If the user wishes to use this at the start of the battle, they can post this jutsu along with their armor activation by spending the thirty extra chakra to flood the armor. This would count as a move, but would not affect the timeframe, acting somewhat as a passive activation.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.

(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique due to overloading it with elemental chakra, letting the armor essentially become the essence of whatever elemental chakra is being channeled through it. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their elemental chakra within the armor to signify what kind of legend they want to become, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.

Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that fire techniques gain +15 damage. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to b-rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.

Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.

Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one A-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.

Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.

Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for four
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.
Note: Due to the Mandalore channeling so much specific elemental chakra into their armor for such a long time, they would be restricted to using only those element(s) for two turns after this technique is over


 All Pending  Ok, now I am confused. Is your clan going to revolve around unique armors summoned in battle to replace the basic one, techniques used through the basic armor or a mix of both? I have members submitting one things, members submitting another, eladsership changing and changing the abilities of the clan mid way... Its getting a bit all over the place... To the point where I might need to once again intervene directly. Please, first decide the direction of the clan, submit all 8 basic techniques and only then will I check personal ccjs. Additionally, on the next submission the clan leader makes, (dunno if it will be you or not) I request that all approved techniques are quoted. No need to quote the ongoing submissions. I'll treat that post as the starting point.
 
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Gobi Gobletsson

Active member
Legendary
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(Fureiya no Mōsō Kisu) Δ Delusional Kiss of Frejya
Rank: N/A
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fureiya no Moso Kisu, is one of the clan's most fabled techniques for it's supplementary abilities, in aiding their user in the most dire situations so it is widely known for members. The technique itself have two primary applications, which are done through the use of Kūki no Yōna, also known as Ethereal Energy. Either of the application are done through the simple manipulation of a previously used Genki-related technique such as ''Shojun no Hel'', ''Keshin no Jorth'' or while inhabitated by a Genki through the use of ''Búri no Yuigon''.
The first application can only be done if contact have been made, and still is with surrounding entities containing physical energy, such as grass, flowers, trees and plants in general that contain a life force per say. However it is not only restricted to such, since animals and such are included as well. Now once contact is made and sustained the user can through a mental note, that is oft accompanied with a gesture of hand however that is purely cosmetic - Trigger this technique. Once the mental note is executed the Genki will extract physical energy from the object(s) in question, following by storaging it within itself. The object(s) would essentially be left drained, the flora would loose colour and crumble away, while animals and alike would turn pale, get exhausted and eventually pass out. Now much alike how chakra travels, the energy stored within the Genki would travese to the user, thus replenishing his physical energy capicity(+50). This would result that exhaustion would be at defeat, and the user will be overall re-energized along with moderate injuries would vanish, ontop of so a minor and temporarily bonus to physical strength(+10 duration of two turns.) is given as a boon.
The second application is slightly stronger and different from the first, and can be used two different ways. Firstly while under the influence of ''Buri no Yuigon'' the user is capable of extending the 'aura' per say of Kuki no Yona of the inhabitated Genki, filling out the perimeters of short-range omni-directional around the user. Once done, it would work just as sufficiently as in the first application, extracting, storaging and delivering the physical energy to the vessel. Secondly, the user can decide to have the Genki's aura of Kuki no Yona recede within his own entity, thus making it more concentrated upon extraction, storaging and delivering. This would enable the user to upon physical contact such as in Taijutsu, he gains the capability to siphon out physical energy upon contact with object(s) containing said energies(+100), while also as previously describing gaining a small minor bonus to his physical strength(+15, duration of two turns). While still being under the influence of ''Buri no Yuigon'' and making use of the second application in one way or another, the user can however decide to decompose the physical energies elsewhere aslong as physical contact is remained, meaning the replenishment of stamina can be tranfered to an unconcious squirrel for example, which earlier had their physical energy drained, or simply had been injuried.
The technique however does not stand accessible by all members of the House of Katsuryoku, infact it only stands available to a very selected few. The Voice being one of them, along with the Elder ranked members. The technique can be used a variety times mainly due the nature of the technique, however limits the House members from using above S-ranked Clan techniques the following turn. Only one of the primary applications can be used per turn. While the technique itself is an extension of other techniques which are being paid by chakra, the Genki's have essentially already been paid their salary thus making this low-effort technique yet quite useful.


 Declined  This is actually 3 different techniques...mostly unreasonable as well.
Uhm... I more or less did a redo of the description, however some things remain, but theres many minor alterations so I haven't bolded the technique, it is also made shorter.
Resubmitting;

(Fureiya no Mōsō Kisu) Δ Delusional Kiss of Frejya
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Kiss of Frejya, is one of the clan's more rare techniques, available only to high ranked members. It is fabled for it's supplmentary effeciency, by aiding the user in the most dire situations possible. The technique itself is ultilized through the usage of Kuki no Yona, also known as the ethereal energy.
While under the influence of ''Buri no Yuigon'' despite what infusion that is currently in use, the user is capable of extending the Kuki no Yona simliar to an aura, inhabiting the perimeters of short-range, omni-directional around the user. Once the 'aura' have reached its boundaries of short-range, it will forcefully start affecting the surrounding area, such as entities that contain physical energy such as grass, flowers, trees, plants and generally objects that contain a life force per say, such as animals and such are included as well. The Genki and the Kuki no Yona that exudes from the user into the vicnity will forcefully start to extract physical energy from the object(s) in question, following by storaging it within itself. The object(s) would essentially be left drained, the flora would loose colour and crumble away, while animals and alike would turn pale, turn exhausted(1 turn) and eventually pass out(2 turns).
Now much alike how chakra travels, the energy stored within the Genki would traverse to the user, thus replenishing his physical energy capicity(+50). This allows the user to counteract exaustion and lack of physical stamina, leaving the user will be overall re-energized, even if he has small injuries (scratches, bruises, etc), ontop of so a minor and temporarily bonus to physical strength (+10 to regular taijutsu for two turns.) is given as a boon.
While the aura can extend, the user can also decide to keep it within his own entity as usual, thus the effects can be more concentrated upon the extraction, storaging and delivering the physical energy to the vessel. This however is only ultilized upon physical contact oft given in CQC, where the Kuki no Yona can function as a sort of siphon to drain physical energy upon contact with an object(s) containing said energy(+100). This will give a slightly stronger boon due the condensity of the Kuki no Yona, boosting physically strength(+15 duration of two turns). While using the concentrated version the user can decide to guide the physical elsewhere into other objects even, however only aslong as physically contact is remained, meaning replenishment of stamina can be transfered to an unconscious squirrel for example.
This technique can only be used by select few Pledged and freely by Elders/Voice. While this is ability that pertains solely to Genkis, it is low-effort technique and needs only triggering through a mental note, oft followed by a gesture for cosmetic looks. The technique can only be used 4 times, with a 2 turn coldown and lasts for the duration of 3 turns per 'activation', although it cannot be stacked on itself. The usage of the technique restraints the usage of above S-ranked Katsuryoku Techniques while active.


 Approved  You didn't clarify and referred only "animals" so I'm inferring this can't be used on a ninja but is limited to "lower life forms" such as summons, plants, animals, bacteria, insects, etc
 
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Lili-Chwan

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( Ganmi Jutsu: Pekotaberu ⋓ Pekogakidou ) Taste Technique: Insatiable Desire ⋓ Dulce de Leche

Rank: C- S
Type: Offensive/Supplementary/Defensive
Range: Short – Long
Chakra Cost: 15-40
Damage Points: N/A
Description : This technique encompasses the one of the most complex techniques within the clan, making use of the user's Taste senses and Saliva manipulation, by taking the enemies techniques and actually “eating” the chakra of the technique, digesting it and turning the neutralized chakra into saliva, which the user can then shoot out back at the opponent. The user will inhale, manipulating their Saliva glands to create a syphon of chakra-filled saliva that is connected towards the user’s mouth. The syphon, through shape manipulation and its corrosive properties, will takeover the enemies technique and begin to dissolve chakra located inside of the technique, actually breaking it down, as user draws the technique inside their gullets, “eating” the weakened and now harmless chakra. The technique can also be used on techniques that are in direct contact with user by simply biting the technique or siphoning it in, with the Saliva and repeating the process but much quicker. This siphon and digestion of chakra can only happen in situations where the saliva technique, with it's described S&W, is capable of neutralizing ( equal ) or overpowering ( stronger ) the targetted technique.

When the user is capable of neutralizing the technique, the user will simply eat the chakra and metabolize it into their own chakra resources, in an ammount equal to the technique eaten. When the user is capable of overpowering the technique, then the full amount of chakra dissolved will be converted into damage, 1:2 ratio, sending back a blast of corrosive saliva at the opponent. The end technique is a Saliva technique.

*Siphon is short-range, while the blast can reach up to Mid-Range ( Savors and bellow ) or Long-Range ( Paladar and above ).
*Can only be used 5 times and requires 1 turn cooldown before using again. Savours can use the technique up to A-Rank, rest of the lower ranks can use the technique up to B-Rank. S-Rank can only be used by Paladars and above and once used renders the technique only usable one more time.


 Approved 
 
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Lytes

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Secret Paw Art: Quantum Tunneling - Nykyu Hijutsu: Ryōshi ton'neru genshō
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description : It is rumoured that upon attaining the title of Legend, a Bartholomew develops a special paw jutsu, a technique that makes him unique, different from the rest, The Priest with his manipulation of friction and Sing with his Legendary control of gravity. Being the latest Legend, Kurapika sought out to find his own specialty and after months of training, studying, experimenting and finally pushing his body beyond his limits, Kurapika developed a new usage for his paws, when a body vibrates at the natural frequency of air, its cells will be in a state of excitement that'll allow the body to phase through other objects, a scientific process known as , also known as molecular oscillation and Quantum Phasing.
It's quite simple, the user will place their paw/paws on the object and will use the repulsive powers of the paws to vibrate the object at the natural frequency of air so that the cells of the object gain the required excitement to phase through other objects. When this technique is used on ninjas, the ninja can avoid sinking into the ground or any surface he's standing on by channeling his chakra under his feet similarly to when standing on water.
~ Due to its complexity it can only be used thrice per battle, 5 times for legends due to their mastery of the Paw Arts.
~ Bartholomew Legends can use this jutsu on two objects/persons at the same time(user included) while lower Bartholomew ranks can only use this on one object/person at a time(user included).
~ Small objects such as clothing ,pouches ,small weapons etc in contact with a person when this jutsu is being used on the person also gain the phasing capability while still staying on the person i.e the clothes would also phase through other objects but won't phase through the person.
~ Each usage lasts two turns with one turn cool down while Bartholomew Legends require no cool down.
~While phasing, the user can't perform handseals.
~Lytes Personal CCJ
m.youtube.com/watch?v=m9CzP3oEc7k




 Declined  You'd do well to read the description of the custom clan you belong to.
 
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±± Important Notice ±±

All the active Leaders of the approved clans need to PM me that they are in fact the leaders. Also, everytime the leadership of a clan changes, you need to notify me. This is because checking the CCJs requires me to know who is the clan leader and who isn't. This said, I remind all clan members that to submit a personal CCJ you need to have it approved by the current clan leader. As such, I request all clan leaders to check the submissions of the clan members before they are posted and notify me if they are ok to be checked. All submissions from clan members will be pending check until I receive said pms. This will be the system to use now until I find a more suitable one.

Also, I need to remind you all to respect the CC submissions. They detail the clan abilities and their inherent limits. Some old clans have undefined or unrefined submissions which at the time were enough and that have come to be considered insufficient in current times. But this is where we, the staff, enter. You, as the clan leader, can ask us doubts or questions about something undefined in the cc or unclear or that somehow doesn't make sense and we will reason the best outcome for it.
±± Note to Submitters ±±

-Clan Leaders: Please be sure to make the 8 basic techniques your clan has a right to before allowing personal CCJs to be submitted. How can a clan member submit a unique technique for a clan before the clan is even has a set of defined abilities/techs? Thats more or less like learning D-Rank fire and submitting a forbidden rank fire/sealing technique...

-Be sure that you know the abilities of your clan and what has been submitted before. I am very picky with this.

-Try not to change leadership so often as otherwise, the result is the above.


Open for resubmissions/submissions.


 
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Re: Custom Clan's & Group's Jutsus

Paw Arts: Train Wreck - Nykyu No Mi: Toren Keigei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 15meters around a 90-180[/b[degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed.
The Bartholomew focuses chakra into his paw and repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instatenous speed. Just like (Paw Arts: Repel), upon repulsion, the bartholomew vanishes from view and appears at his destination in a near intanteneous manner. This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest inbetween usage.

Last Pilgrim
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns.

NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.

Illustration of 2nd and last
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 Declined  I'll approve everything except that last usage. What would stop you from repelling your enemy away fromt he battlefield? If its defensive/supplementary in the sense that it can be used only for yourself, allies or techniques/objects then I'm ok with it.


Paw Arts: Train Wreck - Nykyu No Mi: Toren Keigei
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the paw's power to repel. A simple jutsu developed by the bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a bartholomew is able to move or perhaps, cover a fair distance in a very miniscle amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them upto 15meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited interms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomews that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim
The second variation of Bartholomew movement jutsu deemed as near instantenous due to its speed.
The Bartholomew focuses chakra into his paw and repels himself to a desired location upto a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instatenous speed. Just like (Paw Arts: Repel), upon repulsion, the bartholomew vanishes from view and appears at his destination in a near intanteneous manner. This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest inbetween usage.

Last Pilgrim
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposhpere. Upon reaching the destination, the bubble containing the bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.

Illustration of 2nd and last
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 Approved 
 
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(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 50 (+300) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Ashitaka Emishi developed the final technique of his clan. Using his weight training as sort of a premise for the last technique of the Mandalores, Ashitaka underwent two months of intense physical training as Mand'alor the Indomitable. When a senior member of the clan undergoes this training, they push their body to the absolute limit with intense combat sessions with the clan head while wearing their regular armor which is augmented by a seal much akin to the one found on leg weights, only with a more amplified affect. Any Mandalore within the Ninja World while undergoing this training will have their speed cut in half during fights and travel times will be doubled when traveling from one area to another. After undergoing those two months of harsh training in terrible environments, getting adjusted to the new weight of their armor, Mand'alor the Indomitable undergoes the final process to this sacred technique; destroying the Mandalore's armor.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by four-fold for two whole turns. After this sort of "peak" in physical power, the Mandalore would have thrice their original speed. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be doubled for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: Only Mandalorian Champions and above are capable of using this technique, although if used by a Mandalorian Champion, they are rendered unconscious once it ends.
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: These boosts are all considered passive since it's training that increases the physical ability of the Mandalore.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: If given permission, the user has to undergo two months of vigorous physical training with Penguin or those he gives permission to teach this technique. It must be done in an RP based manner in the custom training grounds.
Note: The user cannot simply "stop" this technique until they get new armor by stopping at Concord Dawn, the Mandalorian Landmark in the Ninja World.


 Declined  I'm ok with the gist of it but you need to clarify some aspects one of which is that 4x times your speed is a bit of a no no.But...I'll allow it if by the end the user dies. Not faints. Dies. Yes, such an influx of chakra would destroy sections of your chakra system and kill you. You cannot be healed. No more than 4 turns total. Its a last resort technique. Taijutsu gets +40 damage. elemental afinity gets +20, rest of ninjutsu gets +10. Genjutsu, Fuuinjutsu and other intricate special abilities are disabled due to the lack of control the user exibits in his chakra. Anything containing the wording (or similar) "through precise chakra contorl the usrer..." is all beyond usage while under this effect. You can release unfocused massive bursts of pure chakra with handgestures/tiajutsu deleivering up to S-Rank damage (but counting a a move). Good idea!


Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities

(Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore Pride
Rank : A
Type : Supplementary
Range : Self
Chakra cost : 30
Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu)
Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns.

Note: Only lasts 5 turns.
Note: Only useable x1 per battle.
Note: Must be a mandolorian clan member for atleast 2 weeks, before using.

Mandalorian Smackdown (Mandalorian Ekisaitingupuroresu)
Rank: S
Type: Attack
Range: short
Chakra cost: 0
Damage: 80
Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.
*Can only be used by Mandalorian Champions and above rank
*can only be used once per battle
* Created by Rain Of Hell

(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.

Fire Element:
Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses
Water Element:
Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques
Earth Element:
Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques
Lightning Element:
Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses
Wind Element:
Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques

Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore
Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle

Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.

Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rankof the technique. The palm can either release a blast, beam, or even a wide spread of chakra.
-S-Rank beam once used, there is a three turn cool down and can be used only three times.
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-Rank can be used up to Short range
C-Rank can be used up to Mid-range
B-S Rank can be used up to Long-range

(Ōbāshīrudo) - Overshield
Type: Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: While Overshield is a simple technique in nature, it is one of the most advanced and powerful of the jutsu at the disposal of the Mandalorian. By focusing a large amount of chakra into a chakra powered shielding system built into the armor, a Mandalorian is capable of reinforcing their protective body armor, thus protecting themselves completely from physical threats. By reinforcing the armor the user effectively creates a defensive shell around them which is powerful enough to repel 80 points of physical damage, meaning that attacks that are not physical in nature, such as genjutsu, will pass through the defense uninhibited. While this defense is activated, however, the Mandalorian will only be able to use Mandalorian techniques and taijutsu, as much of their focus and chakra is being placed on maintaining the armor's defensive capabilities in addition to the armor's other functions. While the overshield is active, the Mandalorian will be completely immune to the effects of the techniques that hit it, whether it be momentum, heat, electricity, etc, until the overshield has been completely destroyed. At the start of each turn following the usage of this technique, the overshield will lose 20 points of damage point shielding until this number decays to 0, at which point the shield would cease to exist. The user can cancel the overshield whenever they wish.
Note: Can only be used twice per battle.
Note: Overshields can not be stacked on top of one another. If an overshield is active already, the user will be unable to perform the jutsu again unless they allow the first overshield to fade first.
Note: Overshield doesn't regenerate when hit by damage.
Note: Can be used by any Mandalorian Armor Set.
Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Beam from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
B-S Rank can be used up to Long-range


 Declined  To add something like that to a technique called "repulsor beam" seems a bit weird... Still, the effects are ok as long as sustaining the "item" depletes chakra and has a time limit.
 
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Lytes

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Secret Paw Art: Quantum Tunneling - Nykyu Hijutsu: Ryōshi ton'neru genshō
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description : It is rumoured that upon attaining the title of Legend, a Bartholomew develops a special paw jutsu, a technique that makes him unique, different from the rest, The Priest with his manipulation of friction and Sing with his Legendary control of gravity. Being the latest Legend, Kurapika sought out to find his own specialty and after months of training, studying, experimenting and finally pushing his body beyond his limits, Kurapika developed a new usage for his paws, when a body vibrates at the natural frequency of air, its cells will be in a state of excitement that'll allow the body to phase through other objects, a scientific process known as , also known as molecular oscillation and Quantum Phasing.
It's quite simple, the user will place their paw/paws on the object and will use the repulsive powers of the paws to vibrate the object at the natural frequency of air so that the cells of the object gain the required excitement to phase through other objects. When this technique is used on ninjas, the ninja can avoid sinking into the ground or any surface he's standing on by channeling his chakra under his feet similarly to when standing on water.
~ Due to its complexity it can only be used thrice per battle, 5 times for legends due to their mastery of the Paw Arts.
~ Bartholomew Legends can use this jutsu on two objects/persons at the same time(user included) while lower Bartholomew ranks can only use this on one object/person at a time(user included).
~ Small objects such as clothing ,pouches ,small weapons etc in contact with a person when this jutsu is being used on the person also gain the phasing capability while still staying on the person i.e the clothes would also phase through other objects but won't phase through the person.
~ Each usage lasts two turns with one turn cool down while Bartholomew Legends require no cool down.
~While phasing, the user can't perform handseals.
~Lytes Personal CCJ
m.youtube.com/watch?v=m9CzP3oEc7k


Secret Paw Art: Quantum Tunneling - Nykyu Hijutsu: Ryōshi ton'neru genshō
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description : It is rumoured that upon attaining the title of Legend, a Bartholomew develops a special paw jutsu, a technique that makes him unique, different from the rest, The Priest with his manipulation of friction and Sing with his Legendary control of gravity. Being the latest Legend, Kurapika sought out to find his own specialty and after months of training, studying, experimenting and finally pushing his body beyond his limits, Kurapika developed a new usage for his paws, the user will place their paw(s) on their body before using the repulsive powers of the paws to repel the molecules in the point of contact, due to the nature of molecules, when they are repelled they vibrate more while transferring some of the force to the next molecule which transfers to the next and the next till the molecules all attain the same vibrational speed/frequency. Using this principle, the user will excite his molecules to the point where their frequency will equal to that of the natural frequency of air, when this is done, it'll allow the body to phase through other objects, a scientific process known as , also known as molecular oscillation and Quantum Phasing. To stay above Ground, the user will focus beneath their feet similarly to how Obito does it.
~ Due to its complexity it can only be used thrice per battle, 5 times for legends due to their mastery of the Paw Arts.
~ Bartholomew Legends can use this jutsu on two persons at the same time(user included) while lower Bartholomew ranks can only use this on one person at a time(user included).
~ Small objects such as clothing ,pouches ,small weapons etc in contact with a person when this jutsu is being used on the person also gain the phasing capability while still staying on the person i.e the clothes would also phase through other objects but won't phase through the person.
~ Each usage lasts two turns with one turn cool down while Bartholomew Legends require no cool down.
~While phasing, the user can't perform handseals.
~Lytes Personal CCJ
m.youtube.com/watch?v=m9CzP3oEc7k




 Declined  Your clan revolves around "pushing" stuff away from you. I can understand various "pushing" metaphors but this is not one of them. Push yourself, push others, push abstract concepts, wtv. But don't induce self vibrating molecules and what not... all of it only to gain a glorified, under-ranked, unrestricted version of the cannon ability of Uchiha Obito bios. DNR. Also, when you quote a previous submission to resubmit, don't edit it. Never. Ok?

Secret Paw Art: Cold Force - Nykyu Hijutsu: Tsumetai chikara
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Close
Chakra: 50(-40 to activate mode )
Damage: Death
Description : Each style has its dark counterpart, a yang to every yin, after learning the Black Priest, Kurapika decided to delve into the Dark Paw Art techniques and he successfully developed a jutsu, an improved version of the Bartholomew absorbtion jutsu, to use this jutsu the user would slap/touch/hit the opponent with their paw, the user will activate the jutsu absorbing all force in the opponent's body on a molecular level, to be specific, the user will absorb the force and velocity of every molecule in the target's body draining their vitality and life force, what'd be left of the target would be an ice cold lifeless body frozen inside out thus where this technique gets its name as it seems the user's capable of using Ice release.
However, that is not all, the user can enter a state by using the target/opponent's life force as a bargaining chip or if you want, Sacrifice. The user will press the paw used to absorb the force to their body releasing the force to increase the speed of the molecules of the user, this boosts three attributes of the user.
Speed : Due to the increase in speed of the user on a molecular level, the user's physical speed is boosted three folds
Regeneration : The increase in molecular speed will definitely increase the rate at which the user's tissues regenerate, however the regeneration is relatvely weak compared to that of Byakyou, it can only heal damage equivalent to 60 damage ,however the user cannot regrow his limbs or heal his heart or his brain due to complicated structure.
Paw Jutsus Due to the newly acquired force flowing in the user's body, all Paw Arts will get +15 damage plus usage and cooldown restrictions will have no hold on the user, however, after the mode ends, the number of usages of a Paw jutsu left before the mode is used will be carried over, it does not reset the usage limit.
~ Lytes's Personal CCJ
~ Only Bartholomew Legends can use the mode and it lasts five turns.
~ The molecular absorbtion can only be used once by normal Bartholomews and twice by Bartholomew Legends after which no Paw jutsu can be used for four turns unless the user is activating the mode.
~ After the mode ends, the user is left stressed and can't use basic Ninjutsu and Fuinjutsu for the next 3 turn.


 Declined  DNR
 
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(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 50 (+300) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Ashitaka Emishi developed the final technique of his clan. Using his weight training as sort of a premise for the last technique of the Mandalores, Ashitaka underwent two months of intense physical training as Mand'alor the Indomitable. When a senior member of the clan undergoes this training, they push their body to the absolute limit with intense combat sessions with the clan head while wearing their regular armor which is augmented by a seal much akin to the one found on leg weights, only with a more amplified affect. Any Mandalore within the Ninja World while undergoing this training will have their speed cut in half during fights and travel times will be doubled when traveling from one area to another. After undergoing those two months of harsh training in terrible environments, getting adjusted to the new weight of their armor, Mand'alor the Indomitable undergoes the final process to this sacred technique; destroying the Mandalore's armor.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three-hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by four-fold for two whole turns. After this sort of "peak" in physical power, the Mandalore would have thrice their original speed. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be doubled for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: Only Mandalorian Champions and above are capable of using this technique, although if used by a Mandalorian Champion, they are rendered unconscious once it ends.
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: These boosts are all considered passive since it's training that increases the physical ability of the Mandalore.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: If given permission, the user has to undergo two months of vigorous physical training with Penguin or those he gives permission to teach this technique. It must be done in an RP based manner in the custom training grounds.
Note: The user cannot simply "stop" this technique until they get new armor by stopping at Concord Dawn, the Mandalorian Landmark in the Ninja World.


 Declined  I'm ok with the gist of it but you need to clarify some aspects one of which is that 4x times your speed is a bit of a no no.But...I'll allow it if by the end the user dies. Not faints. Dies. Yes, such an influx of chakra would destroy sections of your chakra system and kill you. You cannot be healed. No more than 4 turns total. Its a last resort technique. Taijutsu gets +40 damage. elemental afinity gets +20, rest of ninjutsu gets +10. Genjutsu, Fuuinjutsu and other intricate special abilities are disabled due to the lack of control the user exibits in his chakra. Anything containing the wording (or similar) "through precise chakra contorl the usrer..." is all beyond usage while under this effect. You can release unfocused massive bursts of pure chakra with handgestures/tiajutsu deleivering up to S-Rank damage (but counting a a move). Good idea!
(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 50 (+250) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Ashitaka Emishi developed the final technique of his clan. Using his weight training as sort of a premise for the last technique of the Mandalores, Ashitaka underwent two months of intense physical training as Mand'alor the Indomitable. When a senior member of the clan undergoes this training, they push their body to the absolute limit with intense combat sessions with the clan head while wearing their regular armor which is augmented by a seal much akin to the one found on leg weights, only with a more amplified affect. Any Mandalore within the Ninja World while undergoing this training will have their speed cut in half during fights and travel times will be doubled when traveling from one area to another. After undergoing those two months of harsh training in terrible environments, getting adjusted to the new weight of their armor, Mand'alor the Indomitable undergoes the final process to this sacred technique; destroying the Mandalore's armor.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by three-fold for two whole turns. After this sort of "peak" in physical power, the Mandalore would have double their original speed for the duration of the technique. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be increased by forty points for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points for the duration of the technique. Due to the Mandalore's newfound physical ability, they are able to release unfocused bursts of chakra in tandem with taijutsu or hand gestures that equate to S-rank damage. This costs a move to perform. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: Only Mandalorian Champions and above are capable of using this technique, although if used by a Mandalorian Champion, they are rendered unconscious once it ends.
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: These boosts are all considered passive since it's training that increases the physical ability of the Mandalore.
Note: The user's primary element would gain twenty damage while this technique is in play due to the over abundance of chakra, as well as other ninjutsu gaining ten damage.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: If given permission, the user has to undergo two months of vigorous physical training with Penguin or those he gives permission to teach this technique. It must be done in an RP based manner in the custom training grounds.
Note: The user cannot simply "stop" this technique unless they equip a new Mandalorian armor by the beginning of the fourth turn. This would effectively re-sync the user's chakra system with their new armor. Otherwise, the Mandalore would ultimately die.
Note: Only can use the basic five elements as well as Ninjutsu and Taijutsu that doesn't require precise chakra control during the duration of this technique.



✦ Declined, first change the red Penguin to Clan Head. I know you probably plan on being leader for some time but it should still refer to the Clan Head unless it's a personal CCJ. As Scorps said in his previous check, it is required that you die at the end of this jutsu, not equip a new armor, but ultimately die. Without that condition, this won't be approved. These also wouldn't be passive boosts as they are the results of a specific mode used. In order for the boosts and benefits of this kick in, you have to use a large amount of chakra that 'comes from the heavens' (weird wording btw) and then it triggers. In my eyes, this mode would count as an active boost like EIG or sm. Also, the first paragraph under the description's last sentences about the training in the NW. You can keep it if you want but I wouldn't have it listed. I mean, you compared to LW but during the training for that, the user isn't slowed. Sidenote: I think you also said you were dropping this idea, but either way I checked it just in case ✦

Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Beam from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
B-S Rank can be used up to Long-range


 Declined  To add something like that to a technique called "repulsor beam" seems a bit weird... Still, the effects are ok as long as sustaining the "item" depletes chakra and has a time limit.
Updated name.

Mandalorian Technique: Repulsor Energy | Rorian no Jutsu: Riparusāenerugī
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40 (-5 per turn to sustain )
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Energy from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user. It costs five chakra per turn to sustain the shapes of these objects, and can only be sustained for one turn.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
A-S Rank can be used up to Long-range

✦ Approved ✦



Personal CCJ submissions.

(Mandarorian Yoroi: Oceanus, Kaiyō no Taitan) - Mandalorian Personal Armor: Oceanus, Titan of the Ocean
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Penguin's personal armor, designed and created by himself, revolves around the usage of the water element in order to provide a distinctive set of abilities both passive and active entirely unlike the ones found within the clan's basic armor to cater toward his preferred battle style. The armor itself is a teal color, metallic as most armors are yet flexible enough to allow him to use taijutsu rather easily. The armor has a distinct smell of seaweed and salt water, yet nothing overpowering. Although naturally, the core concept of the Oceanus armor shares certain basic features that are also found within the basic mandalorian armor; The suit is unable to be short-circuited and is specifically made for the wearer, in perfect sync with their chakra system, flowing throughout them and their armor, essentially functioning as a second skin for them. This allows complete control over the armor through chakra pulses and chakra control along with allowing the user to release techniques that would otherwise be expelled from their skin or mouth, etcetera from the armor, something that negates any limitation to the user's ninjutsu usage, especially elemental. The downside to Oceanus is that it consumes quite a bit of chakra, relying on the wearer to have a large chakra pool in order to sustain the effects and abilities that it provides for a prolonged period of time. Furthermore, The armor's main usage can be summarized as something that manipulates water in a way no other ninja has done before.

Passive Abilities:

Poseidon's Wrath: One of the most useful perks of Oceanus, Poseidon's Wrath is a passive affect of channeling a good deal of suiton chakra into the air up to mid range around the user. After having channeled the suiton chakra into the air, coupled with the armor's water based approach, the user would be able to ultimately use water techniques without a water source up to mid range from themselves. This would cost ten chakra for the passive outburst of suiton chakra into the air, and lasts for four turns and needs a two turn cooldown in between uses.
Will of the Water: As an armor made to specifically aid the user while fighting in or around water, they would most likely lose contact of the opponent. With the advancements in Mandalorian chakra sensory, Penguin combined this aspect of the Mandalore with his love for water. Basically, Oceanus would be able to sense anything touching water up to mid range from the user at the cost of five chakra per turn.
Odyssey of the Penguin: One of the most impressive perks of the armor is it's aerodynamic and sleek build, specifically made for underwater travels. Oceanus itself has the passive ability to propel itself underwater as well as being able to draw out oxygen from the water (staying underwater for prolonged periods of time as long as the armor is functional) and augmenting the currents to aid it's speed, reaching speeds that double the user's base abilities.
Mother's Mist: By passively releasing five chakra per turn, the user would let chakra infused mist seep throughout their armor, essentially being able to turn entire battlefields into mist over a prolonged period of time. This mist is nearly identical to the Hidden Mist jutsu, only except instead of being spewed out in large amounts, little amounts would seep out over a two turn period. After two turns is up, a chakra infused mist would blanket the battlefield, covering both the user and the opponent, blinding each. This would cost five chakra per turn as the mist seeps out.
Communication: Like the basic mandalorian armor, Oceanus contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the user sees.

Active Abilities:

Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in two levels: Level one increases speed via 50% or adds +10 damage to all taijutsu. Level two doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level one drains ten chakra points per turn, lasting a maximum time of three turns, usable thrice. Level two is usable only twice, drains twenty chakra per turn, lasting two turns.
Oceanus' Treasure: Arguably the strongest ability of Penguin's armor as well as the only offensive ability of the armor, he would channel absurd amounts of chakra into Oceanus. The armor itself would start glowing a deep blue color, flowing through every tenketsu of the user, then water would start bursting out from every angle of the armor imaginable. As thousands of gallons of water are being expelled from the chakra inside Oceanus, it would begin to take shape into a gigantic humanoid creature, made of a crystalline water, solid in nature. The humanoid itself would be gigantic, rivaling the size of the Bijuu. The humanoid water creature would have two swords in it's hands, each a sword made of crystalline water, sharp as one could imagine. The humanoid itself would be considered forbidden ranked, though the only offensive capacities of the humanoid would be through it's swords. Each of the sword's are A-ranked in strength. This technique would cost the user fifty points of chakra, as well as the user being unable to mold chakra above A-rank for two turns after usage. On top of that restriction, the user would only be able to mold suiton chakra for three turns after usage of the humanoid, handicapping the user greatly.

Note: Only Penguin can use Oceanus and it's abilities


 Declined  Passives are actually actives and op ones at that. I mean, with this you make your madalore bio into a Tobirama bio with emixtures of Water Sword...Additionally, do you sumon this mid battle, replacing the original basic armor of mandalores? if so, this needs the 40 chakra initially to summon and a passic cost of 5 per turn to function. Once it ends, it desummons and you are once again left with your basic armor. But overal, the passives are too strong...
(Mandarorian Yoroi: Oceanus, Kaiyō no Taitan) - Mandalorian Personal Armor: Oceanus, Titan of the Ocean
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: 40 (-5 per turn)
Damage Points: N/A
Description: Mand'alor the Indomitable's personal armor, designed and created by himself, revolves around the usage of the water element in order to provide a distinctive set of abilities both passive and active entirely unlike the ones found within the clan's basic armor to cater toward his preferred battle style. The armor itself is a teal color, metallic as most armors are yet flexible enough to allow him to use taijutsu rather easily. The armor has a distinct smell of seaweed and salt water, yet nothing overpowering. Although naturally, the core concept of the Oceanus armor shares certain basic features that are also found within the basic mandalorian armor; The suit is unable to be short-circuited and is specifically made for the wearer, in perfect sync with their chakra system, flowing throughout them and their armor, essentially functioning as a second skin for them. This allows complete control over the armor through chakra pulses and chakra control along with allowing the user to release techniques that would otherwise be expelled from their skin or mouth, etcetera from the armor, something that negates any limitation to the user's ninjutsu usage, especially elemental. The downside to Oceanus is that it consumes quite a bit of chakra, relying on the wearer to have a large chakra pool in order to sustain the effects and abilities that it provides for a prolonged period of time. Furthermore, The armor's main usage can be summarized as something that manipulates water in a way no other ninja has done before.

Passive Abilities:

Poseidon's Wrath: One of the most useful perks of Oceanus, Poseidon's Wrath is a passive ability of Oceanus. When the user summons this armor, it can sense water in the air, showing whether there is enough or not for the user to form water techniques from thin air. If under the circumstance that the air doesn't have enough moisture in it to use as a water source, Oceanus passively releases excess suiton chakra the user has stored after fighting over the years from using mostly the suiton element. After having channeled the suiton chakra into the air, coupled with the armor's water based approach that amplifies their suiton abilities, the user would be able to use water techniques without a water source up to mid range from themselves. This would cost ten chakra for the passive outburst of suiton chakra into the air, and lasts for four turns and needs a two turn cooldown in between uses.
Will of the Water: As an armor made to specifically aid the user while fighting in or around water, Mand'alor the Indomitable knew he would most likely lose contact of the opponent. With the advancements in Mandalorian Technology, Mand'alor the Indomitable combined this aspect of the Mandalore with his love for water. Basically, Oceanus would be able to sense anything touching water up to mid range from the user at the cost of five chakra per turn.
Communication: Like the basic mandalorian armor, Oceanus contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the user sees.

Active Abilities:

Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in two levels: Level one increases speed via 50% or adds +10 damage to all taijutsu. Level two doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level one drains ten chakra points per turn, lasting a maximum time of three turns, usable thrice. Level two is usable only twice, drains twenty chakra per turn, lasting two turns.
Oceanus' Treasure: Arguably the strongest ability of Mand'alore the Indomitable's armor as well as the only offensive ability of the armor, he would channel absurd amounts of chakra into Oceanus. The armor itself would start glowing a deep blue color, flowing through every tenketsu of the user, then water would start bursting out from every angle of the armor imaginable. As thousands of gallons of water are being expelled from the chakra inside Oceanus, it would begin to take shape into a gigantic humanoid creature, made of a crystalline water, solid in nature. The humanoid itself would be gigantic, rivaling the size of the Bijuu. The humanoid water creature would have two swords in it's hands, each a sword made of crystalline water, sharp as one could imagine. The humanoid itself would be considered forbidden ranked, though the only offensive capacities of the humanoid would be through it's swords. Each of the sword's are A-ranked in strength. This technique would cost the user fifty points of chakra, as well as the user being unable to mold chakra above A-rank for two turns after usage. On top of that restriction, the user would only be able to mold suiton chakra for three turns after usage of the humanoid, handicapping the user greatly.

Note: Only Penguin can use Oceanus and it's abilities
Note: Can be replaced as the user's main armor under the condition this acts as the user's CW, with the user losing access to their main armor and abilities tied to that armor (must be stated when the armor is summoned or at the beginning of a battle). If not, the armor lasts four turns and then immediately "poofs" away, being replaced with the old armor unless it's broke, in which case, the user would lose access to any Mandalorian techniques involving the usage of the armor.
Note: Must be a primary water specialist to wear this armor.


✦ Declined as discussed ✦

Jinkō Chinō - Artificial Intelligene
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Mand'alor the Indomitable, along with several other scientists within the clan, finally developed an AI in the form of a chip that is inserted into each armor the user owns. These AI chips are horribly expensive to make and take a lot of time to carefully manufacture as they have the processing speeds of a super computer, so their usage within the clan are limited to a very select few. The AI chip inserted into the user's armor has several usages, all of them being supplementary and coming at the cost of powering it with five chakra per turn. Once activated with this chakra, the AI comes to life in the Mandalore's "HUD" or "Head's Up Display" (in the helmet's visor). The AI, when powered, would take the artificial form of whatever they wanted, usually preferring to take the form of humans. The first usage of the AI, as well as this usage being the most used function, is that the AI will survey everything going on within a battle and help the user come up with the easiest and most efficient ways to deal with obstacles. Another ability of the AI is, that when the user is paralyzed, has no control over his body, etc., it performs a manual override of the Mandalore's armor, analyzing that the user isn't in the condition to fight due to the armor being connected to the user's chakra system. Once that disturbance is felt and the manual override is initiated, the AI would begin to control the Mandalore's Armor and by extension the Mand'alor himself until the AI can tell the user is functioning normally.

Note: Can only be taught by Penguin

✦ Declined, not a fan of things like advanced computer technology in the RP like this. Also, idk if a computer chip that creates artificial intelligence are within the CC's limits lol. Speaking on the jutsu itself, the first usage you write is very filler and doesnt do anything in terms of actual usage or ability. It just says "survey everything in battle" basically. That's not really a usage but it's like pointing out the obvious. The second ability you listed seems to be the only actual usage created for this and this is basically just a possession of your body as a safeguard when you are unconscious to prolong fighting. ✦
 
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(Mandarorian Yoroi: Mahesvara, Aiorosu no Migigawa) - Mandalorian Personal Armor: Mahesvara, The Right-Hand of Aeolus
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: 40 (For initial activation, 5 per turn to sustain certain passive effects)
Damage Points: N/A
Description: Shiba Tatsuya's personal armor, designed and created by himself, revolves around the usage of the wind element in order to provide a distinctive set of abilities both passive and active entirely unlike the ones found within the clan's basic armor to cater toward his preferred battle style. Although naturally, the core concept of the Mahesvara armor shares certain basic features that are also found within the basic mandalorian armor; The suit is unable to be short-circuited and is specifically made for the wearer, in perfect sync with their chakra system, flowing throughout them and their armor, essentially functioning as a second skin for them. This allows complete control over the armor through chakra pulses and chakra control along with allowing the user to release techniques that would otherwise be expelled from their skin or mouth, etcetera from the armor, something that negates any limitation to the user's ninjutsu usage, especially elemental. The downside to Mahesvara is that it consumes quite a bit of chakra, relying on the wearer to have a large chakra pool in order to sustain the effects and abilities that it provides for a prolonged period of time. One of it's more unique features is that the armor is completely covered from top to bottom with small "pores". These pores are a crucial instrument that are required in order for the suit to perform it's first two passive effects. Furthermore, Shiba has re-configured the holes on the palms of the suit that would have originally been used to perform the "Repulsor Beam" technique, in order to give the wearer of the suit the ability to manifest semi-tangible weapons of wind that have certain unique abilities; These abilities are what eventually gave Shiba the moniker "Demon of Ekō Shima". The armor's main usage can be summarized as something that is used to keep the opponent(s) at a distance from it's wearer while being in a position to fire bullets of wind that have varied effects.

Passive Abilities:
General
Push of Aeolus: Shiba had initially developed the following as a means to deter enemies from closing in on his position and combating him in close range even despite his proficiency in close-combat: Upon initial activation of the armor, all of the pores simultaneously expel a heavily compressed burst of wind, creating an omnidirectional blast that pushes anything within the wearer's short range back into their mid-range (This does no damage whatsoever and only serves to push things back). Essentially acting as a sort of "Auto defense" much like Gaara's (Meaning that the suit is semi-sentient in the sense that the wearer does not have to be aware of the incoming projectiles/opponent(s) for the field of wind to activate, requiring no mental input/command), the pores will expel wind, creating a "field" of wind that encompasses the entirety of the wearer's short range. As a result, any kinds of projectile based attacks launched toward the wearer involving weapons such as kunai, shuriken, explosive tags and any variants of the like, etcetera, are simply deflected. Furthermore, in scenarios where the opponent(s) are blitzing the wearer with a speed multiplying effect, as they enter short range, they will be hindered by the field of wind (Not to the point of being blown away however), slowing them down slightly giving the wearer a longer window to react accordingly (This effect does not increase the wearer's tracking capabilities at all - It simply utilizes the wind as a "cushion" to slow the incoming opponent(s) speed down). In terms of interactions with elemental techniques both from the enemy and the wearer, the wind does nothing to affect them in any way; It only activates when the opponent is entering the user's short-range, or when weapons of any like or number are heading toward the wearer. Finally, the wearer is capable of manually deactivating this effect via mental command if they so wish (User must explicitly state in their description when it is deactivated and activated again, though activating the armor as a whole causes this ability to automatically initiate - If this passive ability is deactivated then naturally the following ability, "Ascension" is also unable to be used, as both are based off of the suit's pore system).
Ascension: The second passive effect as a result of the first also allows the wearer to take flight, however, with a much higher degree of maneuverability than that of the rudimentary mandalorian jet-pack and at two and a half times their base speed since the propulsion of the pores come out from the entirety of the suit, whereas the propulsion from the jet-pack simply comes from the small amount of motor systems on it; The wearer is free to perform any kinds of movements with the utmost of fluidity as a result. This effect however, being passive in nature, cannot be used to simply move out of the way of enemy jutsu (Unless the wearer consciously chooses to fuel more chakra into the suit's pore system to perform a sudden extra "burst" of speed, in which case it would be initiated upon a mental command, costing thirty chakra to activate, A rank move, and deactivates the moment the user is safe from the technique(s) being evaded - This speed burst technique can alternatively be used in order to augment a single taijutsu move of the user's by an additional twenty damage points).
Authority over the Winds: This final passive effect allows the wearer to freely manipulate the wind that encompass their short-range, although it cannot be used for any offensive purposes whatsoever. Being purely supplementary in nature, this ability is mainly used in instances where the user would like to quickly rotate on a vertical or horizontal axis, be they on the ground or in mid-air. Furthermore, the user is capable of forming semi-tangible objects of wind within their appropriate range (short) that include a plethora of uses; One of them being the ability to grasp free-form weapons that have been thrown at them should the above two passive effects be deactivated. As a repercussion, during the use of this passive effect, the wearer is incapable of performing any elemental techniques, as they must focus first on completing whatever action they make when using this ability before doing so.
Communication: Like the basic mandalorian armor, Mahesvara contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the user sees.

Active Abilities:
Divine Left: The hole on the left palm that would typically be used in order to use the mandalorian technique "Repulsor Beam" has been re-calibrated in order to manifest a semi-tangible weapon made out of wind. The weapon, shaped in the form of a pistol, is tethered to the hole on the wearer's palm by a thin "cord" of wind chakra, so that it can continue to be fueled by the user even when it's not necessarily resting upon the wearer's hand. This is done so that the user can toss the weapon into the air momentarily without it simply dispersing, in the event that they may need to perform complex maneuvers or handseals, be they in mid-air or while on the ground. Once activated by a conscious mental command, the weapon instantly manifests itself in the wearer's left hand, a B ranked move, costing 20 chakra to activate and 15 to sustain per turn. The user presses the trigger, and the weapon fires an extremely compressed bullet of wind (About the size of an average pistol bullet) that travels at a speed slightly faster than that of the Pressure Damage technique (Bullet has a distance of up to mid-range). So long as the wearer continues to sustain the technique, they are capable of firing as many bullets as they desire. The disadvantage to this is that the projectiles are small, so the user will have a difficult time hitting the opponent, however, like many other small projectiles, if it hits the target in a vital part of their body, it has the potential to be lethal. Additionally, Divine Left harbors a hidden function that is supplementary in nature; Twice per battle, the user is capable of releasing a wide blast of wind from the weapon (Costs 30 chakra and counts as a move) that is used solely for the purpose of augmenting any fire jutsu that the user has already previously expelled by only one rank.
Demon Right: This technique is essentially the same weapon as the above and has the same initial ability and properties with the exception of it being manifested from the wearer's right palm as oppose to the left (B ranked move to activate, costs 20 chakra to activate and 15 to sustain per turn). This one bears a largely different hidden ability than that of it's counterpart however, being purely offensive in nature; Twice per battle, the user is capable of releasing a dense bullet of wind from the weapon. They will then toss the weapon up for a moment before performing the ram handseal with their right hand, prompting the bullet of wind to detonate, creating an omnidirectional blast of slicing winds (Costs 30 chakra, counts as a move, blast radius does not exceed past short-range of where the bullet was initially detonated).
Third Eye: The ability that earned Shiba Tatsuya the title of most lethal long-distance assassin among Kirigakure's ANBU Black Ops, Third Eye is a weapon that requires the user to use both openings on their palms in order to manifest it. Once formed, it takes the shape of a semi-tangible weapon made out of wind with the appearance of a sniper rifle, an S ranked move, costing 40 chakra to activate and 25 to sustain per turn. Third Eye can only be fired in a crouched or prone position, as the user will need to keep their center of gravity as low as possible to reduce the "kick" of the weapon once fired. If fired from a standing position, the wearer suffers a shoulder injury (On whichever shoulder the back of the weapon is resting in front of) that will prevent them from being able to lift their respective arm up or exert strength from said arm for the remainder of the battle. Once the user is in the proper position and presses the trigger, they will fire a longer compressed bullet of wind that travels even faster than that of the above two active abilities, in order to compensate for the long distance that it must travel before hitting it's target (A ranked in strength, must be at least mid-range away from the intended target, reaches up to long range, and can only fire one wind bullet per turn). Performing Third Eye requires a very high degree of strategic zoning on the user's part; The user must make sure their target is distracted somehow so that they may be able to reach the appropriate distance away and properly set up the shot before performing the technique, along with the fact that they only have one shot to take per turn. Moreover, Third Eye has a hidden function that only Shiba is capable of performing; Once per battle, he is able to amass a large amount of chakra into the weapon, directing all of the chakra being used for the armor's passive abilities even, shutting them down so that he can focus properly. Shiba will then be able to fire an extremely dense bullet of wind whereupon hitting it's target, causes an exceptionally large explosion of slicing winds that radiate omnidirectionally as one cohesive blast, slightly reaching past short-range of where the bullet had initially imploded, creating a crater roughly around ten meters deep. Because of this technique's blast radius, speed, sheer destructive power and large chakra consumption, it can be compared to the power of that of the Earth Release: Mountain Smash technique (Strong S rank that causes 140 damage, costs 70 chakra, must be at a long-range distance away from the target in order to perform and armor is shut down for two turns before being able to activate again).
Restrictions:
Note: The wearer is unable to use the mandalorian technique "Repulsor Beam" as the holes within the palms of the suit used for the technique have been re-calibrated to manifest Divine Left, Demon Right and Third Eye.
Note: The armor is in everything like a CW, having to be posted in the user's bio and in the beginning of the fight (Should the user decide to use this over the basic armor).
Note: Can only be taught by Mudo and those he allow.
Note: Although the armor can be passed down to anybody within the clan, the hidden ability of "Third Eye" may only be used by those who posses a Shiba Tatsuya biography within the clan itself.
Note: Images for reference, although since the actual "weapons" within the technique are simply manifestations of wind that have taken form using shape manipulation, they simply appear to have the outlines (general shape) of the following with a blueish hue: /


 Declined  Don't forget this completely substitutes the normal basic Mandalorian Armor. By submitting this and getting it approved, you cannot use the other basic armor. Its a substitution, unique to yourself. Additionally, this I will treat like a CW but worse: I will bind this to you and you alone. The primary passive ability is a no no. Unreasonable and too powerful. The flight is too fast. I cannot allow that. The usage of the wind in freeform needs tweakling and overal definition. Active abilities simply need simplification. What they actually do is simply shrouded in empty generic sentences that explain nothing and leave too much up to the imagination. There are also many minor things you forgot that are present in the normal generic mandalorian armor which could be present here.
- Changed the intial description and active abilities to fit new character.
- Added all of the minor perks that were missing as this will mainly be used as a core armor set that replaces the basic one.

(Mandarorian Yoroi ☯ Shi no Morrighan, Sakibure) ☯ Mandalorian Personal Armor: Morrighan, Harbinger of Death
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: 40 (- 5 per turn)
Damage Points: N/A
Description: Corvo Attano's personal armor, designed and created by himself, revolves around the usage of the wind element in order to provide a distinctive set of abilities both passive and active entirely unlike the ones found within the clan's basic armor to cater toward his preferred battle style. Although naturally, the core concept of this armor shares certain basic features that are also found within the basic mandalorian armor; the suit is unable to be short-circuited and is specifically made for the wearer, in perfect sync with their chakra system, flowing throughout them and their armor, essentially functioning as a second skin for them. This allows complete control over the armor through chakra pulses and chakra control along with allowing the user to release techniques that would otherwise be expelled from their skin or mouth, etc, from the armor, something that negates any limitation to the user's ninjutsu usage, including elemental. One of it's more unique features is that the armor is completely covered from top to bottom with small "pores". These pores are a crucial instrument that are required in order for the suit to perform its two main passive effects. The abilities this armor provides are what eventually gave Corvo the moniker "Baar Ky'ram", which translates to mean the Body of Death, among Mandalorian natives. The armor's main usage can be summarized as one that uses wind release to aid in quick and effective maneuvers in unique ways both offensively and defensively.

Passive Abilities:
Helmet & Body Armor
Communication: Like the basic Mandalorian armor, Morrighan contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the user sees.
Gas Mask: Morrighan's helmet protects Corvo from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.
Basic Protection: The armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows Corvo to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
General
Ascension: This first passive effect allows Corvo to take flight through the use of a system of pores that expel wind across the entirety of the armor, however, with a much higher degree of maneuverability than that of the rudimentary mandalorian jet-pack and at one and a half times their base speed since the propulsion of the pores come out from the entirety of the suit, whereas the propulsion from the jet-pack simply comes from the small amount of motor systems on it; this allows Corvo to perform any kinds of movements with the utmost of fluidity as a result. This effect however, being passive in nature, cannot be used to simply move out of the way of enemy techniques (unless the wearer consciously chooses to fuel more chakra into the suit's pore system to perform a sudden extra "burst" of speed, in which case it would be initiated upon a mental command, costing thirty chakra to activate, A rank move, and deactivates the moment the user is safe from the technique(s) being evaded -- this speed burst technique can alternatively be used in order to augment a single taijutsu move of the user's by an additional twenty damage points).
Authority Over the Winds: This final passive effect allows the wearer to freely manipulate the wind that encompass their short-range, although it cannot be used for any offensive purposes whatsoever. Being purely supplementary in nature, this ability is mainly used in instances where the user would like to quickly rotate on a vertical or horizontal axis, be they on the ground or in mid-air. Furthermore, the user is capable of forming tangible objects of wind within their appropriate range (short) that include a plethora of uses; one of them being the ability to grasp free-form weapons that have been thrown at them. Essentially, objects that can be created range from platforms of wind, to nets or humanoid limbs that can aid in traversing certain terrains or to grasp at objects that aren't an arm's reach away. As a repercussion, during the use of this passive effect, the wearer is incapable of performing any elemental techniques, as they must focus first on completing whatever action they make when using this ability before doing so.
Active Abilities:
Chakra Sensing: Morrighan's pores also contain special chakra receptors that allow Corvo to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If Corvo so wishes, he can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Murmur of Morrighan: The second active ability of the suit is offensive in nature, and involves Corvo channeling wind chakra through out Morrighan's pores (S ranked in both strength and chakra cost), causing a dome of razor sharp slicing winds to encompass the short-ranged vicinity of himself. The time it takes for the dome of wind to form is extremely quick, due to the speed in which the pores expel the wind and the short amount of distance they need to cover in order to form completely. This not only serves to deter close-quarter enemies but also adds razor-sharp cutting properties to any other wind techniques that Corvo uses during the turns in which this ability is activated -- essentially, wind techniques which would usually only cause blunt-force damage additionally cause slicing damage as well. Due to the control Corvo has over all pores expelling this wind, he is also capable of performing wind techniques which require a fan without a fan, instead using hand gestures and body movements to perform them. Finally, any wind techniques that Corvo releases or creates from short range gain an additional twenty damage points, attributed due to the dome of wind enhancing the wind technique with an influx of excessive wind chakra. The drawbacks of this are that Corvo is only capable of using wind release techniques and the ability of flight during the turns in which this ability is activated (no other elements of any kind, genjutsu, nin, etc). Murmur of Morrighan lasts for three turns, after which the suit deactivates, with a one turn waiting period before being able to re-activate it once more.
Restrictions:
Note: This armor is bound solely to Corvo Attano (Mute).
Note: This armor can be replaced as the user's core armor set under the condition that it acts as the user's CW for the entirety of an event, with the user losing access to the basic armor set and abilities tied to that armor for that event (must be stated at the beginning of each event). Otherwise, the armor lasts four turns after being summoned and then immediately "poofs" away, being replaced with the basic armor set unless it's broken, in which case, the user would lose access to any Mandalorian techniques which require the usage of the basic armor. It can be summoned into battle through the formation of the Seal of Confrontation, immediately activating after being summoned. Once the four turns are up and the armor reverse-summons away, it cannot be re-summoned for the remainder of the current event.

✦ Pending the second note is the only issue I see really. As Scorps said, this replaces the basic armor. By getting it approved, you lose the ability to use the basic one. There isn't a "This lasts 4 turns" clause, but this replaces the basic one completely. Once approved, you cannot use the basic one anymore. ✦
Note: .
 
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(Nekura Hijutsu: Andeddo no koe: Burakkusupīchi) Nekura Hidden Technique: Bode of the Undead: Black Speech
Rank: Forbidden
Type: Supplementary
Range: Self
Chakra Cost: 50 (-15 per turn)
Damage Points: N/A(+25 Techniques released from the Body)
Description:
One of the Greatest Secret Techniques of the Nekura. The user will open a portal in the immediate vicinity of the Mark of the Demon, a mark all nekura have and must receive before entering the clan, with large amount of Keigoku behind it. From the portal, a stream of keigoku will sprout forth from the portal and enters into the body, traveling inward through the mark of the beast. As a result, the Nekura's body is filled with Keigoku as well as their own chakara mixing and blending. This as a result causes chakra that is built up and channeled to have keigoku traces in them, much similar to the Unholy Conversion, whereas now the user's body is the source of Keigoku as opposed to the Portal that must be left open. As a result of this, the user's techniques are much more potent and dangerous, being able to do both Physical Damage and Mental Damage. For example, a bolt of lightning shot from the user's hand will have lightning do electrical damage as well as induce migraines and mental trauma. Prolonged exposure will cause enemies to pass out.
However, this technique has downsides. The massive amount of Keigoku that the user hosts inside his body has a negative influence on the user's physical and mental states. The user will physically undergo changes such as addition of longer hair and gray eyes with purple sclera and a diamond shaped object embedded in the forehead reminiscent of a third eye that takes the shape of the Nekura insignia. There is an increase in strength, being able to lift boulders with a single arm, the juubi's power augmenting them physically.
Although the Physical changes don't effect the Battle capabilities of the user, the mental changes do. The Keigoku begins to eat away at the user's sanity and mind. They enter a new mind state, one in which neither sanity nor reason is present. They gain new insight, as they begin to go rampaging with no reason behind it, their reflexes becoming involuntary. As a result of this, they lose One level of tracking on the speed chart because of this.
This technique can only be used once and lasts five turns. Once the five turns are up, they lose everything they gained, and also gain their rationale back. However, they are left with a severe ringing in the ears for the rest of the fight, disabling the ability to hear. The ringing is caused by the mind going back to normal without keigoku infecting it. Anything S rank and above is unusable for two turns. Due to the large amount of chakra needed to channel the Keigoku, the user is only able to use one other jutsu that turn.

✦ Declined, for starters, no Nekura jutsu that give a boost to damage will be approved. The clan has natural passive boosts already, there is no need to increase this further. Also, your wording needs to be fixed up on this; you created it to grant the ability to add Keigoku into jutsu by using your body as a source could be explained clearer than you wrote. Also, the appearance changes mirrors Curse mark changes that Sasuke underwent, which needs to go or be altered more. Perhaps a more Juubi/dark appearance would be feasible?. As a pure source of Keigoku, which I assume is like Dark Convergence, you would likely appear as Keigoku unless basing this similarly to Hydrification where you are Water but appear normally. I also don't see how the increase of strength plays into affect as Keigoku doesn't have those types of properties naturally. As for the drawbacks, losing your hearing isn't related to this jutsu in any way and should be removed and isn't even a drawback lol. ✦

(Nekura Hijutsu: Andeddo no koe: Kokutai) Nekura Hidden Technique: Bode of the Undead: Black Body
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: A lesser version of the Nekura technique ( Dark Convergence ) - Kuro Shuusoku. The user will open a single portal in near proximity of their body, entering through the Nekura's body. As the Keigoku travels inside the body much similar the Kuro Shuusoku, it turns the user into a manifestation of Keigoku. The only difference is the concentration and density. This technique doesn't turn the user into a Solid manifestation, but just a basic manifestation. While in this form, the user can maneuver through the air at the same speed in his base form, moving based on chakra control and will, while also being able to control their shape and form never exceeding short range, however never exceeding or decreasing their size or mass However, they are most vulnerable, unable to perform Ninjutsu, Genjutsu NOR Taijutsu due to the nature of Keigoku not being solid, limiting the usefulness of this technique in a battle. They can maintain this form for no longer than 3 turns, and the body requiring a 2 turn cooldown before use again.

✦ Approved ✦

Sidenote: Link permission to post personal CCJ next time you submit. Without it, it's not getting checked next time.
 
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(Hijutsu: Koyu Kekkai) Δ Secret Technique: Reality Marble
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 50
Damage points: 90
Description: Reality Marble is available for Katsuryoku Pledged rank members and above. This pertains a secret technique for underlings, as it have proved inadequatedly to be handled and oft lead to the death of the user. The user will bite his thumb, and sacrifice a propertional amount of chakra to the point that a small implusive wave is released from the user's entity throughout the field causing clothes to sway, and leaves to fall off the trees etc. A mere dramatic effect, but also the damage the user pertains to use the technique(-20). Through the blood sacrifice and chakra the Genkis from the Pure World will bond with the user and without hestitation immediately form within Impure World in order to fullfill his desire. Instantly as the summoner's call is heeded, the Genkis emerge as flame-like mirages before fully manifesting into physical form, or construct, ressembling that of heavily armed soldiers and cavalry composing a peerless array of legendary warriors, clad and equipped with a different variety of weapons and the like. Upon the user's command, they take trot and cascade down upon the enemy in numerous waves. They prove efficient as they are capable of both transitioning between the tangible and intangible state, capable of moving through obstacles with little to no effort. Once their attack is executed they vanish one by one. Should the user wish, he can proceed with the remains of the blood drawn, slam his hand against the ground to summon, akin to Wheel of Fortune, a terrain of their choosing aslong as it doesn't prove immediate danger to the opponent. Should the terrain include items of the five elements the user need be able to make use of these, i.e should the user be restricted from using water, the user can't form a river within the terrain. Can be used twice per conflict, once per battle. The user can't ultilize Clan techniques above S-rank the same and following turn.

✦ Declined, parts of this needs rewording. For starters, the part about they vanish one by one. Do you mean the waves vanish one by one or the individual warriors do? How many waves are created in all? How many warriors are within each wave? And no to the last part like Wheel of Fortune, take it out completely. Change this to no clan techs of A rank and above the same and next turn as well. ✦

(Hakai Sokushitsu) Δ Destructive Concubine
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: Hakai Sokushitsu, is a technique which is primarily based on the Genki's capability to satsify their hunger on chakra, split it in two, Yin and Yang, and decompose of the latter while extending their life time on the field by the first. Through a sacrificial amount of chakra the user calls forth the Generic Genki and spawns them into the Impure World, yet invisible to all but Kinsmen. This however can also be used with already spawned Genki. The Genki itself will remain stationery untill mentally commanded which is instantanously whenever done. Upon command, the Genki surges to the target and will phase straight through them, or other objects containing chakra, deliberately eating away a portion of chakra(-40, -60, -80, -100), and thereby weakning their target vaguely depending on the strength which differs from Clansmen, and their ranks. When the opponent is hit, they will feel a cold chill down their spike, a glistering feel of sweat beads on their body, and a bit of terror, momentarily shocking them. The turn hit, their first upcoming offensive or defensive move looses overall strength (-5, -15, -20 and -30). The technique itself can only be used (2, 3, 4, 4,) per match, (3, 5, 6, 6) times per conflict, and have a cooldown of one turn per usage. In the same turn as this is used the user can't use above S-ranked Clan techniques, or lightning. While Initiates, Pledged, Elders and The Voice follow the above stats respectively.

✦ Declined, for one this isn't going to be used 5 tines in all for anyone who uses it, regardless of their rank. Eating their chakra away also doesn't cause their next jutsu to be weaker...it causes them to have a lower chakra pool. Also, the highest this will be allowed to deduct is -20 to jutsu. The can't use lightning restriction is also filler and needs to be swapped with a restriction that actually fits the jutsu. ✦
 
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(Hijutsu: Koyu Kekkai) Δ Secret Technique: Reality Marble
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 50
Damage points: 90
Description: Reality Marble is available for Katsuryoku Pledged rank members and above. This pertains a secret technique for underlings, as it have proved inadequatedly to be handled and oft lead to the death of the user. The user will bite his thumb, and sacrifice a propertional amount of chakra to the point that a small implusive wave is released from the user's entity throughout the field causing clothes to sway, and leaves to fall off the trees etc. A mere dramatic effect, but also the damage the user pertains to use the technique(-20). Through the blood sacrifice and chakra the Genkis from the Pure World will bond with the user and without hestitation immediately form within Impure World in order to fullfill his desire. Instantly as the summoner's call is heeded, the Genkis emerge as flame-like mirages before fully manifesting into physical form, or construct, ressembling that of heavily armed soldiers and cavalry composing a peerless array of legendary warriors, clad and equipped with a different variety of weapons and the like. Upon the user's command, they take trot and cascade down upon the enemy in numerous waves. They prove efficient as they are capable of both transitioning between the tangible and intangible state, capable of moving through obstacles with little to no effort. Once their attack is executed they vanish one by one. Should the user wish, he can proceed with the remains of the blood drawn, slam his hand against the ground to summon, akin to Wheel of Fortune, a terrain of their choosing aslong as it doesn't prove immediate danger to the opponent. Should the terrain include items of the five elements the user need be able to make use of these, i.e should the user be restricted from using water, the user can't form a river within the terrain. Can be used twice per conflict, once per battle. The user can't ultilize Clan techniques above S-rank the same and following turn.

✦ Declined, parts of this needs rewording. For starters, the part about they vanish one by one. Do you mean the waves vanish one by one or the individual warriors do? How many waves are created in all? How many warriors are within each wave? And no to the last part like Wheel of Fortune, take it out completely. Change this to no clan techs of A rank and above the same and next turn as well. ✦

(Hakai Sokushitsu) Δ Destructive Concubine
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: Hakai Sokushitsu, is a technique which is primarily based on the Genki's capability to satsify their hunger on chakra, split it in two, Yin and Yang, and decompose of the latter while extending their life time on the field by the first. Through a sacrificial amount of chakra the user calls forth the Generic Genki and spawns them into the Impure World, yet invisible to all but Kinsmen. This however can also be used with already spawned Genki. The Genki itself will remain stationery untill mentally commanded which is instantanously whenever done. Upon command, the Genki surges to the target and will phase straight through them, or other objects containing chakra, deliberately eating away a portion of chakra(-40, -60, -80, -100), and thereby weakning their target vaguely depending on the strength which differs from Clansmen, and their ranks. When the opponent is hit, they will feel a cold chill down their spike, a glistering feel of sweat beads on their body, and a bit of terror, momentarily shocking them. The turn hit, their first upcoming offensive or defensive move looses overall strength (-5, -15, -20 and -30). The technique itself can only be used (2, 3, 4, 4,) per match, (3, 5, 6, 6) times per conflict, and have a cooldown of one turn per usage. In the same turn as this is used the user can't use above S-ranked Clan techniques, or lightning. While Initiates, Pledged, Elders and The Voice follow the above stats respectively.

✦ Declined, for one this isn't going to be used 5 tines in all for anyone who uses it, regardless of their rank. Eating their chakra away also doesn't cause their next jutsu to be weaker...it causes them to have a lower chakra pool. Also, the highest this will be allowed to deduct is -20 to jutsu. The can't use lightning restriction is also filler and needs to be swapped with a restriction that actually fits the jutsu. ✦
(Hijutsu: Koyu Kekkai) Δ Secret Technique: Reality Marble
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 50
Damage points: 90
Description: Reality Marble is available for Katsuryoku Pledged rank members and above. This pertains a secret technique for underlings, as it have proved inadequatedly to be handled and oft lead to the death of the user. The user will bite his thumb, and sacrifice a propertional amount of chakra to the point that a small implusive wave is released from the user's entity throughout the field causing clothes to sway, and leaves to fall off the trees etc. A mere dramatic effect, but also the damage the user pertains to use the technique(-20). Through the blood sacrifice and chakra the Genkis from the Pure World will bond with the user and without hestitation immediately form within Impure World in order to fullfill his desire. Instantly as the summoner's call is heeded, the Genkis emerge as flame-like mirages before fully manifesting into physical form, or construct, resembling that of heavily armed soldiers and cavalry composing a peerless array of legendary warriors, clad and equipped with a different variety of weapons and the like. Upon the user's command, they take trot and cascade down upon the enemy in numerous waves. They prove efficient as they are capable of both transitioning between the tangible and intangible state, capable of moving through obstacles with little to no effort. Once their assault is executed the waves vanish one by one. There's a total of three waves. Can be used twice per conflict, once per battle. The user can't utilize Clan techniques of A-rank the same and following turn.

✦ Approved, edited parts. Note that the waves are a collective rank and that a single rank jutsu would destroy all, not just one or two of them and they do a collective damage, not individual. ✦

(Hakai Sokushitsu) Δ Destructive Concubine
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: Hakai Sokushitsu, is a technique which is primarily based on the Genki's capability to satsify their hunger on chakra, split it in two, Yin and Yang, and decompose of the latter while extending their life time on the field by the first. Through a sacrificial amount of chakra the user calls forth the Generic Genki and spawns them into the Impure World, yet invisible to all but Kinsmen. This however can also be used with already spawned Genki. The Genki itself will remain stationery untill mentally commanded which is instantanously whenever done. Upon command, the Genki surges to the target and will phase straight through them, or other objects containing chakra, deliberately eating away a portion of chakra(-20, -30, -40, -50), and thereby weakning their target vaguely depending on the strength which differs from Clansmen, and their ranks. When the opponent is hit, they will feel a cold chill down their spike, a glistering feel of sweat beads on their body, and a bit of terror, momentarily shocking them. Phasing through the opponent causes their chakra path-system to harshly dip, deliberately weakening their following technique due the inability to mold properly. The turn hit, their first upcoming offensive or defensive move looses overall strength (-10, 15, -20, -20). The technique itself can only be used (2, 3, 4, 4,) per match and have a cooldown of one turn per usage. In the same turn as this is used the user can't use above A-ranked Clan techniques while Initiates, Pledged, Elders and The Voice follow the above stats in parenthesis respectively.

✦ Approved, edited parts
 
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Final Personal CCJ: Seeing that we Bartholomews don't have a passive ability, I advised everyone to use one of their personal ccj slots to create one for themselves, or if allowed, I could patent this as one of the Bartho's jutsu and every one have access to it. Though most cc passive ability have no chakra cost, I added some chakra usage within the description though less depending on the rank within the clan to limit the ability a little.



Sei-Ashi No Mi: Jundo - Holy Paw Arts: Purity
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a passive ability of the Holy Sage Purity. Purity being his core principle and doctrine, he devised an absolute technique though purely supplementary, that segregates him completely from blemish and the impure world.
The user has a pair of sealing scripts written on the surface of his paws. While this does not affect the user's paw usage or jutsu, its work on the paw is totally different and passively applied to the user. The seal with a tiny kanji for purity would link the user's paw ability to the entire body of the user.
The seal is always on the user's person(mentioned in bio) and its effect is only shown when a said impurity which would be explained, touches the user's skin. Every time its in effect, it leeches a little of the user's chakra, chakra leeched being according to the rank of the impurity. If the user happens to be a Bartholomew legend, then the chakra leeched from the user is halved. The chakra leeched is one quartered if the user is the current leader of the Bartholomew clan.
How the seal/paw works is complex but simple at the same time since it uses only the basic ability of the paw, which is the "repel" ability while combined with it's specific ability, an ability to specialize on things it can repel rather than just repeling physical entity like how works. The Fuin passively harmonizes with the paws and creates a dormant paw bubble which is always around the entire body of the user. The bubble can neither be seen nor sensed due to it been made within the malphigian layer(uppermost layer) of the user's skin, almost making it seem as if its part of the user's skin and also because the bubbles created by Bartholomew paws does not contain chakra within themself. This make the user's entire body function as if it were the paw itself. However it does not repel physical entities or any matter whatsoever. What it repels are something that the Holy Sage himself deems as foul and impure to him. This is actually any type of foreign chakra and spiritual possession(yamanaka etc.) that needs to pass through the user's skin to affect the user. This would not work on normal genjutsu since genjutsu instantly manifests chakra into the brain without having to move chakra from one point to the other. A different story though to genjutsu that are induced through a medium like sound genjutsu, elemental genjutsu etc.
The ultimate goal of the art if to keep impurities and blemish away from the user at all times thus functions without the need of the user's consent. However this ability has a downside. Since the user can not accommodate any chakra except his, he would not be able to receive chakra buffs that needs one to directly infuse chakra into the user from his allies like "(Chakra Tensõ no Jutsu) Chakra Transfer Technique"nor would he be able to receive medical treatment from others apart from himself. He is though able to use his own jutsu on himself even if they need to pass through his skin. For medical ninjutsu to work on him, the user would need to bring down the seal by himself. The seal work in tandem with the paws thus it can not be destroyed, undone nor corrupted by any means. Meaning that the seal is much more than a mere normal fuinjutsu seal and only the user is able to do anything to affect it.
NOTE
-Priest's final CCJ

✦ Declined, this cannot be approved. For one, this is too OPed to allow at all. Two, just because the clan doesn't have any inherent passive abilities does not mean you can all just create one to have it. That said, this would be a Fuuinjutsu/Bartholomew jutsu. This "seal" you created isn't going to fly without any type of rank at all. Lasting all fight is another clear no. This working on normal gen and not elemental Gen also makes little sense as Genjutsu is simply chakra channeled into the opponent to cause illusions that confuse the target. Sound Genjutsu differs from Normal Genjutsu in no real way besides the trigger having to be sound based. Not being destroyable or undone/corrupted by any means is a CLEAR no. All of this makes this nearly DNR as the new Fuuin rules severely limit this ✦
 
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(Nekura Hijutsu: Andeddo no koe: Burakkusupīchi) Nekura Hidden Technique: Bode of the Undead: Black Speech
Rank: Forbidden
Type: Supplementary
Range: Self
Chakra Cost: 50 (-15 per turn)
Damage Points: N/A
Description:
One of the Greatest Secret Techniques of the Nekura. The user will open a portal in the immediate vicinity of the Mark of the Demon, a mark all nekura have and must receive before entering the clan, with large amount of Keigoku behind it. From the portal, a stream of keigoku will sprout forth from the portal and enters into the body, traveling inward through the mark of the beast. As a result, the Nekura's body is filled with Keigoku as well as their own chakara mixing and blending. This as a result causes chakra that is built up and channeled to have keigoku traces in them, much similar to the Unholy Conversion, whereas now the user's body is the source of Keigoku as opposed to the Portal that must be left open. As a result of this, the user's techniques are much more potent and dangerous, being able to do both Physical Damage and Mental Damage. For example, a bolt of lightning shot from the user's hand will have lightning do electrical damage as well as induce migraines and mental trauma. Prolonged exposure will cause enemies to pass out.
However, this technique has downsides. The massive amount of Keigoku that the user hosts inside his body has a negative influence on the user's physical and mental states. The user will physically undergo changes such as addition of longer hair and gray eyes with purple sclera and a diamond shaped object embedded in the forehead reminiscent of a third eye that takes the shape of the Nekura insignia. There is an increase in strength, being able to lift boulders with a single arm, the juubi's power augmenting them physically.
Although the Physical changes don't effect the Battle capabilities of the user, the mental changes do. The Keigoku begins to eat away at the user's sanity and mind. They enter a new mind state, one in which neither sanity nor reason is present. They gain new insight, as they begin to go rampaging with no reason behind it, their reflexes becoming involuntary. As a result of this, they lose One level of tracking on the speed chart because of this.
This technique can only be used once and lasts five turns. Once the five turns are up, they lose everything they gained, and also gain their rationale back. However, they are left with a severe ringing in the ears for the rest of the fight, disabling the ability to hear. The ringing is caused by the mind going back to normal without keigoku infecting it. Anything S rank and above is unusable for two turns. Due to the large amount of chakra needed to channel the Keigoku, the user is only able to use one other jutsu that turn.

✦ Declined, for starters, no Nekura jutsu that give a boost to damage will be approved. The clan has natural passive boosts already, there is no need to increase this further. Also, your wording needs to be fixed up on this; you created it to grant the ability to add Keigoku into jutsu by using your body as a source could be explained clearer than you wrote. Also, the appearance changes mirrors Curse mark changes that Sasuke underwent, which needs to go or be altered more. Perhaps a more Juubi/dark appearance would be feasible?. As a pure source of Keigoku, which I assume is like Dark Convergence, you would likely appear as Keigoku unless basing this similarly to Hydrification where you are Water but appear normally. I also don't see how the increase of strength plays into affect as Keigoku doesn't have those types of properties naturally. As for the drawbacks, losing your hearing isn't related to this jutsu in any way and should be removed and isn't even a drawback lol. ✦

(Nekura Hijutsu: Andeddo no koe: Kokutai) Nekura Hidden Technique: Bode of the Undead: Black Body
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: A lesser version of the Nekura technique ( Dark Convergence ) - Kuro Shuusoku. The user will open a single portal in near proximity of their body, entering through the Nekura's body. As the Keigoku travels inside the body much similar the Kuro Shuusoku, it turns the user into a manifestation of Keigoku. The only difference is the concentration and density. This technique doesn't turn the user into a Solid manifestation, but just a basic manifestation. While in this form, the user can maneuver through the air at the same speed in his base form, moving based on chakra control and will, while also being able to control their shape and form never exceeding short range, however never exceeding or decreasing their size or mass However, they are most vulnerable, unable to perform Ninjutsu, Genjutsu NOR Taijutsu due to the nature of Keigoku not being solid, limiting the usefulness of this technique in a battle. They can maintain this form for no longer than 3 turns, and the body requiring a 2 turn cooldown before use again.

✦ Approved ✦

Sidenote: Link permission to post personal CCJ next time you submit. Without it, it's not getting checked next time.
(Nekura Hijutsu: Andeddo no koe: Burakkusupīchi) Nekura Hidden Technique: Bode of the Undead: Black Speech
Rank: Forbidden
Type: Supplementary
Range: Self
Chakra Cost: 50 (-15 per turn)
Damage Points: N/A
Description:
One of the Greatest Secret Techniques of the Nekura. The user will open a portal in the immediate vicinity of the Mark of the Demon, a mark all nekura have and must receive before entering the clan, with large amount of Keigoku behind it. From the portal, a stream of keigoku will sprout forth from the portal and enters into the body, traveling inward through the mark of the beast. As a result, the Nekura's body is filled with Keigoku as well as their own chakara mixing and blending. This as a result causes chakra that is built up and channeled to have keigoku traces in them, much similar to the Unholy Conversion, whereas now the user's body is the source of Keigoku as opposed to the Portal that must be left open. This technique can be seen as a combination of Unholy Convergence and Dark Convergence. It takes the concept of using Keigoku to augment chakra, but using the body as a pure source. This is achieved by creating perfect harmony and balance between the energies much like sage mode. As a result of this, the user's techniques are much more potent and dangerous, being able to do both Physical Damage and Mental Damage. For example, a bolt of lightning shot from the user's hand will have lightning do electrical damage as well as induce migraines and mental trauma. Prolonged exposure will cause enemies to pass out.
However, this technique has downsides. The massive amount of Keigoku that the user hosts inside his body has a negative influence on the user's physical and mental states. The user will physically undergo changes, they become an almost pure form of keigoku, they gain an bulb like humanoid shape with elongated fingers much like spears with conch shaped like protrusion emanating from it's back much similar to the ten tails in it's initial form. Instead of having two eyes, the eyes are joined together to form a single eye in the middle with 10 tails. the user looking much like a miniature ten tails initial and incomplete form. Their skin and body as a whole is black with a purple hue and purple veins ruining throughout the body.
Although the Physical changes don't effect the Battle capabilities of the user, the mental changes do. The Keigoku begins to eat away at the user's sanity and mind. They enter a new mind state, one in which neither sanity nor reason is present. They gain new insight, as they begin to go rampaging with no reason behind it, their reflexes becoming involuntary. As a result of this, they lose One level of tracking on the speed chart because of this.
This technique can only be used once and lasts five turns. Once the five turns are up, they lose everything they gained, and also gain their rationale back. However, they are left with a major drawback, the intense keigoku concentration leaves the area where the mark of the demon extremely bruised and sensitive and in a vegetative state. Nekura techniques can't be used for 3 Turns afterwards. Depending on where the mark of the demon is placed, this can have detrimental effects, but this renders the body part where the mark is useless, which could either range from handseals being useless, movement impossible or even death. The Nekura requires special training and must be Black Knight or above to utilize this jutsu.

✦ Declined, alright better but still issues. Again, the appearance. As I said a more Juubi like appearance, I meant how you based it on Sasuke's cm form; the long hair, the different pigmentation of the skill, etc. Not 10 tails and one eye with a bulb like shape......this still has to realistic to the RP and it's just an inverted Dark Convergence. 5 turns is also too much. The line about the mark of the beast also makes no sense, a body part can't really be put in a "vegetative" state. Vegetative states are a disorder of consciousness in which people with severe brain damage are in a state of partial arousal rather than true awareness. They arent in a coma as comas lack awareness and wakefulness whereas the second is sometimes noted in vegatitve state patients. That said, how can, for example, your arm be placed in a vegetative state? It makes no real sense and can be explained better. Either way, this needs a constant restriction, not one tied to a seal that can alter based on the bio. ✦

(Nekura Hijutsu: Andeddo no koe: Burakku Rerumu) Nekura Hidden Technique: Bode of the Undead: Black Realm
Rank: B-A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20-30
Damage Points: 40-60
Description: The most simple and the most versatile technique of the Nekura's. This technique allows the user to pour Keigoku out from a portal and shape it in their liking. The size and power of the Keigoku is directly proportionate to the Rank used.
At B rank, the user is only capable of creating constructs that are no bigger or take up more space than a 3 meter radius sphere. These constructs are capable of inducing minor migraines and headaches. The mental trauma makes it hard to concentrate and makes it impossible to use S ranks and above once hit by the technique. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are B rank and Below.
At A rank, the user is only capable of creating constructs that are no bigger or take up more space than a 5 meter radius sphere. These constructs are capable of inducing migraines and severe headaches. The mental trauma makes it hard to concentrate and makes it impossible to use A ranks and above once hit by the technique. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are A rank and Below.
The A ranks possess drawbacks, only able to used thrice the entire battle and requires a two turn cool down. While this technique is active, only one construct can be created or manipulated at any given time.

✦ Declined, can't approve the limiting ability of these jutsu. Given how Keigoku already acts, this can be too much easily. Take that out all together ✦
 
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NightKiing

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Priest advised us all to use one of our personal CCJ spot to make a passive ability.


to submit.

Paw Art: Paw Instinct - Nykyu No Mi: Ashi no hon'nō
Type: Supplementary
Rank: E
Range: N/A
Chakra: N/A(-1 chakra per turn)
Damage: N/A
Description: A passive abiility of Shuhei Bartholomew where a tiny pair of seal with the kanji instincts is imprinted at the center of the user paws. The seal makes the paw to reflexively release subtle paw pulses every second. The paw pulses that is in the form of invisible bubbles that spread away from the user and comes back into the paws within a second, does not interact with anything nor does it affect anyone. Its work is only to distort when passing through any matter on the terrain and while returning to the paws, feeds the information registered back to the user allowing the user to passively sense matter within the terrain. The range at which the pulses can reach depends on the level of the Bartholomew member. Normal member would reach up to a kilometer, Bartholomew Legend would reach up to 3 kilometer though no matter the distance, it still takes a second for the pulse to move and come back to the paw due to the instantaneous speed of the repel ability. This is especially one of the reason it is very difficult, if not impossible to pick up.
The pulses works one itself and does not affect the user's jutsu in any way. However the technique leeches little of the user's chakra per turn and would only stop if the user runs out of chakra.
Note:
-My personal Ccj

✦ Declined, this "tiny pair of seal with kanji" part...this is a Fuuinjutsu trait and this is clearly not an E rank nor will I ever approve of any jutsu draining -1 each turn. DNR without Fuuinjutsu. ✦

Paw Art: Vanity - Nykyu No Mi: Kyoei kokoro
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Using the specific ability of the Paw Arts, akin to pushing away of friction in the air like the First Pilgrim in Trainwreck, The user is able to push away the entire air in a designated area which is as wide as mid-range, turning it into a complete inert vacuum for a short period.
The user pushes his paw towards the direction and the area would immediately be void of air making the space mid-range all around the area become something like an empty vacuum space. This is somewhat not harmful to living being except they remain within the space for more than two turns as they would be unable to breathe due to the absence of air. Just like in space, the vacuum space is unable to be traversed through easily and someone would need to have an increased weight(5x and above) to be able to move(bounce through it). Without the weights, the moving matter would immediately float and assume an inert state, unable to move, loosing all its speed and momentum. A bartholomew is able to move through the inert space however but he is not immune to the breathing effect as he also would run out of breathe at the end of two turns should he remain in the space.
The space also has its perks. Some being due to the lack of air and the inert space. Intangible elements would not be able to be made simply because. The lack of air makes it so that there is no air to manipulate into wind jutsu. Air also serves as a fuel for Fire jutsu and since there is none, it also rules out fire. Lightning needs to move because of free electron in the air and since there are none, lightning won't live. And lastly, sound needs a medium to traverse. This medium which is air is unavailable and the vacuum space would be as silent as a graveyard. All this perks are also a downside to the user as his non-physical elements too won't be able to live in the space. So its like a double edged sword. Paw arts however, are able to be used within the space.
NOTE
-Usable 2x per battle
-Last 3 turns
-No paw arts above S-rank in the same turn this is used
-No paw arts above A-rank the turn this ends
-2 turns in between usage.
-Shino's person Ccj

✦ Decline, pushing "space" and lasting several turns from one single push and it prevents 3 out of 5 base elements..... if you have no air to breathe at all, you also arent living for more than one turn. DNR ✦
 
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Gobi Gobletsson

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(Kōrudo no Ijisu) Δ Svalinn's Aegis
Rank: B-S
Type: Defense
Range: Short
Chakra Cost: 20-40 (+5/+15 to resupply)
Damage Points: 40-80
Description: Korudo no Ijisu is based on the basics of Genki manipulation, which essentially would be more a specific alternative usage and version of ''Shojun no Hel''. Once a sacrificial portion of chakra have been given, the user finds themselves capable of bending the Genki into submission. Through such, the user will forcefully create an invisible dome reaching the perimeters of short-range with the user as the epicenter. When anything would enter the barrier of said dome, the Genki will turn tangible while simualtaneously explode outwards with ethereal energy, pushing aside any and all in its path, leaving the user unharmed. While lesser ranked techniques may only hurt the Genki or prove the Genki strong enough to deflect such, the user is capable of adding a new portion of chakra ''regenerating'' the shield, however for the cost of one move out of three during that turn. Whilst not having to re-supply the Genki and once the dome have formed the user is free to do as he bid, not being restricted by the Kuki no Yona surrounding him. Simualtaneously as so, the Genki would act on its own accord in order to defend the user against potentially dangers such as foreign chakra over all.
Korudo no Ijisu comes in different powers however, depending on the user's title within the House. Apprentices are yet unable to access this technique, while Initiates can only make use of the lesser version of the technique. Pledged, Elders and The Voice are capable of accessing the stronger version should they find it necesarry. This technique comes with a usage limit, being four times per battle.


 Declined  OP. Too absolute. Not enough restrictions. The way it works isn't well described.
(Kōrudo no Ijisu) Δ Svalinn's Aegis
Rank: B-S
Type: Defense
Range: Short
Chakra Cost: 20-40 (-10 per turn)
Damage Points: N/A
Description: Korudo no Ijisu is based on the basics of Genki manipulation, using "Kūki no Yōna" or Ethereal energy in a purely defensive manner.. Once a sacrificial portion of chakra have been given, the user finds themselves capable of bending a Genki into submission, whether it is a generic genki or a specially summoned genki. Through such, the user will forcefully create an invisible dome reaching a short-range radius with the user as the epicenter. When anything attempts to enter said dome, the Genki will, upon its own will, turn tangible while simultaneously expanding outwards with ethereal energy. This allows the genki to push aside any and all in its path, leaving the user unharmed unless an attack of great enough power can break through the energy. Of course, the barrier takes on the strengths and weaknesses of said genki, and like other genki manipulation techniques would be able to pick and choose which solids it would affect when in a tangible state. A useful aspect of the barrier is when an attack that doesn't destroy but weakens the barrier hits, the user can replace the barrier with a brand new genki with a cost of one of the allotted usages, basically ''regenerating'' the shield. The most unique trait of this defensive mechanism is that it not only defends from attacks that aim to physically harm the user, but will also defend against foreign chakra through a process similiar to the technique (Hakai Sokushitsu) Δ Destructive Concubine. When foreign chakra is aimed to affect the user, instead of becoming tangible, the genki can opt to feed on the foreign chakra itself, according to rank of course. Meaning a B-rank genki used to create the barrier can eat away foreign chakra of a B-rank or lower technique and so forth. Korudo no Ijisu comes in different powers however, depending on the user's title within the House. Apprentices are yet unable to access this technique, while Initiates can only make use of the lesser version of the technique. Pledged, Elders and The Voice are capable of accessing the stronger version should they find it necessary. This technique comes with a usage limit, being four times per battle, and only 2 times for S-rank Genki.

✦ Declined, for starters if referencing another CCJ, link it's approval in the post for clarity. This needs a duration limit as well ( 1 for S with 1 more turn up to 3 for B rank ) and a clear no to regeneration. You reference two different Genki jutsu and both will need to be linked before this can possibly be approved. ✦
 
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(Nekura Hijutsu: Andeddo no koe: Burakkusupīchi) Nekura Hidden Technique: Bode of the Undead: Black Speech
Rank: Forbidden
Type: Supplementary
Range: Self
Chakra Cost: 50 (-15 per turn)
Damage Points: N/A
Description:
One of the Greatest Secret Techniques of the Nekura. The user will open a portal in the immediate vicinity of the Mark of the Demon, a mark all nekura have and must receive before entering the clan, with large amount of Keigoku behind it. From the portal, a stream of keigoku will sprout forth from the portal and enters into the body, traveling inward through the mark of the beast. As a result, the Nekura's body is filled with Keigoku as well as their own chakara mixing and blending. This as a result causes chakra that is built up and channeled to have keigoku traces in them, much similar to the Unholy Conversion, whereas now the user's body is the source of Keigoku as opposed to the Portal that must be left open. This technique can be seen as a combination of Unholy Convergence and Dark Convergence. It takes the concept of using Keigoku to augment chakra, but using the body as a pure source. This is achieved by creating perfect harmony and balance between the energies much like sage mode. As a result of this, the user's techniques are much more potent and dangerous, being able to do both Physical Damage and Mental Damage. For example, a bolt of lightning shot from the user's hand will have lightning do electrical damage as well as induce migraines and mental trauma. Prolonged exposure will cause enemies to pass out.
However, this technique has downsides. The massive amount of Keigoku that the user hosts inside his body has a negative influence on the user's physical and mental states. The user will physically undergo changes, they become an almost pure form of keigoku, they gain an bulb like humanoid shape with elongated fingers much like spears with conch shaped like protrusion emanating from it's back much similar to the ten tails in it's initial form. Instead of having two eyes, the eyes are joined together to form a single eye in the middle with 10 tails. the user looking much like a miniature ten tails initial and incomplete form. Their skin and body as a whole is black with a purple hue and purple veins ruining throughout the body.
Although the Physical changes don't effect the Battle capabilities of the user, the mental changes do. The Keigoku begins to eat away at the user's sanity and mind. They enter a new mind state, one in which neither sanity nor reason is present. They gain new insight, as they begin to go rampaging with no reason behind it, their reflexes becoming involuntary. As a result of this, they lose One level of tracking on the speed chart because of this.
This technique can only be used once and lasts five turns. Once the five turns are up, they lose everything they gained, and also gain their rationale back. However, they are left with a major drawback, the intense keigoku concentration leaves the area where the mark of the demon extremely bruised and sensitive and in a vegetative state. Nekura techniques can't be used for 3 Turns afterwards. Depending on where the mark of the demon is placed, this can have detrimental effects, but this renders the body part where the mark is useless, which could either range from handseals being useless, movement impossible or even death. The Nekura requires special training and must be Black Knight or above to utilize this jutsu.

✦ Declined, alright better but still issues. Again, the appearance. As I said a more Juubi like appearance, I meant how you based it on Sasuke's cm form; the long hair, the different pigmentation of the skill, etc. Not 10 tails and one eye with a bulb like shape......this still has to realistic to the RP and it's just an inverted Dark Convergence. 5 turns is also too much. The line about the mark of the beast also makes no sense, a body part can't really be put in a "vegetative" state. Vegetative states are a disorder of consciousness in which people with severe brain damage are in a state of partial arousal rather than true awareness. They arent in a coma as comas lack awareness and wakefulness whereas the second is sometimes noted in vegatitve state patients. That said, how can, for example, your arm be placed in a vegetative state? It makes no real sense and can be explained better. Either way, this needs a constant restriction, not one tied to a seal that can alter based on the bio. ✦

(Nekura Hijutsu: Andeddo no koe: Burakku Rerumu) Nekura Hidden Technique: Bode of the Undead: Black Realm
Rank: B-A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20-30
Damage Points: 40-60
Description: The most simple and the most versatile technique of the Nekura's. This technique allows the user to pour Keigoku out from a portal and shape it in their liking. The size and power of the Keigoku is directly proportionate to the Rank used.
At B rank, the user is only capable of creating constructs that are no bigger or take up more space than a 3 meter radius sphere. These constructs are capable of inducing minor migraines and headaches. The mental trauma makes it hard to concentrate and makes it impossible to use S ranks and above once hit by the technique. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are B rank and Below.
At A rank, the user is only capable of creating constructs that are no bigger or take up more space than a 5 meter radius sphere. These constructs are capable of inducing migraines and severe headaches. The mental trauma makes it hard to concentrate and makes it impossible to use A ranks and above once hit by the technique. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are A rank and Below.
The A ranks possess drawbacks, only able to used thrice the entire battle and requires a two turn cool down. While this technique is active, only one construct can be created or manipulated at any given time.

✦ Declined, can't approve the limiting ability of these jutsu. Given how Keigoku already acts, this can be too much easily. Take that out all together ✦
(Nekura Hijutsu: Andeddo no koe: Burakkusupīchi) Nekura Hidden Technique: Bode of the Undead: Black Speech
Rank: Forbidden
Type: Supplementary
Range: Self
Chakra Cost: 50 (-15 per turn)
Damage Points: N/A
Description:
One of the Greatest Secret Techniques of the Nekura. The user will open a portal in the immediate vicinity of the Mark of the Demon, a mark all nekura have and must receive before entering the clan, with large amount of Keigoku behind it. From the portal, a stream of keigoku will sprout forth from the portal and enters into the body, traveling inward through the mark of the beast. As a result, the Nekura's body is filled with Keigoku as well as their own chakra mixing and blending. This as a result causes chakra that is built up and channeled to have keigoku traces in them, much similar to the Unholy Conversion, whereas now the user's body is the source of Keigoku as opposed to the Portal that must be left open. This technique can be seen as a combination of Unholy Convergence and Dark Convergence. It takes the concept of using Keigoku to augment chakra, but using the body as a pure source. This is achieved by creating perfect harmony and balance between the energies much like sage mode. As a result of this, the user's techniques are much more potent and dangerous, being able to do both Physical Damage and Mental Damage. For example, a bolt of lightning shot from the user's hand will have lightning do electrical damage as well as induce migraines and mental trauma. Prolonged exposure will cause enemies to pass out.
However, this technique has downsides. The massive amount of Keigoku that the user hosts inside his body has a negative influence on the user's physical and mental states. The user will physically undergo changes, they become an almost pure form of keigoku, the user's body becomes all black and purple, featuring ten tails and taking on a form similar to version 2 jinchuriki cloak.
Although the Physical changes don't effect the Battle capabilities of the user, the mental changes do. The Keigoku begins to eat away at the user's sanity and mind. They enter a new mind state, one in which neither sanity nor reason is present. They gain new insight, as they begin to go rampaging with no reason behind it, their reflexes becoming involuntary. As a result of this, they lose One level of tracking on the speed chart because of this.
This technique can only be used once and lasts four turns. Once the four turns are up, they lose everything they gained, and also gain their rationale back. However, they are left with a major drawback, the intense chakra loss and strain causes the user take 30 damage and causes extreme fatigue, nauseousness and dizziness.

✦ Declined, alright closer to approval. The restrictions don't fit this jutsu and are largely artificial. This is a Forbidden jutsu, your only restriction is fatigue and dizziness. We both know that wont fly for this. Needs to restrict you in that turn as well as at least two after it in a way that FITS the jutsu usage. ✦


(Nekura Hijutsu: Andeddo no koe: Burakku Rerumu) Nekura Hidden Technique: Bode of the Undead: Black Realm
Rank: B-A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20-30
Damage Points: 40-60
Description: The most simple and the most versatile technique of the Nekura's. This technique allows the user to pour Keigoku out from a portal and shape it in their liking. The size and power of the Keigoku is directly proportionate to the Rank used.
At B rank, the user is only capable of creating constructs that are no bigger or take up more space than a 3 meter radius sphere. These constructs are capable of inducing minor migraines and headaches. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are B rank and Below.
At A rank, the user is only capable of creating constructs that are no bigger or take up more space than a 5 meter radius sphere. These constructs are capable of inducing migraines and severe headaches. This can also be used to take control of previously created Keigoku and shaping and manipulating them through hand gestures however only if the techniques are A rank and Below.
The A ranks possess drawbacks, only able to used thrice the entire battle and requires a two turn cool down. While this technique is active, only one construct can be created or manipulated at any given time.

✦ Declined, needs handseals and the manipulation of previously created Keigoku is a no as well. Already have a jutsu that does just this, don't need a second. ✦
 
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