Custom Clan's Jutsu Submission

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Gobi Gobletsson

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(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel becomes omniscient, in regards to the upcoming events. In other words, the user becomes aware of the future, giving himself the capability to change the to-be happenings, with another act than the one told in the vision.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well.

Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5).
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.



 Declined  few things need tweaking. 1) precognition needs an application in battle. My clan also has a form of this ability called "Foresight". It can only be used 3 times and pertains to the techniques the enemy uses in the following move. In this case you need to define exactly what you'll be able to foresee in terms of a battle. Also, Precognition and Omniscience are different things. I will not allow the later as its basically the core ability of my clan. Precognition allows you to see whats yet to happen. Omniscience is the ability to be aware of everything around you at every single moment in time. Considering how your clan already has an enhanced form of sensing and you're submitting precognition as well, omniscience is a no no. The precognition in terms of partial infusions should be limited to 2 or 3 times; full infusion you'd be able to do it 4 or 5 times. Then I assume this is like a mode in which you activate it and it becomes active for a given time. As per your clan's description, chakra needs to be drained per turn to sustain it which means a turn limitation in terms of use for both infusions. Personally, I'd make the partial infusion a momentary use kind of thing and the full infusion a mode-like technique. This would allow you more freedom in usage in battle. 2) Also, you're infused and merged with a spirit but I won't allow your body to gain the same resistance as you have in (Keshin no Jorth) Δ Jorth's Personification. Doing so would allow you to gain a resistance to damage too high when you can already forcefully allow your genki to make your body work if you lose conscience or are too injured. There is a small matter of tweaking that portion down. This said, don't forget, chakra cost to sustain and duration limit. Those are not clear.
(Shojun no Hel) Δ Hel's Alignment
Rank: C-A
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-30
Damage Points: 30-60
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu takes exit in the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain coloured bacteria depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki, would in worst case scenario, suck a character dry of their Yin ratio, leaving behind a shell of but only Yang-ratio, a mentally exhausted opponent, and incapable of moldning chakra for two turns.


 Declined  Ok, excellent idea. But there are minor things that I don't understand. Bacteria? Exit? This might help you retweek this technique. The explanation of it is not clear or complete.
Resubmitting:

(Shojun no Hel) Δ Hel's Alignment
Rank: C-A
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-30
Damage Points: 30-60
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: only one spirit can be "controlled" at any given moment.


 Approved  Edited slightly.

On a sidenote: I apologise for misswording. No bacterias. The ''exit'' part is a term we use in Danish, fixed it now.
 
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Gobi Gobletsson

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(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel becomes omniscient, in regards to the upcoming events. In other words, the user becomes aware of the future, giving himself the capability to change the to-be happenings, with another act than the one told in the vision.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well.

Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5).
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.



 Declined  few things need tweaking. 1) precognition needs an application in battle. My clan also has a form of this ability called "Foresight". It can only be used 3 times and pertains to the techniques the enemy uses in the following move. In this case you need to define exactly what you'll be able to foresee in terms of a battle. Also, Precognition and Omniscience are different things. I will not allow the later as its basically the core ability of my clan. Precognition allows you to see whats yet to happen. Omniscience is the ability to be aware of everything around you at every single moment in time. Considering how your clan already has an enhanced form of sensing and you're submitting precognition as well, omniscience is a no no. The precognition in terms of partial infusions should be limited to 2 or 3 times; full infusion you'd be able to do it 4 or 5 times. Then I assume this is like a mode in which you activate it and it becomes active for a given time. As per your clan's description, chakra needs to be drained per turn to sustain it which means a turn limitation in terms of use for both infusions. Personally, I'd make the partial infusion a momentary use kind of thing and the full infusion a mode-like technique. This would allow you more freedom in usage in battle. 2) Also, you're infused and merged with a spirit but I won't allow your body to gain the same resistance as you have in (Keshin no Jorth) Δ Jorth's Personification. Doing so would allow you to gain a resistance to damage too high when you can already forcefully allow your genki to make your body work if you lose conscience or are too injured. There is a small matter of tweaking that portion down. This said, don't forget, chakra cost to sustain and duration limit. Those are not clear.
(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Lasts untill deactivated.
Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.


 Approved 
 
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Priest

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Sei-Ashi No Mi: Haiseki - Holy Paw Arts: Boycott
Rank: S
Type: Sup
Range: Short-Long
Chakra: 40(-10 p/turn)
Damage: 0
Description: Boycott is the fate of a timid Priest who prefers to be alone thus drawing a line between himself and the sinful world around him. Bartholomew Priest discovers how to use the paws and its repel power in a grand but subtle non agressive manner. The user repels with one or both his paws and quickly engulf around himself up to 15meters, in a subtle albeit invisible paw bubble. The paw bubble once made, stays and is self-sustaining for a short period. Though not agressive, anybody is able to move within and out of the bubble without any damage as it does not acts as a physical barrier though the air within the bubble is extremely dense that any physical matter moving within it becomes immensely slow. A close opposite of "Train Wreck"(instead of removing air friction like the train wreck, it increases the air friction in 100folds though alternatively affecting only non bartholomews as non-bartholomew can't also exploit the no-friction in train wreck, a closely opposing relativity). The user however, can move with his original speed within it thus making it look like he suddenly gains a drastic increase in speed which is not quite so. If a ninja target is caught within this, his overal speed drastically reduces x3. Physical jutsu moving within the barrier also becomes slow.
The user can simultenously perform another move though it would then counts as 2 moves albeit taking just one timeframe.
NOTE: While this is active, the user can't use Paw arts above A-ranks
NOTE: Last 3 turns
NOTE: 3 turn rest for normal Bartholomew but 2 turn rest for Bartholomew legend
NOTE: Can be used a maximum of 2 times for normal Bartholomew while Legends can use is 3x max.
NOTE: Only works on physical entities.
NOTE: Priest's personal ccj.


 Declined  Few questions: what happens to your own jutsu? That you can move within the bubble freely, I get but what about your own techniques? Also, remove the invisible part. It needs to be visible. Range is too much (it should span at best up to 5 meters around a central point, engulfing a short range area around its trigger point...thus remove the long range part). Additionally, I don't understand how the last sentence is possible or why its there in the context of this technique. You activate the technique and once you do, you can use other techniques. However, there is no reason as to why you'd be able to use it and trigger it at the same time as another technique.
Sei-Ashi No Mi: Haiseki - Holy Paw Arts: Boycott
Rank: S
Type: Sup
Range: Short
Chakra: 40(-10 p/turn)
Damage: 0
Description: Boycott is the fate of a timid Priest who prefers to be alone thus drawing a line between himself and the sinful world around him. Bartholomew Priest discovers how to use the paws and its repel power in a grand but subtle non aggressive manner. The user repels with one or both his paws and quickly engulf around himself up to 5meters, in a subtle albeit translucent but visible paw bubble. The user is the center point of the bubble and the bubble moves with him. The paw bubble once made, stays and is self-sustaining for a short period. Though not agressive, anybody is able to move within and out of the bubble without any damage as it does not acts as a physical barrier though the air within the bubble is extremely dense that any physical matter moving within it becomes immensely slow. A close opposite of "Train Wreck"(instead of removing air friction like the train wreck, it increases the air friction in 100folds though alternatively affecting only non bartholomews as non-bartholomew can't also exploit the no-friction in train wreck, a closely opposing relativity). The user however, can move with his original speed within it thus making it look like he suddenly gains a drastic increase in speed which is not quite so. If a ninja target is caught within this, his overal speed drastically reduces x3. Jutsus moving within the barrier also becomes slow. Even the user's jutsu except paw arts, would be affected by this.
NOTE: While this is active, the user can't use Paw arts above A-ranks
NOTE: Last 3 turns
NOTE: 3 turn rest for normal Bartholomew but 2 turn rest for Bartholomew legend
NOTE: Can be used a maximum of 2 times for normal Bartholomew while Legends can use is 3x max.
NOTE: Works on physical entities and any jutsu that requires air as its medium of transport(Meaning, so far the jutsu is moving through the air, regardless of what form they may be, they'll be affected).
NOTE: Priest's personal ccj.


 Approved 


† Kinsei-Ashi No Mi: Saishu no Ketsui, Izo no Konsutantin - Forbidden Holy Paw Arts: Final Judgment, Constantine's Legacy †
Type: Offense
Rank: Forbidden
Range: Short
Chakra: 50
Damage: Death
Description: Using the repel ability of the paws, Bartholomew Priest is able to reach an extraordinary level, an ultimate exorcism that inturns shuts down the use of the paws for the remainder of the battle. Though it is but the basic application of paw arts. Upon placing, slaping the paw/s on a target Ninja's body, the user is able to repel. This time its not fear, nor matter but he would repel the targets ethereal being which is the soul out of his body. Upon repulsion, the soul has accumulated an enourmous force of repulsion that rapidly vibrates it, rubbing it on a molecular scale against air pressure and disintegrates it into nothingness. The target however, upon the repulsion of his soul/spiritual essence, would become lifeless on the spot. Its quite simple as the only defense to this ultimate legacy is to not come in contact with the paw.
NOTE: Only usable 1x per battle
NOTE: No paws for the rest of the battle
NOTE: No forbidden paw art in the previous turn before this is used
NOTE: No Ninjutsu above S-rank for 2 turns after this is used
NOTE: Priest final personal ccj.


 Declined  O__O"
 
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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 :

The degree of which these effects take place depend on the technique used and are specific to each of the Genjutsu that will be submitted as clan arts. However, they are illusionary effects that can be countered same as any Genjutsu. Not only that but, since they are toxin/pheromone induced, they can be countered if the toxin/pheromone is removed from the system of the target. Because the pheromone has to be absorbed and introduced into the targets body, there is a small time window between tasting/smelling the pheromone and feeling the effects of the Genjutsu, normally one turn, with higher and complex techniques requiring sometimes more time. Basic rules also spread across all techniques in which a paralysis due to Fear (or similar) can only be affect up to same ranked targets; technique restrictions vary and are defined in each technique specifically; rain, extremely dry environments and other hindering environmental conditions reduce effects by half and increase induction time by x2.
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.


Basic Saliva Manipulation Technique

( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: +10 chakra for each water technique
Damage Points: N/A
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For non-water users, this technique can be merely used as an A rank blast of saliva, that can take the form of a thin stream or a scattered splash. It costs 30 chakra points and deals 60 damage points.
*Water users will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*


 Approved  Editted


Paladar Exclusive Techniques

( Ganmi Ougenjutsu: Man'etsu ⋓ Mewomanmarunisuru ) Taste Supreme Illusionary Arts: Citrus-Honey Delight ⋓ Surprise

Rank: S Rank
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40 (+10 per turn)
Damage Points: N/A
Description : One of the most powerful Ganmi Clan techniques accessible to only those with the Flavoron Paladar Rank. With one handseal, the user will cast the same genjutsu on a number of targets. But it is not until the user performs an actual ninjutsu that the illusion will manifest, as it pertains to change how the targets perceive the user's techniques. In essence, the user is able to freely manipulate the perceived nature, shape, density and strength of any ninjutsu construct (basic or elemental), throught the duration of the genjutsu. The user unable to change anything else, just his/her own technique and its effects on the surroundings.
Unlike other Ganmi Genjutsu, Honey-Citrus Delight adds an entirely different emotion to its Secondary Taste, the emotion of Surprise. It is separated into two different types, the Positive Honey Surprise and the Negative Citrus Surprise. The user will pick one of the types that will activate through the whole technique, and is unable to change it after the fact. These emotions are applied to the target's perception of the user's ninjutsu's nature. Basically, when the target perceives an elemental ninjutsu of a certain nature, he/she will be enforced certain restrictions to their response.

In Positive Honey Surprise, the target will be enamored by the element perceived, and desire to copy it. As such, he/she will only be able to use that element and elements than are composed by it ( In case of Basic Elements ) or elements that compose it ( In case of Advanced Elements ). Basically, if the target sees a Water Jutsu, he/she will only be able to use Water, Wood, Mushroom, etc (If capable). If the target sees a Wood Jutsu, he/she will only be able to use Wood, Water and Earth.

In Negative Citrus Surprise, the target will be caught off-guard by the nature choice of the user, and won't be able to produce the most efficient counter for it. As such, he/she will only be able to use the elements that either neutral or weak to the perceived nature ( in case of Basic and Advanced elements ) and unable to use elements that are composed by the perceived element's strength ( In case of Basic Elements ). Basically, if the target sees a Water Jutsu, he/she will be unable to use Earth, Wood, Lava, etc. If he/she sees Mushroom, he she will be unable to use Fire, Lightning, Lava, etc

Since the emotional response comes from the perceived stimuli, the user is able to modulate the restrictions by manipulating the illusion. If the user makes the opponent perceive more than one elemental nature, then the effects will stack up, to the user's detriment. Positive Suprise will keep adding elements to the list that the target can use, while Negative Surprise will most likely negate restrictions, as it is unlikely that two elements will have non-overlapping weaknesses and neutralities (Meaning perceived Water and Earth will not restrict Earth and Lightning, as Water prevents Earth but allows Lightning, and Earth prevents Lightning but allows Earth, thus the target can use whatever he/she wants ). The user can, though, keep changing the perceived elemental nature of the techniques altogether, restricting different elements at different times, throughout the technique. Though, even if the elemental restriction changes, the user is unable to interrupt the usage of a technique, as the restriction will only take place for techniques the target performs after any current one. If the target is performing the handseals to spit out a fire technique, even if the illusion changes to restrict the Fire Element, the target will still follow through. He/She just can't use another Fire jutsu after that, even if used in conjunction or while the user is still manipulating or spitting the fire.

This technique can only be used by a Flavoron Paladar. The user is only able to use it twice in a fight, with a 4 turn break in between usage. To maintain the technique and keep altering illusion the user is required to keep pouring 10 chakra points. The technique The user can't use Ganmi techniques for 2 turns after the technique ends. This technique can affect up to 3 targets simultaneously, within range.


 Declined  Its a nice idea but you need to completely work it to be acceptable. Your clan's genjutsu works differently than normal genjutsu because its "scent" induced.

These techniques combine concepts of Ninjutsu and Genjutsu. The Taste Genjutsu pertain to a set of illusions that use Taste/Smell as a medium. To do so, the Gamni exude a type of toxin, pheromone-based, that, through inhalation or ingestion/absorption through the mouth's mucosa ( Taste or Smell ) are carried on to the brain, together with chakra and trigger an illusion. Through this type of Genjutsu, the user acquires a greater grip on the target's physiology and psyche, going as far as being able to induce emotional disturbances in addition to the distortion of the senses, as is normal with any Genjutsu.

Apart of Taste and Smell, which trigger the illusion, these Ganmi Toxins are almost imperceptible (if one looks carefully and in certain conditions, a slight distortion in the air (similar to the effect of hot air rising from the ground in a very hot day) is present around the user). Yet they are produced through chakra, and, thus, are easily detected by any Chakra Sensing Ability, such as Doujutsu or the default Chakra Sensing Technique or any similar technique. They can be destroyed by Lightning and pushed by Wind or Water ( Rain, for example, lessens the Toxin's spread ), disabled by cold and are enhanced by Fire, otherwise being unaffected and unphased by other elements (Earth and most simple solid elements). The Toxins are exuded from the users body or mouth or can be a byproduct of the users own Saliva.
So, you need to make it clear that this illusion is not a normal illusion. Its triggered by a scent/taste. That aside, you are restricted to the emotions you described in your CC submission. Surprise, negative and positive, arn't described there. I also am not keen on some of the wording. You make it seem you can change the aspect of a technique to almost intirely mask it. Make it clear that you can change color, sound, size, scale, etc but the technique must still be the same. There needs to be an opening to the enemy to counter. Also, this technique can only b used twice per match, with a 3 turn coldown and will be triggered upon will after releasing the require ninjutsu within 2 turns of being activated. You cannot release one technique in a turn and then trigger the gen on that technique in the other turn. Just making i


( Tsuba Oukijutsu: Ryuukuro ⋓ Ryuukomi ) Black Tongue Supreme Arts: Visceral Pitch ⋓ Pitahaya

Rank: S Rank
Type: Offensive/Supplementary
Range: Short (Long range reach, Long range projectiles)
Chakra Cost: 40 (+5 per turn)
Damage Points: 80
Description : One of the most powerful Ganmi Clan techniques accessible to only those with the Toxire Paladar Rank. The user gathers a large amount of his/her saliva within their gullet and focuses a vast amount of chakra within it. As the user channels the chakra through the saliva, he compresses it greatly, causing it to change in nature, becoming incredibly dense before releasing it from their mouths. As the user releases the malevolent chakra, he manipulates it by transforming it into a large, fierce and demonic looking Komodo Dragon with total length of 20 meters, with a black outer skin and dilated scales like the skin of the dragon fruit. It's mouth and bowels are translucent white with black granules, as are the large globules of saliva that he can spit out up to long-range. Pitahaya becomes closely attached to the users chakra allowing the user to control its each and every movement. It is made of a particularily dense saliva, which incorporates the especial abilities of the Toxire Paladars, particularily in their interaction with Earth ( Loosing their natural weakness and becoming neutral ) and the pungent smell that stuns opponents within short range of it ( 2 meters ). In addition to that, the saliva acquires a certain syrup-like density, which allows it to cling to objects, almost suctioning them in, while exponentially corroding them. The denser, blacker, granules of the bowel saliva, which is also the secretion that composes the spat out globules, are infused with unstable chakra, which gives the salive the ability to implode upon demand, compressing a target within the saliva's grasp and then pushing out a corrosive shockwave.
The Pitahaya can spit out up to 2 large globules of saliva. They have exactly half the size of the Dragon, and they consume actual saliva that composes the dragon's body. Each are considered A rank, meaning each holds half of the dragon's volume. After both are shot, the dragon disappears in residual black goo. The implosion of each globule is also considered A rank. Alternatively, the user can prompt the Pitahaya to devour a target (or multiple) with or without halving it's power, creating a potential implosion with the equivalent of an S rank, or A rank after spitting 1 globule. It is able to whip its tail and swing its paws and body with the strength of a gigantic 20 meters (or 10 meters after the first globule is shot) dragon, and the inherent power of an S rank ( or A rank ).

This technique can only be used by a Toxire Paladar. The user is only able to use it twice a fight, with a 4 turn break in between usage. To maintain the dragon in the fiel, and continuously keep prompting it to move, the user is required to keep pouring 5 chakra points. The Pitahaya can stay in the fielduntil it spits out both globules, implodes or until destroyed by the opponent. Each globule counts as a jutsu towards the jutsu count, the implosions don't count as a jutsu, with the exception of the implosion of the Pitahaya itself. The user can't use Ganmi techniques in the turn the dragon is created or the previous turn.


 Approved  Editted range


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. ;)
 
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Geezus

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Trying this again, with the help of Yashiro. Hopefully these techniques make the cut for the basis of the Supernova clan.



(Kenbunshoku Haki) - Color of Observation
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Kenbunshoku Haki, is a form of Haki that allows the user to sense the presence of others, even if they are concealed from view or too far to see naturally. With enough skill, one can use this Haki to predict an opponent's moves shortly before they make them, thereby making the attack that much easier to evade. This prediction appears to the user as an image or extremely brief (within a couple of seconds) "premonition" of what the opponent will do in the user's mind's eye, and the damage the user will take if the attack actually "hits". This lets the user somewhat keep up with someone even if they are no more than double the user's current speed. The user can see the attack coming and counter it, however the user cannot simply "dodge it". The user cannot dodge some weaker ones also if they cannot do so logically, example: Your opponent sends a huge fireball at you, you cannot simply dodge it for the fireball is too big, however, you can counter the attacks. The "dodging" motion is only usable if you're fighting a taijutsu user or if the attack is a small direct one. This technique does not sense people by their chakra, however they do so by their "presence". Activation of Kenbunshoku Haki happens instantly and deactivates at the end of the user's fourth turn after activation.
Note: Last 4 turns.
Note: If used can not be used again for 4 turns.
Note: Can only be used 3 times per battle.


(Busoshoku Haki) - Color of Armaments
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+15 to taijutsu, +15 to weapons)
Description: Busoshoku Haki allows the user to create a force similar to an invisible armor around themselves. This allows the user to defend against attacks that would otherwise cause them harm. Only significant physical force can overcome this defense. Naturally this "invisible armor" can be used as a weapon to strike others with. It can be used to augment the user's own attacks, projected ahead of the user as pure brute force, or imbued in weapons to increase their effectiveness. A heavy concentration (or coating) of this Haki can be used to harden parts of one's body, turning the area black, thus making the user denser and more formidable, and giving their attacks greater power raising the user's taijutsu and weapon attacks significantly. This technique is unique in the fact that it allows the user to bypass the powers of chakra, allowing one to touch the "substantial body" beneath whatever protection the chakra has been formed into such as with elemental body-altering techniques. Although powerful, significant physical force such as techniques of someone in the 4th gate or higher, Raikage or Tsunade's punches, S-rank and above attacks can still overcome this defense. Even though it protects the user from damage, the user still feels the force, example: if the opponent uses a wind attack, the damage will not effect the user, however, the force the wind will still blow them back, the same for water.
Note: If used, cannot be used again for 4 turns.
Note: Can only be used 3 times per battle and remains active for 2 turns if focused on a object.
Note: Once activated, the user becomes immune to the damage from A-Rank and below techniques, but would still however be affected by attacks as explained in the description.

(Haoshoku Haki) - Color of the Conquering King
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Haoshoku Haki is a rare form of Haki that cannot be attained through training and only one in a million people carry it. This type of Haki grants the user the ability to dominate the wills of others. The most common usage is knocking those with weak wills unconscious. Whilst inexperienced users are restricted to merely overpowering the will of one individual or blindly knocking out weak-willed people around them, those with more expertise can pick out weak-willed individuals in a large group and knock them out without affecting those around them. However, those with stronger wills can resist or even ignore the effects of Haoshoku Haki. According to Rayleigh, while this type of Haki cannot be attained through training, it can be improved through training, as it grows as the user's spirit grows. The ability to knock someone out depends on the difference in strength between the person using Haki and the person or persons the user is trying to knock out. The greater the power gap, the easier it is to knock the victim out. It seems that upon recovery, victims of Haoshoku Haki experience the sensation of chills running through their body. However, it presumably wears off after a short period. This technique knocks out anyone who is 2 ranks or lower than the user's NB rank. When used, Haoshoku Haki radiates like a shockwave intensely from user's epicenter covering 360 degrees around them, even affecting non-living objects as in many cases wood may splinter, or the ground can crack beneath the user, and weapons aimed at the user could be repelled from the sheer force. Not only will this knock any opponent two ranks or more below the opponent, but this burst of Haoshoku Haki can be used in order to tame or intimidate summoning creatures, showing the user's superiority over the beast(s) and causing the summoning creature to disperse and prevented from being summoned into battle again .
Note: If used no Haki at all for 4 turns.
Note: Can only be used twice per battle.
Note: Only affects those who are within short-mid range of the user.
Note: The user must remained focused on the victim to maintain the effect (i.e. no ninjutsu or genjutsu can be used).


 All Pending Clan is in the process of being resubmitted.
 
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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.


(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.


(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions.

Aspect of the Tortoise; Kame no Sokumen (カメの側面)
The first of the four specialized spirits which specializes primarily in defensive qualities. Tortoise spirits vary in size. Typically, a tortoise can at maximum size reach up to short-range, however depending on the spirit summoned it can also be smaller. As mentioned the tortoise offers many defensive qualities, which the user can utilize in battle through either object infusion, partial infusion, or full body infusion.
Object Infusion: Infusing the spirit of the tortoise into an inanimate object will coat it in its ethereal essence, granting it defensive qualities. For example; infusing the tortoise into a simple rock will coat it in its essence, allowing the object to move of its own accord and gain the qualities of the tortoise. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the tortoise causes the rock to harden to a high degree and grants it defensive qualities that are within the strength of the ethereal energy (outlined in the clan submission). The object infused with the tortoise spirit will gain temporary resistance to S-Rank sources of damage.
Partial Infusion: A partial infusion with the spirit of a tortoise will allow the tortoise to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly defensive qualities for the duration of the infusion, becoming able to resist A-Rank sources of damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the tortoise to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of a tortoise will form around the user, taking the size and shape of the tortoise spirit itself. The tortoise’s body offers an A-Rank defense while in its tangible state and will interact with elements as per outlined in the clan submission. The ethereal tortoise body formed around the user itself will possess no weight, allowing it to move as fast as the user’s body is capable of without hindering them. Additionally, all other attributes added which are outlined in the Fullbody Infusion apply.​

Aspect of the Polar Bear; Shirokuma no Sokumen (シロクマの側面)
The second of the four specialized spirits which specializes primarily in offense and strength qualities. The polar bear spirits can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the polar bear prides itself on its strength. The user can access these attributes through object infusions, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the polar bear into an inanimate object will coat it in its ethereal essence, granting it offensive qualities. For example; should the user infuse the polar bear into a lump of rocks it will allow it to move of its own accord and gain the qualities of the polar bear. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the polar bear cause the object in question to gain incredible offensive abilities. Strikes made with the infused object will result in A-Rank physical damage. For example, should the user infuse the spirit of the polar bear into a sword it will cause the sword to naturally inflict A-Rank physical damage upon contact with targets.
Partial Infusion: A partial infusion with the spirit of a polar bear will allow the polar bear to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly offensive abilities for the duration of the infusion. The user’s Taijutsu, Kenjutsu, and Bukijutsu will gain +20 in damage for the duration.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the polar bear to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the polar bear will form around the user taking the size and shape of the polar bear itself. While not specialized in defense the polar bear’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal polar bear body formed around the user itself will possess no weight allowing it to move as fast as the user’s body is capable of without hindering them. The offensive abilities the polar bear grant while in this state allow strikes with its ethereal body to inflict A-Rank physical damage while in its tangible state. These strikes have a short-range reach. Additionally the user’s body becomes much stronger as well, allowing the user’s Taijutsu, Kenjutsu, and Bukijutsu to inflict +20 damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.​

Aspect of the Wolf; Ōkami no Sokumen (オオカミの側面)
The third of the four specialized spirits which specializes in speed. The wolf spirit can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the wolf prides itself on speed. The user can access these attributes through object infusion, partial infusion, or fullbody infusion. The spirit of the wolf itself can move quite quickly on the battlefield, being about twice as fast as a Kage-ranked ninja.
Object Infusion: Infusing the spirit of the wolf into an inanimate object will coat it in its ethereal essence, granting it agile qualities. For example; should the user infuse the wolf spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the wolf, allowing the speed of those rocks to move at twice the speed of a Kage-ranked ninja. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a wolf will allow the wolf to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain incredible speed and agility for the duration of the infusion. The user’s speed will increase to be equivalent to that of twice their normal speed. Subsequently, with the increase in speed their Taijutsu damage will be increased by +10.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the wolf to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the wolf will form around the user, taking the size and shape of the wolf itself. While not specialized in defense the wolf’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal wolf body formed around the user itself will possess no weight allowing it to move without hindering the user. Additionally the user’s body and the wolf will become able to move at three times the user’s base speed. Strikes made by the user and the wolf have a short-range reach and allows the user’s Taijutsu to gain +10 in damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.​

Aspect of the Chameleon; Kamereon no Sokumen (タコの側面)
The fourth of the specialized spirits which specializes in pure supplementary uses. The Chameleon spirit can vary in size but will typically be large enough to fit in short-range, however depending on the spirit summoned can also be smaller. As mentioned the Chameleon prides itself on its supplementary applications in battle. Its capability to change to various colours attunes with the user's elemental affinity in a variety of ways. The user can access these attributes themselves through object infusion, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the chameleon into an inanimate object will coat it in its ethereal essence, granting qualities pertaining the wielder's elemental affinity. For example; should the user infuse the chameleon spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the elemental affinity choosen, allowing said infusion to carry the properties of their elemental affinity, donning said object that is infused with a flame-like shroud of chakra donning the object. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a chameleon will allow the chameleon to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain a boon affiltrated to their elemental affinity. The user’s elemental affinity will increase equivalently to give a +15 damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the chameleon to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the chameleon will form around the user, taking the size and shape of the chameleon itself. While not specialized in defense, attack or agile speed as previously mentioned Genkis, the chameleon's ethereal body will remain in an intangible state, and does not offer some defensive capabilities, unlike the other varations of this technique. The ethereal chameleon body formed around the user itself would naturally possess no weight allowing it to move without hindering the user. Additionally the chameleon will further aid the user by giving another boon all entirely, however still affiltrated with the user's elemental affinity. After fullbody infusing with the chameleon it will grant powers alike to those in its partial infusion, however ontop of so make devoid of all hand signs and replace such with movements, hand gestures, and otherwise still warn-giving signs. This of course only pertains the users affinity. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.​

''Seishin Tenrai'' is not an exception of restrictions, and as such the user is capable of only summoning two Genkis per battle. Different Genkis can't be summoned at the sametime. If the user attempts 2 Fullbody Infusions in battle (ofc with different spirits), he'll die at the end of the second infusion. Should a Genki while under the influence of Object Infusion sustain damage, it is capable of receeding from the object in time, and remain on the field for further use. A particular Genki can at maximum stay on the field for 6 turns. Object infusions reduce the time on field in 1 turn per use. Partial infusions reduce the time on field in 2 turns per use. Full body infusion can only be sustained for 4 turns max but prevents the use of other infusions and, when terminated, willingly or for timing out, releases the Genki back into the Pure Realm. The techniques becomes available upon recieving the rank of Katsuryoku Initiate.


 Approved  Editted here and there. The final note on turns means that Partial Infusions and Full Body infusions last 4 turns max. However, if you terminate the Partial before it times out, the Genki will still be in the field. Full Body will always release the Genki back. Changed how the chakra worked. It was too little chakra cost.


(Hijutsu: Eien no Aki, Katsuryoku no Dagur) Δ Secret House Technique: Everlasting Autumn, Dagur Katsuryoku
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique is purposed to summon what is supposedly known as one of the Twelve former Katsuryoku House members. Despite being un-true, the House members themselves believe it to be so. The immensely savage Genki also known as Dagur Katsuryoku was discovered by Amaimon Katsuryoku, which carries a specialized category of characteristic traits of ethereal energy. Dagur Katsuryoku is not a personal spirit nor ever will be due the high sacrifical portion of chakra, and blood that is given upon summoning said savage Genki.
Dagur in addition to his extra ordinary abilities also carries the standard abilities of infusion, possession in order to aid his summoner, as well as the basic manipulation of Kuki no Yona.
First and foremost, much akin to that of summoning animals the user will have to draw blood followed by a sequence of three hand signs, thus the Katsuryoku member calls upon the Genki from the Pure World to appear on the battlefield. Initially Dagur Katsuryoku's presence will be known only to the user. Because the spirit will have already been summoned to the field it will void the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' and will only require the per turn chakra requirement of both techniques. 'Hel’s Alignment’s' chakra cost is also voided when used in conjunction with this technique as the spirit is already present on the field.
Aspect of Dagur Katsuryoku; Katusryoku no Dagur Sokumen
Dagur Katsuryoku is a Genki with a specified shape and form unlike most of its brethens that are deformed mass of flame-alike energy. Dagur is a broad-shouldered and sorcerer-robed man. His facial looks would be akin to that of the Dead Demon Soul Consuming shinigami, with horns, wringled face and a sad or wicked smile. It have a tendency to differ between the two. Nonetheless, the bottom of his legs tends to dissolve into nothing, as previously said much akin to the shinigami. Upon summoning Dagur Katsuryoku his prescense is immediately known. Not that he becomes visible, but rather the fact that an ominious back chilling atompshere would radiate off his entity, however only momentarily upon being summoned.
Dagur Katsuryoku's special Kuki no Yona allows the user to perform a variety techniques, but overall are related in one way or another, simply carries various usage methods. His general ability is to dismember targets, however without harming them. This could be compared to how a hot-heated knife would cautorize a wound after cutting it.
Similiar to said effect, the Kuki no Yona used will seperate targets from where they have been cut, cutting their chakra system, however without actually harming them as they simply if you would - Knot themselves together where they had been cut, thus still allowing the target to perform techniques per say, as their chakra pathway system is unharmed, but merely seperated. Targets separated by this ability are not killed and can still feel their separated parts, regardless of the distance. The the technique however also goes the other way around, meaning that if Dagur can seperate something with his Kuki no Yona, the separated parts can be reassembled back to normal. However while separated they can be temporarily assembled in mixed up ways or "attached" onto other surfaces, including someone else's body, i.e a finger on the targets back while still fucntioning.

Object Infusion:
When Dagur Katsuryoku is infused into an object it gains an ethereal hue around its entity, and depending on the user, the colour may vary. Nonetheless, the most favoured object of infusion would be a blade of sorts, giving a cutting ability for his Kuki no Yona to actually seperate objects. Given the user would infuse Dagur into a blade, it would enable to user to perform crescent shaped waves reaching upto long or mid-range, depending on the strength. The closer the range, the stronger the wave. Long-range would be B-ranked, Mid-range A-ranked while short-range would be one rank higher than mid-range. The crescent shaped waves are wide yet thin in creation, thus easier allowance for seperation. A Piercing thrust can also be done, and can still seperate a target. Considering the strike is smaller, the smaller a seperation it will be fitting that a of a small cube that could fit in a man's hand. The piercing thrust correspond to the wave's rank. Both can be done continously however for each swing divide the power of each swing or thrust. Using either will count towards the user three moves per turn.
Should a swing connect with an incoming solid, or energy-like technique it will be able to cut said technique. Much alike to how it would simply seperate a target, so it will simply seperate a technique withotu weakening it, but rather diverting it, should it come to it.

Partial-Body Infusion
Partial Body infusion with Dagur would allow for abilities that correspond within the technique ''Testament of Búri'', however aside from that it will also allow the user to borrow some of Dagur's capabilities. Rather than given in an object, it is given to the user himself. Lending the power of Dagur Katsuryoku the user will erect a barrier through a single gesture. This gesture will unleash an almost transparent dome, the only visible would be the borderlines carrying a slight hue depending on the user's Kuki no Yona. The user could infact hide this, depending on how big he makes the barrier, should it reach out of eyesight. The barrier itself is intangible and carries no form of impact when the borderline should phase against an object or energy. The spherical space around the user and the targets, allows clairvoyance, and is also a setup for a variety of abilities to be executed, however those pertain only to fullbody possession. While within the barrier created which is almost instant in creation, the user becomes all-knowledgeable in the sense that he can through a mental command scan everything within the spherical dome, such as clothes, equipment, scrolls, etc. This costs a move towards the user's move count. The user will even be able to percieve whats inside the rucksack of the target per say, kitchen knives, pots and pans, etc. etc.

Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This allows Dagur Katsuryoku and its summoner to fuse minds, per say. Dagur shroud the user in his presence but rather stays hidden, within the user. Upon Fullbody Infusion it, it allows further usage of the barrier that can also be created during partial-body infusion. As previously said, the sphere itself was but a setup for a variety of seperation methods. All these techniques however can only be executed within the barrier itself.
  • Seperation Method: Clean Cut
    Akin to Object Infusion where the user will execute crescent shaped waves, the user will rather than using a sword, use his very own body. In this case, arms and legs aslong as they're moved in accordance with the crescent shape. The damage in which they do is the very same as Object infusion itself.
  • Seperation Method: Trick Box
    Rather than crescent shaped waves, the user will rather perform a thrusting motion with either leg, or hand/arm, in order to execute the piercing version of the Object Infusion. However rather than doing just a regular seperation, such as the above - Trick box leaves a square shaped hole on the opponents body where the target should've been hit. The size of this hole is restricted to the size of the user's limb. The limb will be seperated just as any other would during ''Clean Cut''
  • Seperation Method: Judgement
    Judgement enables the user to target certain abiotic targets and only so. This technique enables to user to seperate everything within the dome, aside from biotic targets, such as living people and or animals. However non-solid and solid inanimate sources, such as earth can be seperated and manipulated. With a gesture in cordance with the effect, the user can choose a location of an object where it is to be seperated and disconnect it from its former, and much alike 'Jorth's Personfication' the user is capable of levitating said object aslong as it remains within the dome. This can be used in a variety of ways - supplementary, offensive and defensive uses. Judgement varies from B-rank to S-rank in strength depending on the size of the objects in question.


This fabled secret House Technique however doesn't come without restrictions, or payments for the spirit in use to stay on the field. Infact, Dagur takes quite the toll on the user despite more or less non-lethal abilities. Once the sacrifical portion of chakra is made, he will only drain +10 extra per turn. Should he be infused in one way or another, the cost per turn is pertaining that technique in question. The only exception that the user will take a -5 damage per turn while in Fullbody infusion. Whilst Dagur Katsuryoku is on the field, the user may call no other Genkis to his aid, however is able to use Genki-related techniques with Dagur, generic genkis are an exception. Once used, Dagur will remain for aslong as the user wishes, of course if he can effort the sacrifice. During the Genki's visit it does hinder the user slightly rendering him only able to perform one elemental technique per move. Only usable by Amaimon Katsuryoku(Personal CCJs).


 Declined  Contradictory sentences here and there. Too big tbh. I don't mind big techniques but only when they aren't redudant in their descriptions. Like this one is. There are multiple points which can be summarized and made shorter. Additionally, overal, the core of its ability is simply OP. There is no real way around it. Its OP. It also doesn't come with enough drawbacks. Your clan specifically state that infusions come at a cost to the user. Stamina loss, chakra loss, etc etc. You're restrictions here don't account to that. Its too "benign".


(Ken'i, Katsuryoku no Shizoku) Δ Authority, House Katsuryoku
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This technique can be categorized as a Genki calling technique. Through a sequence of hand signs consisting of three, or should the user slam his palm against the ground, it would trigger the technique. Upon triggering the technique the user will unleash a portional amount of chakra suiting that of his needs, in this case calling forth several generic Genki which are deformed in mass and shape. The Genkis will surge out of the ground, intangible, invisible and non-lethal, and will remain dormant on the field as a blanket covering its sheets. Almost akin to a mist the Genki fill out the field. The the portional amount of chakra that is given out, does only function as a way to lure the Genkis to the field, it could almost be viewed as a sort of invitation to a feast. These hungering beasties will forcefully upon arriving on the field start to feast unknownlingly on entities that contain chakra and otherwise spiritual energy. The only thing that avoids the user falling prey to the Genki is the fact that he invited them to the table, per say. They will feast and feed, till their endless hunger is met. Techniques of the user himself, or target would loose one rank in power overall, while targets being feasted upon would only be able to use A-rank and below and continously tap them for 30 chakra per turn, while clones would be dispersed as they can't contain themselves. Should there be no chakra or energies available for the beasties on the field for two turns, they will turn upon their summoner, stealing an amount of 30 chakra before leaving the field. Should they be prematurely dismissed the user is no longer bound of being stolen from other than the cost of the invitation. While this technique is active the user is unable to perform forbidden ranked techniques. This technique becomes available when reaching Katsuryoku Initiate.


 Declined  OP. Unreasonable. Unblockable. Unavoidable. Un many things. Too low rank. Not enough restrictions. Too big the effects. Etc etc etc.
 
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Geezus

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(Haoshoku Haki| Dī no Ishi) - Color of the Conquering King| Will of D
Rank: S
Type: Supplementary/Defense
Range: Short - Mid
Chakra: 40
Damage: N/A (+10 to Haki Based techniques passively) ( +20 to Haki-Based techniques when Will of D is activated)
Description: There are those in the Supernova Clan who carry the middle initial "D" in thier name. It is not clear what the significance of the shared middle initial is, but it appears that all share a similar faith in their own (and others') dreams and/or destiny. Whenever a D. appears, a series of massive events can occur in the world particularly when they get involved directly, this has included the start of a new era, a war and many change of governments. The biggest mystery with the D's is that most of those who carry the D. themselves do not fully know what it means either. Furthermore, they seem to be able to withstand incredible punishment in battle (able to shrug off damage from C-rank and below techniques) and only surrender to death when they know there truly is no way of avoiding it. An odd trait of the D's is related to this. Often they are seen laughing or smiling greatly when they are about to die, as if they seem to accept their death when they cannot escape it and display no apparent fear toward death. The reactions of many characters who witness this is often shock or disbelief because it is hard to imagine anyone not being afraid of dying at all. Those with the initial "D" in their name are from the fated "family of D". When a D makes his name heard, all the elders would groan and mutter, "That "D" will surely bring with them another storm". "D" is a name that people have been secretly inheriting throughout history all across the world and in a certain land they referred to the "Family of D" as "God's Natural Enemy. Supernovas that possess the Will of D, passively have an increase to all Haki-based techniques signifying that their willpower is indeed stronger than other Haki users. Will of D as an active technique is used mainly in dangerous situations such as when the user can't move after being paralyzed, they are under the effects of a genjutsu, or when they have been heavily wounded. Upon activation, the user's willpower strengthens significantly adding even more power to the user's Haki techniques. The user's will then manifest outwards surrounding the area around them causing the affected area, excluding the user, to be highlighted in a dark blue tint. Anything within this area can be felt by the user through its presence thus significantly increasing the user's reaction speeds towards the objects or opponents for a short time.
Note: Passively activated at the beginning of battle.
Note: Activating the technique is usable once per battle.
Note: Last 3 Turns.


 Pending  Clan is in the process of being resubmitted
 
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Mudo

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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.
 
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I have permission from Caliburn to submit personal CCJ without needing Roku to look over them first.

Shizen no Sokumen | Aspect of Nature
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: 40 (-10 per turn)
Damage: N/A (+15 to Kiyoshi Techniques)
Description: The Aspect of Nature Technique is an ability that is an integral part of the highest form of training a Kiyoshi can undergo. It is a complex technique based on the principle of enlightenment. The technique involves true understanding of the source of pure energy outside of one's body. The process involves turning one's body into a channel for pure energy, essentially allowing all pure energy in nature around oneself to flow into the user's body and flow out of the user's body in a continuous cycle. The user becomes one with nature to the point where the pure energy can no longer differentiate the user from nature. This is the central concept to the Aspect of Nature. Pure energy flows into the user's body without limit allowing the user to manipulate far greater amounts of pure energy on a much greater level (essentially heightening their sense, agility, and increasing the strength of all Kiyoshi Techniques by 15). True mastery of the technique will result in the user's entire body glowing in their own personal color of pure energy.
Abilities:
- The user cannot use Ninjutsu, Elemental Ninjutsu, and Genjutsu while this technique is active. The user becomes a channel for pure energy and is not able to properly merge spiritual and physical chakras after the technique is activated.
- Aspect of Nature brings the user closer to nature in that the user's main elemental affinity becomes classified as Kiyoshi techniques, and will be considered Kiyoshi techniques for all intents and purposes. The technique amplifies the nature within the user to such a great extent that when the user's main elemental affinity is used, instead of being composed of spiritual and physical chakras, the element carries the properties of pure energy. The user's pure energy also takes on the properties of the user's main elemental affinity while remaining pure when using Kiyoshi techniques. The user is still able to use techniques of their main elemental affinity as they would under normal conditions.
- Pure energy constantly flows into the user to the extent where the user cannot be considered an individual entity. The user becomes one and the same with everything, living and non-living, and cannot be differentiated in any other ways than the basic five senses. The constant flow of pure energy refreshes the user's energy continuously making the user immune to any type of mental or spiritual manipulation or illusionary techniques regardless of the type up to the same rank as this technique (the only exception being techniques that can only be cast by Mangekyou Sharingan and Eternal Mangekyou Sharingan). This technique can be activated in response to an illusion or mental manipulation in order to break whatever control the opponent is trying to force onto the user immediately and allows the user to feel none of the opponent's technique's negative effects.
Restrictions:
- This technique can only be used by Kiyoshi Masters and Kiyoshi Sages.
- Universal Song or Greater Energy Pulse must be activated at least one turn before utilizing this technique.
- This technique can only be used twice per battle and lasts four turns, unless released.
- The user cannot use any Kiyoshi techniques above A-rank for two turns after this technique ends (supplementary techniques that are currently active are not affected unless they are deactivated in which case they cannot be reactivated unless abiding by the restrictions). The user must wait three turns to reuse this technique.
- This technique cannot be used with or while any Kiyoshi Technique with "Aspect" in its name is active.


 Declined  I was mostly ok with it until you made it so that despite not being able to use elemental techniques you still use them but now they are energy and not elemental techs. This basically allows your clan bio to have as many CCJ techniques as customs and canons you know of the element that makes up your main elemental afinity. Sorry but its a no on that.


Parusu no Sokumen | Aspect of Pulse
Type: Supplementary/Defensive
Rank: N/A (D-S)
Range: Short-Long
Chakra cost: 10-40
Damage: N/A (+5 to Kiyoshi Techniques)
Description: The Aspect of Pulse Technique is an ability that is an integral part of the highest form of training a Kiyoshi can undergo. It is a complex technique based on the principle of enlightenment. The Aspect of Pulse is an ability that can only be used by those who have cleansed their spirit of the material world and have gained understanding of their spiritual purpose. Those with cleansed spirits can utilize this technique to express their spirit in the form of the purest pulsations of pure energy.The pulsations created through the use of this technique are very unique in that there is no physical component to the pulsations; these pulsations instead represent the flow of the user's very spirit being carried by the pure energy. As such, these type of pulsations can only be used from the user's body and in rare cases other living beings, and cannot be created from pure energy sources extracted from nature. Instead of having a direct effect, this technique is for those who follow the path of peace and thus can only be used defensively to cleanse oneself and the world. It has no offensive capabilities other than by indirectly cleansing the user's own techniques.
Kiyome Pasu - The Cleansed Path: This is a skill that remains active for the rest of the match after it is activated unless the Aspect of Pulse is deactivated, being the sign of one's path being true. This allows the user to purify all of their techniques increasing the power of Kiyoshi Techniques. Kiyoshi Masters and Sages receive double the damage boost. This allows the user to purify their main elemental affinity (remove its weaknesses and strengths) which is the closest to the user's path and raises it to a level where they are considered as Kiyoshi Techniques for all intents and purposes. But every other element that the user has is not considered pure. As such, the path the user chooses to walk cleanses the user's own Ninjutsu, Elemental Ninjutsu, and Genjutsu and essentially cancels them out before they take effect.
Kurenjingu Tenohira - The Cleansing Palm: This is the first and most basic form of the cleansing pulsations. The user will release pulsations of pure energy to create a path in which the user's spirit can flow. The user's spirit will then flow through the created path and can be seen as the color that represent's their spirit which will vary among users. The technique is the purest form of pulsations and thus carries no explosive properties and is purely dispersing. When the pulsations come in contact with an opponent's energy based technique, the spirit pulsations will spread within the technique completely and essentially cause it to disperse as it is purified. The pulsations are incapable of stopping physical techniques such as earth that are already in motion such as a boulder being throw toward the user, but can be used to stop techniques that require constant manipulation of the earth such as a earth dragon. This can stop techniques up to the rank of manipulation used. If hit by this technique, the opponent will gain chakra points according to the rank of the application they were hit by, but lose their will to fight and enter a more peaceful state and cannot use S-rank and above techniques the next turn.
Kurenjingukōru - The Cleansing Call: This is the second and most advanced form of cleansing pulsations. These cleansing pulsations are not meant to cleanse a technique but they are meant to cleanse the opponent by using the pure nature of the user's own spirit. The user can manipulate the pure energy that is actually within the opponent to cleanse the opponent's spirit and giving them a sense of peace. The cleansing of the opponent's spirit boosts their chakra reserve by 40 chakra points, these 40 chakra points are the chakra that the user used to perform The Cleansing Call. This is useful because by resetting the opponent's spirit, the user can eliminate the usage of techniques that require the opponent to use their emotions, or cause the opponent to inadvertently cancel out any and all techniques that they were using to power themselves up with techniques that are constantly active. Usage of this skill is always S-rank application.
Kiyome Tamashī - The Cleansed Soul: This is the third technique in which the cleansing pulsations will automatically flow through the user's body when the opponent attempts to manipulate the opponent's mind or spirit through any means (this does any require any input from the user). The cleansing pulses will purify the user of any external energy sources or external manipulations and will erase it from their system. The user is also capable of willingly choosing not the cause their spirit to interfere if they wish. Though the skill can controlled by the user, the Aspect of Pulse boosts the user's passive sensing ability (this does not count as an application of this skill) to the point where any mental or spiritual interference that normally cannot be sensed or realized can be sensed (even if this technique is not able to release the user of that interference). Usage of this skill is always S-rank application.
Restrictions:
- The technique must be activated in order to use the skills. On the turn the technique is activated, the user is allowed to use one skill without the cost of a move. From thenceforth each usage of a skill counts as a move. The technique can be activated an unlimited number of times if deactivated, with each activation costing a move. But this activation does not reset the usages of The Cleansing Call and The Cleansed Soul. If they have already been used, all restrictions apply according to their use.
- After using The Cleansing Palm with S-rank power, the user cannot use The Cleansing Palm for the next three turns.
- The Cleansing Palm cannot be used on oneself.
- The user can use The Cleansing Call twice per battle, and cannot use Aspect of Spirit skills for two turns afterward. This will not work on the complete form of Tailed Beasts but will work on the incomplete forms. The energy the opponent receives from the user enables the opponent to negate any side effects from their technique being cancelled, and leaves the opponent refreshed.
- The user can use The Cleansed Soul twice per battle, and cannot use any Aspect of Pulse skills for two turns afterward. The Cleansed Soul can release any illusion or mind or spirit control technique of any kind that is equal in rank and when activated it cancels any negative effects of the opponent's technique (with the only exception being illusions that can only be cast through Mangekyou Sharingan and Eternal Mangekyou Sharingan).
- The user can only use The Cleansing Call twice, The Cleansed Soul twice, or one use of each. Ultimately, the user only has two total applications for both skills combined. Kiyoshi Masters and Kiyoshi Sages can use one extra application (three total applications) of either skill. If all total applications are used, the Aspect of Spirit technique ends permanently. If the technique is permanently deactivated in this manner, the user cannot use any Kiyoshi techniques above A-rank for the next two turns (supplementary techniques that are currently active are not affected unless they are deactivated in which case they cannot be reactivated unless abiding by the restrictions).
- This technique cannot be used with or while any Kiyoshi Technique with "Aspect" in its name is active.


 Pending  I'm tempted to DNR this as I feel it collides with Zaitochi and other techs done but I'm going to refer to Caliburn for this one. I'll pm him to check it.

Tenteki no Sokumen | Aspect of Infusion
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A (+20 to Kiyoshi Techniques)
Description: This technique is much simpler than the more advanced forms of Kiyoshi training in that it's only purpose is to infuse another technique with pure energy and turn that technique into a Kiyoshi Technique for all intents and purposes. The technique in that regard is purified so that it loses all its strengths and weaknesses, and can be manipulated in the same manner as pure energy thus greatly strengthening it. This technique can be combined with Ninjutsu, Elemental Ninjutsu, Taijutsu and Elemental or advanced forms of Taijutsu. It cannot be combined with Genjutsu.
- Must be at least Kiyoshi Warrior to use this technique.
- This technique can only be used two times per battle by Kiyoshi Warriors, and four times per battle by Kiyoshi Masters and Kiyoshi Sages. The user must wait one turn before reusing.
- The user cannot use the technique that was boosted for the rest of the match regardless of the restrictions stated specifically in that technique.
- Only Kiyoshi Techniques can be used on the same turn as this technique.


 Declined  Requires definition to what actually happens to the resulting technique. Even so, B-rank and 4 possible uses per battle seem too much considering this again bypasses the CCJ limits.


Subete Tooki Risoukyou | The Everdistant Utopia
Type: Defensive
Rank: Forbidden
Range: Short
Chakra cost: 150 (-30 per turn active)
Damage: N/A (+20 to Kiyoshi Techniques)
Description: The Everdistant Utopia is a complex technique based on the principle of enlightenment. It is a technique that can be achieved only after the user has found their final answer to the Truth. As such the true effects of the technique can only effect one individual, the individual whose Truth is being manifested through this technique, regardless of any circumstances. Its function as an absolute defense that completely shields its user in the domain of the spiritual realm, the unreachable utopia that user had reached in their spiritual journey to attain the Truth. It is the greatest protection a Kiyoshi is able to produce that goes beyond defending or reflecting, completely isolating its user in a world completely separate from the regular world.
The Everdistant Utopia - Avalon: It is the final answer, the user's Truth. The process involves releasing all the pure energy within the user to the external world that is short-range from the user in any and all direction to create a short-ranged spherical realm. Using the principle that all living and non-living things have pure energy, the user instead of extracting the pure energy that is in short-range begins to amplify it. The user converts their own body into pure energy and at the same time amplifies and resonates with the nature short-range of the user to such a great extent that the user also transforms everything that is short-range of the user into pure energy. This results in the creation of a short-ranged spherical region that exists solely on the spiritual plane and not in any other planes. Within this plane, the user's sensing abilities are precise to the atomic level and can manipulate pure energy based on sheer will power. The realm is separate from all other worlds and the user cannot be affected by anything outside of the realm. The user is protected from physical force in the physical world and the distortion of the world is so great that spiritual energy cannot enter the spiritual realm the user creates. The only way to enter the realm is through the use of multidimensional techniques. And even then it constantly purges itself of any external effects; its use even releases the user of illusions, mind or spiritual control techniques, and even poisons or infections of the same rank, and protects the user from such interference from the moment it is activated. The divine protection allows normally unbreakable techniques to be broken and negates any harmful effects of such techniques. If there are individuals in short-range when it is active, the realm will move the individuals to the outside of the realm and distort the world so they can no longer enter it. This application can not be used to interact with or harm the opponent or other living entities with a will in any way through this technique. The user also cannot be interacted with in any way by external forces of any kind. The user can only stay in the complete version of Avalon for a short amount of time (one turns) because the user is completely removed from the world. If the complete form of Avalon is active for more than one turn, it would prevent the user from ever returning to the world again. In order to prevent this, the user can tie one of their aspects (physical or spiritual) to the real world and move the other aspect to Avalon so that the user can use the aspect still in the real world to fully return to their previous state.
Avalon (Physical Version): The user is able to transport their physical aspect into Avalon in order to receive partial protection. This protects the user from all physical realm based attacks including those composed of energy (such as fire, lightning, and wind, and variations). The user is completely vulnerable to mental and spiritual techniques and must defend against them properly. Avalon itself is self-sustaining thus still cannot be broken, but the effects are not received entirely.
Avalon (Spiritual Version): The user is able to transport their spiritual aspect into Avalon in order to receive partial protection. This protects the user from all mental and spiritual ream techniques and breaks the user out of such techniques if this version is used. The divine protection allows normally unbreakable techniques to be broken and negates any harmful effects of such techniques. The user is completely vulnerable to physical techniques including those composed of energy (such as fire, lightning, and wind, and variations) and must defend against them properly. Avalon itself is self-sustaining thus still cannot be broken, but the effects are not received entirely.
Restrictions:
- This technique can only be used by Kiyoshi Sages and Kiyoshi Masters.
- The user must have had Greater Energy Pulse activated for at least three turns.
- This technique can only be used twice per battle and lasts five turns total. Usage of the complete form of Avalon only lasts for one turn, after which the technique ends. If the complete version is not used, the user can switch between the physical and spiritual version of Avalon at the cost of one of the user's moves per turn while this technique is active.
- Only Kiyoshi Techniques can be used while this technique is active.
- The first time this technique ends, the user cannot use any techniques above A-rank for three turns. The second time this technique ends, the user cannot use any techniques above A-rank for the rest of the battle. Supplementary techniques that are currently active are not affected unless they are deactivated in which case they cannot be reactivated unless abiding by the restrictions.
- This technique cannot be used with or while any Kiyoshi Technique with "Aspect" in the name is active.


 Pending  OP but more than that, I don't get how it relates to the CC. I've read the CC 3 times and I feel this goes beyond the abilities of the clan. I'll refer back to caliburn though as he knows it better than me.
 
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( Kurai ningen ) - Dark Being
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: N/A(Scaling)
Description: A Nekura technique passed down through the clan history, thought lost until rediscovered by Kaneki. This technique is used to manifest certain shaped tendrils of raw powerful Keigoku. The Keigoku originates from the users body as is formed like additional limbs. Following the rules and restrictions of Keigoku, unique to the tendrils however is the mental projection of physical damage. In the sense that while Keigoku usually fractures the opponents mind with no regards to targeted location. This technique instead causes targeted damage. Should you be impaled by the Keigoku in the abdomen even if you somehow mitigated the physical damage your mind would still trick you in to believing that you were truly impaled in the stomach even shattering your mind to the stage of making yourself see your wounds and feel them, as though they were truly there. However this is a mere deception but one unlike any other. In the sense it is not genjutsu affecting the mind. But the foul chakra of the Juubi. This makes the Kurai ningen an excellent tool for capturing people alive. As enough damage would cause them to believe they were dead, entering a comatose state that is near death and would take days of recovery. The style of Kurai ningen itself depends entirely on the wielder of it, they are however based on the offshoots of the Juubi, the Bijuu. while appearing as tendrils some would also believe them to be tails. Kaneki's Kurai ningen manifests in the form of the 9 tails, giving him 9 tendrils that form from his lower back, while the limbs are useful for offense they are also useful for movement and some minor defensive ability such as blocking freeform strikes. Due to them being similar to the ropes created by the binding technique in that they are more tangible than traditional Keigoku.
Notes:
-Can only be used once per fight
-Damage depends on the area struck. To compare it to damage in the RP, when a tendril or tendrils strike a persons body they cause harm comparable to a freeform bladed weapon, such as a kunai or spear or sword.
-Must be Black Knight rank or above to learn
-Damage manifestation requires direct contact
-Lasts indefinitely but each usage of the limbs costs a move slot. Though this applies to the limbs as a whole. Meaning using all nine for example at once would still only cost one move slot. Given there nature as freeform creations this doesn't alter the damage unless applicable to multiple wounds.
-While active the Nekura may not use any jutsu with the exception of taijutsu and Kurai kami.


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 Declined  It does not abide to how Keigoku is actually used by Nekura clansmen. Its also undefined and the whole "damage points" aspect of it won't fly.


( Kurai kami ) - Dark God
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short-Mid
Chakra: 50 (-15 per turn)
Damage: N/A
Description: Another Nekura technique passed down through the clan history, thought lost until rediscovered by Kaneki. This technique is used to manifest a large armored exoskeleton around the users body in a similar way to the tranquil demon of pacifism, however this form is smaller instead of a large exoskeleton it appears tightly wrapped around the users body as an almost solid manifestation of Keigoku, functioning based on the ability of the drain. This technique causes any chakra that contacts it to be afflicted by the drains affect smothering the attack with raw keigoku, which then returns to the armor, strengthening the mind of the user in regards to the drains rules and restrictions. This is mostly effective against techniques of a less tangible origin, being strong against the elements of fire wind and lightning. However negatively more tangible solid elements such as earth and water would merely lose the chakra that composes them, still carrying concussive force. This translates to the armor being able to absorb all wind fire and lightning techniques up to A rank with no harm to the user, and any technique above A rank would lose the equivalent amount of damage, I.E 60. However this is lessened on earth and water, lowering the jutsu by one rank in contact. Leaving the Nekura vulnerable to physical force.
Each Kurai kami forms in unique ways, not following the tailed beast this time, but instead the users own fears. In Kaneki's mind his fear is centipedes. Causing his Kakuja to appear in the form of long tendrils similar to a centipede that is used to block attacks along with a visible mask across his face and neck blocking attacks to the neck and head region while the tendrils focus on the rest of his body.
Notes:
-Can only be used once per fight
-Must be Black Knight rank or above to learn
-Damage manifestation requires direct contact
-Lasts indefinitely but each defensive usage costs a move slot.
--While active the Nekura may not use any jutsu with the exception of taijutsu and Kurai ningen.
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Permission to submit from Clan Head


 Declined  Last indefinetely? =_= Really? Also, I don't accept the whole "shaves off 60 damage points" from those elemnets nor that it still has strengthts towards the other 2 elements. No. It needs to have a clear drawback, a clear set of limitations and needs to abide to the rules of how Keigoku is used by Nekura clansmen. It doesn't abide to that in one bit.
 
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(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.


 Approved  Edited.


-------------

Updates of the techniques

I am currently acting as leader of the Mandalorian clan by Jakes permission and ROHs due to both of them being inactive

Resubmitting

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

-approved-
(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.


(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.
||Approved||
(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.


(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

||Approved||
(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


Resubmitting

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


 Approved 
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 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.
-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


 Update Declined  Original is perfect.


Resubmitting

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.


 Approved  Well done.
(Mandarorian Dōshi: Fukuro) - Mandalorian Companion: Owl
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Upon entering the clan, each Mandalorian is given a mechanical companion dubbed the "Owl" which acts as their eyes and ears in the field to scout ahead and search for targets (Although it is named as such, each member is capable of describing their Owls personality and stating a unique appearance or provide an image of their Owl within the "Other" section of their biography, so long as it appears avian in nature, though if they do not do so, then it will simply have the appearance of a generic Owl). Much like the Inuzuka clan's Ninken, the Owl is a fighting companion which travels alongside its master with the utmost of loyalty (It flies at the owner's base speed). It is stored on the armor of the Mandalorian as a metallic disc, capable of detaching and expanding upon its masters will or of its own volition if it believes its master is in any danger. The Owl is about one meter wide, a half meter long and a foot thick from top to bottom, and has the relative appearance of a natural animal despite it being a drone. It is also naturally equipped with a spotlight and a camera that is linked via chakra to the helmet which feeds back to the Mandalorian displaying what it sees and hears. The feed takes up a small corner of the visor as to not disrupt the user's normal vision, but they can then select that feed 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. The Owl comes outfitted with a very basic A.I. program that allows it to communicate with its master and them in kind, though it does not have the ability to speak audibly. Finally, the Owl is also capable of performing the Repulsor Beam technique from its beak, and can perform it by a command given from its master or of its own accord if its master is in danger, though it follows the same restrictions of the technique including turn and usage limit for the owner. As the Mandalorian progresses in rank, their Owl receives upgrades gaining system types to improve its capabilities in battle situations.

Assault System: At Warrior rank, the 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, siphons twenty chakra). From each side of the Owl a compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast and 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 maximum of two can be fired at a time (A-rank, short-long range, siphons thirty chakra, blast radius reaches up to short range of where the rocket was detonated omnidirectionally). The Owl has a total of six rockets, and two sets of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from the beak of the Owl (A-rank, short-mid range, siphons thirty chakra). Each of these abilities count as a move in the owner's turn and requires that the companion take its owner's chakra in order to perform them.

Defensive System: At Champion rank, the Owl is outfitted with several upgrades used in the defense of itself and its master. Its plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering its natural hardiness and rendering it immune to all B-rank and below attacks. The Owl can further increase its durability by creating an S-ranked shield of chakra that forms closely over its entire body. The shield is capable of withstanding one S-rank attack before failing. While this shield is active, the Owl cannot use any abilities other than its spotlight and camera. It can extend this shield into a dome-like structure that is large enough to cover a person or a medium sized summon. The shield can only be used once and is S-rank in strength. Furthermore, the Owl has hidden vents underneath its wings with a technology similar to that of the Mandalorian's basic armor jet-pack. It can use these vents in order to gain a momentary doubled boost of flight speed to evade attacks that have been directed toward it (A-rank, siphons thirty chakra, can cover a distance of eight meters before vents shut off). Each of these abilities count as a move in the owner's turn and requires that the companion take its owner's chakra in order to perform them.

Hunter System: At Master rank, the Owl is upgraded with several features that give it the ability to track and subdue a target. The Owl is given the ability to cloak itself (B rank, siphons twenty chakra) from normal sight and muffle any noise it makes, though doujutsu users can still see them with ease. It gains access to the same vision capabilities (infrared, night, etc.) that their master possesses and can switch between them at a moment's notice to best fit the situation of battle. It can also release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank, siphons thirty chakra). In the most dire of situations, the Owl will sacrifice itself and self-destruct, causing an omnidirectional explosion that reaches up to short range (B rank, siphons twenty chakra). Each of these abilities count as a move in the owner's turn and requires that the companion take its owner's chakra in order to perform them.

Every system must be activated before using their abilities and only a maximum of two systems can be active at a time. Each system lasts for six turns before shutting down. The Owl will remain active even after each system has been used, but it only be capable of its basic functions for the remainder of the battle.

Restrictions
Note: Activating a system(s) costs forty (40) chakra to activate from the owner of the Owl.
Note: Each system can be used once per battle.
Note: Each system lasts for six turns once activated.
Note: All system abilities used by the Owl count as a move in the owner's turn.
Note: The video feed and spotlight do not count as a move.


 Update Declined  Make sure you bold the changes you did to a submission. I don't know what you changed and its too long to read to find out. I checked the others above but this one you'll need to resubmit bolding the changes.

PS- don't forget the CCJ limit...
 
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Axle

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(In-saito Haki) Color of Insight
Rank: A
Type: supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: Taking their kenbunshoku haki to another level, a Nova is able to attain an higher haki know as In-saito. This form of haki gives the nova the ability to heighten or lessen all of their senses to an abnormal state. With enough skill, a nova can reduce his sense of pain to a level that an A rank tai attack would cause no pain reaction to the nova though the damage from the attack would still occur, One may mistake this for the nova inability to feel pain. Also the nova can heighten their sense of smell to a level that the nova would be able to pick up even the tiniest of sounds. Using this haki, a nova can survive the harshest of condition such as an heated room or a snowy mountain.
Note: A nova can alter the senses of a member or an opponent, this can only be done by touching the target.
Restriction:
> Can only alter a limit of three senses at a turn.
> When active stays active for the duration of the turn only and as such must be reactivated again.
> Changing of chosen senses to alter is considered as a move.


 Pending  Clan is in the process of being resubmitted
 
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Priest

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Re: Custom Clan's & Group's Jutsus

Updating
Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
Rank: S
type: Attack
range: Short-long
Chakra: 40
Damage: 80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave toward their opponent. The shockwave can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage.
~3 times per battle
~Only one other jutsu in the same turn
~no paw jutsu for the following turn

-Approved-
Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
Rank: C-S
Type: Offensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave of compressed air towards their opponent. Depending on the chakra imbued into the paw, the shockwave can do damage ranging from concussive to lethal damage. The shockwave is extremely fast and can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage. Alternatively, the user can instead of repeling in a linear direction, use the repel power of the paw and create a perfect spherical vacumm of compressed air around himself that blasts outwards upto mid-range in an omni-directional manner.
~ S-rank level can be used 3 times per battle for normal Bartholomews while 4x for Legends
~ When S-rank level is used, the user can not use paw jutsu for the following turn



 Update Declined  I'm ok with it except the omnidirectional thing.

Paw Arts: Repel (Nykyujutsu: Oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description:A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are replled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 10 times the users mass.
Note: Calling forth the object counts as a move and the user needs to spend additional chakra
Note: Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc)
Note: While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object
Note: Object can be called forth inbetween 5 turns after the technique was used"
Note: This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.

 ???? 


Updating

Paw arts: train wreck (Nykyujutsu: tore-n
keigei)
Rank: S
Type: supplementary
Range: short-mig-long
Chakra: 40 (short rang movement=+10 mid range=+20 long range=+40)
Damage: n/a
Description: This is a very complex jutsu the
bartholomew clan members use, The jutsu
itself has two variates. The first is simpler
but harder to use, so hard in fact that only bartholomew clan legends can perform it.
The user will place his paw on his own body,
using the power of the paws he will literally
repel his own body to a desired location.
Because of the immense speed of the
repelling, it appears that the user is literally teleporting to a desired location. However
this is not the case, the user is actually
repelling himself, thus moving(not actually
walking like the second variate of the jutsu)
at extremely fast speeds to the desired
location. Almost as fast(but not quite as fast) as madara's teleportation. The second
variate of the jutsu is more complex but
easier to use, The user will use the powers of
the paws and repel the friction in the air.
They then simply run without friction.
Despite their weight most Bartholomew clan members are surprisingly fast, so if they
were to run without friction, in fact if anyone
were to run without friction their speeds
would be insanely fast.
~both variates of the technique can only be
used 2 times per battle (meaning overall 4 times). 2 for the near-teleportation and 2 for
running without friction)
~The first variate of the technique can only
be used by bartholomew legends
~only one paw arts jutsu in the same turn
~after usage the user must wait 3 turns before he can use it again
~running without friction can only be used in
mid range as it requires immense concentration
~no S ranks in the following turn
-approved-

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 90degrees 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 limit thus his speed increases 3 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 thrice 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.


 Declined  You are taking the speed too far as well as too many "teleports". It needs to be balanced and its a bit off in those regards. Make it simpler, make it cleaner, tone the speed a bit down for the first one at least and think about how one can defend from it.
 
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Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance

Type: Supplementary
Rank: N/A
Range: Self
Chakra points: 30 (-15 second turn)
Damage points: N/A (negates up to 150 damage)
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. The broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn folowing consuption of the pill, any bleedings have stopped and the bones have mended. The pills though, cannot regenerate internal organs or severed limbs though the regeneration will burn chakra, healing the user for 2 turns.
- Fukuryu (Crouching Dragon), can only take this pill once per battle. Ranks above can take it twice per battle
- The user must wait three turns before consuming the pill again.


 Approved  Edited
Updating:

(Higan no Yakuza: Runessansu) - Yakuza Secret Compound: Renaissance
Type: Supplementary
Rank: N/A
Range: Self
Chakra points: 30 (-15 on second turn)
Damage points: N/A (negates up to 150 damage within reason)
Description: After several years of research, the Yakuza clan were able to create a compound which regenerate body cells at an increased rate. The compound has two main characteristics: One is the accelerated regeneration of cells, and the second is the disappearance of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop, broken bones to regenerate, and burns to be healed (To an extent). The compound's ability to accelerate cell regeneration within the body is most notable with skin cells and muscle tissue when burned. The time in which the compound takes to completely mend the burns are solely dependent on the type of burn inflicted and it's severity; For first and second degree burns, the injury will be able to mend itself on the same turn of administering the compound, as these are minor in nature, consisting of redness, blisters, and minor thickening and swelling of the skin. Third degree burns that have extended beyond the skin into the muscles and tendons however, consisting of widespread swelling, severe blisters and the like, will take a full two turns after administering the compound to fully mend. Additionally, fourth degree burns are incapable of being healed fully, as these are far too severe in nature for the compound to regenerate. As for broken bones, they need to be set before taking the compound and must stay set throughout the healing process. The process takes one full turn to complete, meaning that at the end of the turn following consumption of the compound, any bleeding has stopped and the bones have mended. The compound however, cannot regenerate internal organs or severed limbs and the regeneration will also burn chakra, healing the user over a period of two turns. The user has several options on how to administer this compound within themselves; They may either imbibe it (Drink it from a vial), inject it via syringe, or consume it in pill form.
Restrictions:
Note: Fukuryu (Crouching Dragon) and Yanguryu (Young Dragon) can only administer this compound once per battle, while ranks above can take it twice per battle.
Note: The user must wait three turns before consuming the compound again.


 Update Declined  Changes are unwarranted and only add confusion. Also, its a pill and it will alwauys be a pill for this clan.


Higan no Yakuza: Nidankaigan| Yakuza Secret Pill: Second Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+10)
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains a slightly bigger amount of stronger drugs than the first pill, which, once on the organism, will stimulate the user's body tissues, muscles and brain, granting him a temporary boost in strength, speed and reaction time. Taijutsu masters, 3 Tomoe Sharingan users and other opponent's with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength.
- Can be taken twice per battle
- Lasts 5 turns
- If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage, after the effect has ended
- If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again 1 turn after the effect has ended



 Declined  This will need to burn chakra to be sustained. Also, speed enhanced has to be defined in accordance to the speed chakra in this specific case and strength needs a comparison between it and for example Tsunade or Chakra Enhanced Strength if you wish.

Hijutsu no Yakuza: Saishuudankaikouyou| Yakuza Secret Technique: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+15)
Description: One of the three main enhancement techniques of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the last of the three and thus, can only used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest drugs and must be administered via direct injection in the blood stream. Once on the organism, It will stimulate the user's body tissues, muscles and brain to the absolute limit, granting him a temporary boost in strength, speed and reaction time, which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much.
- Can be taken once per battle
- Lasts four turns
- Only two techniques can be used per turn while active
- If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after the 4 turns, the user will pass out and his body will suffer multiple internal bleedings.
- If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used after this one is administered in the organism. In case it's done, after 3 turns, the user will pass out and his body will suffer multiple internal bleedings
- If used by a Hitsuryu (Dragon Head): Must stay 2 whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.



 Declined  Same as above
(Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-15 per turn active)
Damage: (+20 to regular Taijutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Dai Ni-Dan Kyōka is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This compound contains a slightly larger amount of stronger drugs than the first enhancement, which, once administered into the organism, will stimulate their body tissues, muscles and brain, granting them a temporary boost in strength (Only slightly below that of the Chakra Enhanced Strength technique), speed (In relation to the speed chart, the user will move twice as fast as he normally does) and reaction time (Equal to that of someone with a two tomoe sharingan). Taijutsu masters, 3 Tomoe Sharingan users and other opponents with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength. The user can only administer this drug through an injection.
Restrictions:
Note: Can be taken twice per battle and only after having used (Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement; its bonus don't add up with each other.
Note: Lasts four turns.
Note: If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage after the effect has ended.
Note: If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again one turn after the effect has ended.


 Approved Editted. No on using character bound techniques. Reduced Speed boost.


(Hijutsu no Yakuza: Saishū Dan Kyōka) - Yakuza Secret Compound: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-20 per turn active)
Damage: (+25 to regular Taijutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Saishū Dan Kyōka is the final enhancement of the basic three and thus, is only typically used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest of drugs and as a result must only be administered via direct injection into the blood stream. Once administered into the organism, it will stimulate the user's body tissues, muscles and brain to the absolute limit, granting them a temporary boost in strength (A strength equal to that of the Chakra Enhanced Strength technique), speed and reaction time (Equal to that of someone with a three tomoe sharingan), which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much (In relation to the speed chart, this would be the equivalent of the user's total speed times three).
Restrictions:
Note: Can only be taken once per battle and while still under the effects of (Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement; it doesn't add up to the initial technique's bonus.
Note: Lasts four turns.
Note: Only two techniques can be used per turn while active.
Note: If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after three turns, the user will pass out and they will suffer from internal bleeding.
Note: If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used for the rest of the battle with the exception of the "Renaissance" compound after this one is administered in the organism. After four turns, the user will suffer from internal bleeding.
Note: If used by a Hitsuryu (Dragon Head): Must stay two whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.


 Approved  edited


Higan no Yakuza: Shodankaigan| Yakuza Secret Pill: First Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the weakest of the three and thus, can be used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains determined amount of chakra, mixed with some drugs, which, once on the organism, will stimulate the user's body tissues and muscles, granting him a temporary boost in strength and speed, compared to someone who previously had rigorous weight training, like Rock Lee.
- Can be taken twice per battle
- Lasts four turns if taken by a Fukuryu (Crouching Dragon)
- Lasts five turns if taken by a Giseiryu (Sacrificing Dragon)
- Lasts for the rest of the battle if taken by a Hitsuryu (Dragon Head)
____________
-Approved-
Updating so that the first enhancement follows the same format/restrictions as the above two enhancements:

(Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-10 per turn active)
Damage: (+15)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Shodan Kaigan is the weakest of the three basic enhancements and thus, can be used by anyone who is at least a Yanguryu (Young Dragon). This compound contains a set amount of chakra, mixed with several drugs that were developed by the Yakuza, which, once administered into the organism, will stimulate their body tissues, muscles, and brain, granting them a minor temporary boost in strength (Less than half the damage increase the Chakra Enhanced Strength technique provides), reaction time (Equal to that of someone with a one-tomoe sharingan), and speed (In terms of the speed chart, equal to that of the user's total speed times 1.5). The user has several options on how to administer this compound within themselves; They may either imbibe it (Drink it from a vial), inject it via syringe, or consume it in pill form.
Restrictions:
Note: Can be taken twice per battle
Note: Lasts two turns if taken by a Yanguryu (Young Dragon)
Note: Lasts four turns if taken by a Fukuryu (Crouching Dragon)
Note: Lasts five turns if taken by a Giseiryu (Sacrificing Dragon)
Note: Lasts for the rest of the battle if taken by a Hitsuryu (Dragon Head)


 Approved 


New submission:

(Higan no Yakuza: Jiga) - Yakuza Secret Compound: Self
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-10 per turn active)
Damage: N/A
Description: After years of research and countless battles, the Yakuza have found a way to both stimulate and change the acupuncture meridians of an individual. By consuming the compound of "Self" or Jiga, and with a comprehensive knowledge of the human anatomy, the user is capable of distorting their acupuncture meridians in order to avoid a fatal injury. The compound must be administered beforehand in order for the person to change their meridian points to a location of their wish, as long as it stays within the main body (Cannot move any organs or arteries into limbs such as the arm, leg, etc). Essentially, the samurai is capable of moving and contorting organs such as the heart or important arteries from their original location, making them much harder to kill, as an enemy will not be capable of knowing the true location of these (The only exception to this are Byakugan users, who are capable of seeing chakra networks and any abnormalities surrounding them). The organ or arteries being relocated are moved quickly and in such a way that they are not impeded from performing their role within the user's body during or after relocation. After the effects of the compound wear off, the relocated organ(s) or arteries move back to their natural locations. During the turns on and following the consumption of this compound, those with the rank of Fukuryu (Crouching Dragon) and above are capable of stimulating their heart and lung meridian in order to augment the nonphysical and physical strength of one technique per turn; Shinzō no Kyōka being the enhancement of the heart meridian, allows the user to add an additional twenty damage points to one nonphysical technique (Nonphysical meaning techniques which revolve around firing blasts of chakra toward the opponent, etc), while Hai no Kyōka, the enhancement of the lung meridian, allows the user to add an additional twenty damage points to one physical technique (Physical meaning any technique which revolves around using a weapon or the user's own body to strike the opponent). The drawback to stimulating either of these primary meridians lie in the deterioration of the turns in which this compound remains active. This meaning that every time the user stimulates either to augment the damage of one technique, the compound's turn limit decays by one (For example, if a Fukuryu (Crouching Dragon) were to stimulate their heart meridian on the first turn of consuming this compound, the compound is reduced from lasting up to four turns to three, and so on). The user has several options on how to administer this compound within themselves; They may either imbibe it (Drink it from a vial), inject it via syringe, or consume it in pill form.
Restrictions:
Note: Can only be used twice per battle.
Note: Lasts two turns if taken by a Yanguryu (Young Dragon), and are only capable of stimulating their Shinzō no Kyōka.
Note: Lasts four turns if taken by a Fukuryu (Crouching Dragon), and are only capable of stimulating their Shinzō no Kyōka.
Note: Lasts five turns if taken by a Giseiryu (Sacrificing Dragon), and are only capable of stimulating either their Shinzō no Kyōka or Hai no Kyōka.
Note: Lasts for the rest of the battle if taken by a Hitsuryu (Dragon Head), and are capable of simultaneously stimulating both their Shinzō no Kyōka and Hai no Kyōka.


 Declined  This goes way beyond logic for your clan and its abilities. It is also very weird as it has literally no use. You cannot move your heart from its place nor your nerves. If you did this, you'd be unable to function and so would your body. Yakuza's are humans. They are samurais that have devoted their lives to boosting their physical abilities with countless drugs and compounds to a point where they can be compared to RL drug addicts. but they are just that. Humans with chemicals coursing through their bodies. Keep that in mind. You cannot bring medical knowledge and in the same sentence completely discard it.
 
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(Rorian no Jutsu: Kobushi Sangai) Mandalore Secret Technique: Mandalorian's Limit Break
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A technique developed by Hakumen of the Mandalore. By harnessing the energy and the chakra running through their entire the user will build up an explosive amount of it around their armor to the point were it begins to radiate a white light that rapidly blinds anyone near the user. The user then releases the contained masses of chakra in a shockwave all around them, with a equally bright light even more bliding. Essentially creating a energy distorting effect in which techniques (elemental or otherwise) of equal rank or lower are simply neutralized by the sudden release of the chakra blast. Be it offensive techniques, supplementary or defensive ones, even armors of a rank lower than this will be canceled. Weapons and objects flung at the user will as a result of the momentum of the wave also be blown backwards out of range. After the effects, the target is open for attacking after having their technique/cladded armors jammed and being blinded briefly, allowing the user to take advantage and attack or retreat.
Note: Can only be used twicer per battle.
Note: The user cannot use any other armor techniques the next turn after using.
Note: Cannot use any armor techniques the next two turns after using this a second time.


 Declined  DNR. Done countless times before for countless things.


(Rorian no Jutsu: Kobushi Sangai) Mandalore Secret Technique: Fist of Havoc
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: This is a very special, and unique type of technique. Exclusive to certain people inside the Mandalore clan. Taking into account and studying the advance technology and defensive properties of their armor and what it gives them while applying the general concept of chakra. The user came up with a way to utilize the armor in a much more offensive concept then originally planned. The user pushes the armor to its limits by over charing the system, making the speed and strength on such a greater level than the speed and strength of stimulant level 2 (of the armor template) by putting it three fold on the user's strength and speed. The user will take a small leap with enough speed to find themselves upon the target while extended their dominant hand as they come crashing down onto the opponent focusing the armor's entire strength into their single fist. Releasing all the physical strength upon impact, resulting in a shockwave being hurled out. The impact is so powerful that it can shatter all of the bones in the human body with a clean hit. The technique creates an after-effect that produces a harming wave of chakra around the user that deals damage to those who are within 5 meters of the impact or create an focus shockwave that extends up to 10 meters in one direction if used from a distance. The technique leaves a vast crater in the area of impact on the ground, extending up to mid range.
Note: The user must be above the opponent to use it.
Note: The user cant use the speed or strength stimulant the same time as this, nor 2 turns after this.

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 Declined  Its a 3rd gate speed punch into the ground... No. Its a punch to the ground. Make it powerful. Make it have lightning damage. Make it containing or not a jump. Etc etc. But I won't allow that kind of speed and strenght boosting. Its a punch to the ground. Simple. Still, nice idea. Storm Fist wouldn't be a bad one for a simpler weaker technique.
 
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Re: Custom Clan's & Group's Jutsus

Updating


Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
Rank: C-S
Type: Offensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave of compressed air towards their opponent. Depending on the chakra imbued into the paw, the shockwave can do damage ranging from concussive to lethal damage. The shockwave is extremely fast and can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage. Alternatively, the user can instead of repeling in a linear direction, use the repel power of the paw and create a perfect spherical vacumm of compressed air around himself that blasts outwards upto mid-range in an omni-directional manner.
~ S-rank level can be used 3 times per battle for normal Bartholomews while 4x for Legends
~ When S-rank level is used, the user can not use paw jutsu for the following turn



 Update Declined  I'm ok with it except the omnidirectional thing.


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 90degrees 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 limit thus his speed increases 3 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 thrice 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.


 Declined  You are taking the speed too far as well as too many "teleports". It needs to be balanced and its a bit off in those regards. Make it simpler, make it cleaner, tone the speed a bit down for the first one at least and think about how one can defend from it.
Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
Rank: C-S
Type: Offensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave of compressed air towards their opponent. Depending on the chakra imbued into the paw, the shockwave can do damage ranging from concussive to lethal damage. The shockwave is extremely fast and can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage. Alternatively, the user can instead of repeling, create a paw bubble upto mid-range from himself and through the use of inverse repel, call it back to his paw at immense speed. The same affects also would occur interms of things standing in its way. However, at the end, it is absorbed back into the users paw.
~ S-rank level can be used 3 times per battle for normal Bartholomews while 4x for Legends
~ When S-rank level is used, the user can not use paw jutsu for the following turn

How it looks
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 Approved 


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.
 
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(Rorian no Jutsu: Gjallarhorn) Mandalore Secret Technique: Gjallarhorn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Gjallarhorn is a very unique type of technique. Which a heat seeking rocket is Stored in the hand and/or chest compartment of the mandalore armor which even contains heat seeking wolf round packs. The user will launch out a rocket from the chest area or hand area of the armor which heat seeks out his opponent. The rocket is very fast (On par with lightning techniques) and very powerful (Enough to be equal to elements). Once this rockets comes in contact it will explode very violently up to 10 meters from the contact point, dealing major damage. The special thing about this is not the rocket itself but the heat seeking sharpnel that launches out after the impact, or in other words, wolf pact rounds. These wolf pact rounds track the nearest person(s) near the explosion, causing the sharpnel to launch into the opponents body dealing damage equal to bullets

Note: Can used twice
Note: Cant use any mandalore technique above S rank
Note: Wolf pack rounds deal an additional +20 DMG to anybody caught in it
Note: Wolf Pack rounds contain 10 sharpnels


 Declined  +20 per round or +20 if all rounds hit? So each round would do 2 damage? The way the rounds work needs a bit of context. Its also very similar to nagato's missile techniques. Can you control the rounds or are they auto? Can this be used by any armor you possess?
 
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Permission from Priest to submit CCJ's:

(Nykyujutsu:E-teru)-Paw Paw Arts:Ether
Type:Offense/Defense/Supplementary
Range:Mid(for Eternum)Long(for Ephemeral)
Rank:S
Chakra:40
Damage:80
Description:This very complicated and refined technique applies the Bartholomews ability to repel and summon back matter on a molecular level.It has two applications.The first being more defensively and supplementary oriented as well as being easier to pull of,making it usable by all Bartholomews.While the second is a more complicated strong offensive ability that can be utilized only by Bartholomew Legends as it requires immense precision while repelling.
*Eternum|In the first variation the user will thrust his paw forwards in the direction he chooses and repel all of the particles in the air in the desired area up to mid range of the user.As he does this,a perfect vacuum will be created.The area affected with the vacuum is a paw shaped bubble that has up to a 10 meter radius.It can start just in front of the user,above him or anywhere in mid range.Through the empty space,neither fire nor lightning or sound can retain their structure and will disperse mere instants after entering the vacuum.However this vacuum has no effect on wind/earth/water etc. techniques.While creating the vacuum,the user must be careful not to affect himself with the vacuum for too long as he won't be able to breath in it for extended periods of time.After creating the vacuum,the user can choose to summon back the repelled particles of air into the air in a desired area,increasing the density and pressure of the air greatly.The amount of increase in pressure is in reverse proportion with the size of the affected area,meaning the larger the size of the area in which the particles are summoned back,the weaker the pressure.This can vary in uses as the user can choose to create a denser area around his opponent,weighting him down,making his movement more difficult and slow etc.However,if the user affects only a very small area-a ball with a radius varying from 3 to 5 cm the pressure would be so great that anything inside would be instantly crushed into nothingness,for example the opponents tip of the nose.In order for this to work and crush an object,the object must be enveloped by air on opposite sides so this cannot crush for example somebody's neck as it is too thick.
*Ephemeral|This is the second variation of the technique,which is more powerful and also more difficult to use.To perform it,the user will put both his paws in front of him and use them to repel the particles in the air in front of him a few meters forwards(to the end of short range) compressing them all into into a dome like shape in front of him.This also leaves a vacuum between the dome and the user.The dome looks like a big circular shield that has one flat side with which it is in contact with the ground and has a radius between two and three meters,however it's width is much less than 1mm making the pressure of the structure huge.After creating it,the user will then propel the dome forwards,it will move forwards while also expanding it's radius upwards and to the sides(as it's bottom side moves in ground level) leveling and pushing back/crushing anything in it's wake.As it moves,it pushes the air in front of it,creating something that is in essence a shield of wind in front of it which has B rank wind strength while the dome is traveling in mid range and A rank while it is traveling in long range.The wind shield would stay in front of the technique as long as it moves,protecting the technique itself from the opponents attacks.Although the dome shape is invisible just like air to the normal users,once it starts moving forwards it can be easily distinguished by the destruction it leaves.
Notes and Restrictions:
~Each application of Ether can be used twice per battle each by normal users.
~Each application of Ether can be used 3 times by Bartholomew legends.
~Normal users need to wait two turns before using this technique again while Bartholomew legends only have to wait one turn.
~No above A rank Bartholomew techniques in the same turn this technique is used.
~Andrej's personal CCJ.
Ephemeral looks like this pretty much only it's colorless(air):
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 Declined  Too similar to existing techniques and very very very unreasonable. Also, have you checked your clan's techniques? I could swear that even within them there were techniques that were able to do more or less the same... Might be my old age acting up.


(Nykyujutsu:Donshoku)-Paw Paw Arts:Voracity
Type:Supplementary
Rank:C
Range:Short
Chakra:25
Damage:+20 to taijutsu
Description:A simple technique developed by the Barholomew clan to aid in close quarter combat.The user will use their ability to repel matter in this case to repel their own body parts.To be able to do this,the user will use his ability and make a small paw bubble in the desired area.And use it to repel the designated part of the body.Of course the strength of this repulsion isn't high as to not damage the user.The user can use this technique for example when wanting to punch an enemy with their fist to create a repulsion behind their elbow,pushing his arm forward at a much higher speed than he normally would be able to,meaning his attack will have more momentum and strike with more force.The second part of this technique consists of absorbing and negating the reaction force your (in this case fist) would endure upon striking the targeted object.The user can create these minor repels at any part of his body to aid in evading an attack.For example he can use it to push himself to the left side by creating a repulsion at the right side of his body.However as their strength is lacking this kind of repel can push the user away only a few decimeters.He can also use it to repel his feet of the ground for a momentary burst of speed.
~The speed of the pushed away body part would be so great that to most ninjas it would look like the for example arm,teleported itself into it's following position.Although,it is trackable by dojutsu and sensory ninjas,they would still need a very fast defense in order to defend against repelled movements and attacks.
~Up to 5 bubble repels can be made per single use,although they have to be used withing two turns.
~Normal members need to wait one turn before using the technique again,however Bartholomew legends can use it in consecutive turns.
~Can be used 5 times per battle.
~Andrej's personal CCJ.


 Declined  DNR. Not only are the applications OP as this has been done with other skills more than once.


(Nykyujutsu:Ayatsuri Shukun Etoku)-Paw Paw Arts:puppeteers Grasp
Type:Offensive
Rank:A
Range:Mid
Chakra:30
Damage:60
Description:The user will place one or both of his hands in front of him so the palm of the right hand faces to the left and the palm of the left hand faces to the right.He will then extend a paw shaped bubble from the hand into the desired area,the bubble will be attached to the users hand with his chakra and it will mimic the hands movements.The bubble repels anything that is up to 10 times the users weight.The strength of the repulsion is in proportion with the speed the bubble is moving.So if the bubble is immobile and the opponent touches it,he will be barely pushed to the side but if the user does a slap-like motion with his hand and moves the bubble from the side into the opponent,he would be pushed away like a train hit him.The user can extend a bubble from both his hands,so he can place one on each side of the opponent and by clapping his hands he can crush the opponent between the bubbles as they both have the same strength and couldn't repel the opposite side bubble along with the opponent.There is another application of the technique in which the user will clench his hands into fists and as he does so,sever the connection with the bubbles,making the bubbles pop,launching a powerful pressure shock-wave in the direction the user desires.This is most commonly used when the opponent is between the bubbles so the pressure shot from both sides crushes him.To utilize this technique,the user must keep the bond between his hands and the bubble and thus while performing this technique,he cannot perform any other techniques or hold anything his hands.However,breaking of the bond can be done instantly without clenching his fists and making the bubble pop in which case the bubble would merely deform.
~Note:Usable 3 times per battle with one turn cooldown between uses,Bartholomew legends,however don't have to wait one turn before using it again.
~Note:No above B rank Paw jutsu in the same turn this is used.
~Note:Andrej's personal CCJ.


 Declined  Same note as the first technique.
 
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Legem Gravitatis: Jūryoku no hōsoku
Type: Sup/Offensive
Rank: C(0 to 1G variation), B(3G variation), A(5G variation), S(10G variation)
Range: Short-Long
Chakra: 15-40 (+5 for mid range use;+10 for long range)
Damage: 30-80
Description: The user generates a bubble from his paws that instantly encompasses up to short/long range. The boundaries of the bubble have a faint sky blue hue. The bubble causes no damage as it extends. It serves as an extension of the user’s paws and enables the user to generate localized forces on objects within its confines by virtue of his/her repulsive abilities. Users utilize the bubble to generate the same forces of repulsion that their paws would normally do on objects in contact however in this case affecting materials within the space. Said repulsive forces can be directed in any specified direction. The significance of the technique is that it creates a region of influence that Bartholomew members can, through their clan ability to create strong pushing forces, create pseudo gravitational effects/G-force that fit their agenda. The forces can be just small enough to simply redirect/reorient/incapacitate a body, or strong enough to inflict substantial damage. To activate it regular Bartholomew would have to clap their hands together however activation for legends requires no such action. After activation the bubble instantly surrounds the region speculated, with the area encompassed directly proportional to the amount of chakra used. After the bubble engulfs the target, the effects of the force are established. The repulsive forces immediately descend upon the target dealing the set force upon it in the specified direction. The force is so strong that in addition to dealing damage on impact it creates the impression that gravity has been diverted in its direction. That said, the forces can be directed in any direction the user pleases, down or upwards or to the left or to the right. The generic use is to direct the forces downward on a target thus creating the same effects as if gravity has been multiplied several times. The force would immediately push the target downwards and plunge it deep into the ground, creating a crater where the target initially stood. The target would remain pinned to the ground for the entirety of the technique bearing its effects. Alternatively when used in a direction other than downwards the object is immediately flung at immense speeds (imagine regular acceleration to gravity multiplied by a sizable factor) in said direction.
Pseudo gravity clarifications:
0 to 1G variation (C-rank):
This sub-use produces just enough repulsion to only slightly counteract the natural force of gravity/the acceleration on a body. When used on a target (the user inclusive) it would create a sense of weightlessness for that turn allowing virtually an immediate halt in descent or ascent. When directed upwards it can raise the target a couple feet higher than their previous height before leveling off for that turn.
3G(B rank) is sufficient to send a human-sized target free falling in a direction.
5G(A rank) is sufficient to send a giant object free falling in a direction. It would send a human-sized target flying off in a direction with extra force causing substantial damage (B rank) along with the gravitational effects.
10G(S rank) would send any target (exceptions are ultimate defenses> They would just cancel each other out)) flying off in a direction with extra force causing substantial damage along with the gravitational effects.
If any of these are directed downwards however they afflict injury equal to their ranks.
0 to 1G variation (C-rank):
This sub-use produces just enough repulsion to only slightly counteract the natural force of gravity/the acceleration on a body. When used on a target (the user inclusive) it would create a sense of weightlessness for that turn allowing virtually an immediate halt in descent or ascent. When directed upwards it can raise the target higher than their previous height before leveling off for that turn.
This technique requires pinpoint accuracy to function effectively. In order to set the effects on a single target, the user must perceive the target somehow most commonly by vision. Alternatively instead of focusing the technique on a single object, users may unleash the attack on a region of short range radius. This however reduces the damage any object within the region would incur by one rank due to spreading the force.
Generally when 3,5 or 10 are used on a target, he/she would feel an invisible force (the repulsion) slam into him/her. The effects aren't instantaneous but occur extremely fast nonetheless. When one of the force variations are activated, the target will notice a slight sensation bearing on themselves. This is similar in effect, and duration, to the mild sensation that can be felt before amaterasu fully ignites. Despite this sensation, targets would still be unable to decipher what type of attack has been used before it comes into effect splitseconds later.
-Once created, the bubble last for 2 full turns(3 for Legends) or until deactivated. Activation requires 20 chakra, and the user incurs an additional 5 chakra per each additional turn active. Activation occurs instantaneously after chakra is spent and doesn't count as a move per turn. The bubble's external surface is a harmless barrier that can not be interacted with through physical means. It allows stuff to phase through without any conflict whatsoever. The only effects of the technique in question are the pseudo gravitational forces that are generated via directional repulsion within the bubble.
-The bubble can only be activated 3 times.
-Normally only one pseudo gravitational variation may be used per turn. Bartholomew legends can use two variations in the same turn once per activation.
-No other paw arts in the next turn if the bubble lasts for its entire permissible duration.
-No forbidden rank justu in the next turn after 10G variation is used.
-Sherlock Holmez personal ccj.
-Legem Gravitates means the law of gravity in Latin

Video that demonstrates the jutsu's effects:
Timestamp 1:05

Gravity Training: Jūryoku torēningu
Type: Supplementary
Rank: n/a
Range: n/a
Chakra: n/a
Damage: n/a
Description: This is more of a training regimen than it is a technique. This training underscores all the ideals upon which the clan was founded and seeks to push learners to their physical limits. Chosen Bartholomew are trained in this method such that they become stronger, more durable and faster. This is much similar to weight training, which serves the same function, but here rather than adding weight through clothing, heavier gravity environments are utilized using Legem Gravitatis. While under the effects of Legem Gravitatis, Bartholomew who gain access to this training undergo intensive taijutsu training as well as various bodyweight exercises. The training is extremely beneficial in that it doesn’t only build strength and speed but increases stamina as well. This is achieved because having the body work under such extreme conditions causes it to become more robust and makes it feel lighter in the relatively less harsh environment we have naturally. The training begins with gravity twice what is normal and gradually intensifies as the trainee gains the ability to undergo harsher training. The trainer ups the gravity to insane levels once the trainee is at the legendary rank consequently increasing the trainee’s strength, speed and stamina immensely.
Effects per rank:
Pacifista: .+10 to taijutsu.
Kuma:X1.5 speed increase.+10 to taijutsu.
Legends:X2 speed increase. +15 to taijutsu.
Also by time of the legendary training the trainee’s improved stamina allows him to endure the strain normal Bartholomew techniques would have on him. As such he/she is able to overcome one restriction unit of any Bartholomew technique performed. Meaning if ideally the strain from performing a paw jutsu would leave him unable to use other bartholomew jutsus for 3 turns, after completing the training the strain would only restrict him for 2 turns. This does not increase the number of times he can use a jutsu however. Where there are multiple restrictions, only one receives the one unit decrease. This is because of the stamina afforded by training under said conditions for years.
-Note: This ability augments speed(passively) as per speed chart rules. Should a user have this in addition to traditional weight training, or any other similar skill(passive speed boost), the higher speed is the only one that is counted.
-Only the clan head, Priest, and Sherlock Holmez are able to dispense this training.
-Requires taijutsu mastery to train.
-Requires at least Level two access in clan.
-Sherlock Holmez personal ccj.

Training:

Bartholomew Alpha size manipulation:Bartholomew Arufa saizu no sōsa
Type: Supplementary
Rank: Semi=B Demi=A Hemi=S
Range: Close range/self
Chakra: 20-40
Damage: +(40 to 80)
Description: All objects are made up of atoms. Generally atoms have an extremely dense center and an outer atmosphere that has relatively small density(so small it’s nigh negligible) but exponentially larger volume. Atoms keep from each other by virtue of repulsive forces within this extra nuclear space. By placing his right palm on a body, a Bartholomew absorbs to a degree the repulsive forces within a body. The absorption is done in the same way a user may absorb the force from an attack. Absorbing these internal repulsive forces causes the atoms within it to shift closer, reducing the body’s volume to an extent and consequently making the body denser(stronger). The degree of volume reduction depends on the user. Repulsive forces between atoms account for a large amount of empty space in bodies and this gives users a wide range of freedom in respect to the amount of it they absorb. Only the following three ways of Bartholomew size manipulation has been developed as a jutsu at the moment: semi, demi and hemi.
Semi- Enough repulsion is absorbed such that the body’s volume is reduced by about half. Thus density is doubled. This can be used on organic material as well as all elements with the exception of fire and wind(can be used on water and lightning that have a defined shape). Semi adds a supplementary B-rank strength to any object used on.
Demi- Enough repulsion is absorbed such that the body’s volume is reduced to about half of half. Thus density is quadrupled. This can be used on organic or inorganic materials in the same way semi can be. Demi adds a supplementary A-rank strength to any object used on.
Hemi- Enough repulsion is absorbed such that the body’s volume is reduced to exactly half of half of half. Thus density is increased by a factor of 8. Hemi can only be used on inorganic materials. Hemi adds a supplementary S-rank strength to any object used on.
Self-use and effects on people:
Normally this jutsu is used on inorganic objects, each variation making an object more durable than previous by virtue of its new density. Nevertheless use on people and other organic stuff can be learnt. This gives a sort of hardening effect without compromising material integrity and making oneself more susceptible to certain attacks. Semi confers the ability of the body to withstand 1 B-rank attack before reverting the body to its original state. Demi can allow protection from a single A-rank. When used by Legends, demi can afford protection from one S rank however nullifying one extra use of the jutsu. Hemi cannot be used on organic materials as its potency runs the risk of severely damaging their structural integrity. Semi when used on oneself, Bartholomew, who are mostly stout and unyielding, gain a more slender physique. It shrinks more in terms of size than height(Similar to how Gozu from the anime transforms into a smaller version). Demi on the other hand shrinks in terms of height as well as size ultimately giving the user the appearance of a smaller version of him/herself(Can be pictured as normal Goku transformed into kid goku…sort of).
-Can only be used twice irrespective of variation used(3 times for legends).
-Lasts for 3 turns or until deactivated or nullified.
-The effects cannot be compounded upon one another. When another is used on an already active variation, the initial is nullified. Also 2 activations can be done back to back so long as the second activation is done before the first runs out. In this case both activations together will end in 5 turns max. If activation ends without a second activation, the user must wait at least 3(2 for legends) turns before using this jutsu again.
-No forbidden rank justu in the same and next turn after S rank variation is used.
-Sherlock Holmez personal ccj.

Bartholomew Gama size manipulation||We have a Hulk:Bartholomew Gama no saizu no sōsa||Wareware wa Haruku o motsu
Type: Supplementary
Rank: B/Forbidden
Range: Short/self
Chakra: 20/60
Damage: n/a
Description: This technique was developed on the same basis as Bartholomew Alpha size manipulation but works on the opposite effect- enlargement. This is the pinnacle of what can be achieved defensively using the clan abilities. After placing his/her LEFT hand on a body, Bartholomew release more repulsion and/or repulsive chakra into atoms within it. This causes the body to significantly enlarge, or hulk up so to speak. The enlargement, or volume increase, serves to make the object lighter than it previously was. However its mass remains constant. As such the body will be able to generate the same amount of force it could prior to the enlargement (force is dependent on mass but not volume).
Effects on inorganic materials and elements: (B-rank)
This type of size manipulation can be beneficial by increasing an object’s range of effect. For example, a stone dragon could be enlarged to twice its size thus increasing its reach and ability to damage a larger number of foes or a shield being enlarged so it can protect the user from a wide ranged attack. When used on such objects only the forces are increased within the atoms. Repulsive chakra isn’t added. As such the object doesn’t gain any additional boost in strength.
Effect on self: Forbidden
This technique was created mainly for use on oneself. By filling one’s body with repulsive chakra as well as forces, the user’s body develops a slight green/blue tint as a result of the forces seeping out of the individual. This is in addition to a substantial increase in size. The internal forces and chakra seep out of the user’s body and literally repel everything from the user’s body (He can still breathe though). Repulsion from the increased internal forces is able to repel physical matter whiles the repulsive chakra included also repels matter of a spiritual nature. That said in the enlarged form, users are protected from lower ranked attacks of any nature be it physical or spiritual. This includes but isn’t restricted to external chakra, spirits etc. A major drawback is that should a need call for it, allies cannot heal or apply chakra to the user while in this state.
The repulsion seeping out of the user’s body also cuts down air resistance. This in addition to an already lighter density afforded by the increase in volume allows the user to jump several feet into the air effortlessly (can be used freeform once per activation to evade attacks with a small range of contact) higher than normally possible. Additionally the abundance of repulsive chakra within the user's body temporarily absolves the user's body of physical restrictions that would normally render the user unable to perform bartholomew techniques after a prior one (basically renders cool downs pertaining to barth techs obsolete for the duration of the activation. This is a sort of exchange with elemental abilities).
First Activation:
The user becomes impervious to physical and/or spiritual attacks that are lower than Forbidden rank in the first turn. The user remains impervious to physical and/or spiritual attacks that are lower than S rank in the second turn. The user remains impervious to physical and/or spiritual attacks that are lower than A rank in the third turn.
Second Activation:
The user becomes impervious to physical and/or spiritual attacks that are lower than S rank in the first turn. The user remains impervious to physical and/or spiritual attacks that are lower than A rank in the second turn.
-Can only be activated once for regular Bartholomew; twice for legends.
-First Activation lasts up to 3 turns; second, 2 turns.
-The user cannot use elemental techniques of any kind while this is active but is able to bypass cool down restrictions normally imposed by bartholomew techniques.
-The next turn after an activation wears off, techniques of only up to A rank may be used. Also taijutsu loses 1 rank in the next two turns as the user regains his composure.
-Sherlock Holmez personal ccj.


 All Declined  Poorly explained, exploitable, unreasonable and they don't fit the theme of the clan. Even the names of the techniques are unfitting of the clan and the techniques done before. And again...this goes well beyond the scope of the clan itself and is really too powerful.
 
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