Resubmitting:
Type: Offensive / Defensive / Supplementary
Rank: A (S)
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though this can only be done twice per battle. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows on the level of an Apex Handseal Specialist, within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). This technique lasts for four turns, can be used thrice per battle, and cannot be used again within the turn of deactivation or in the user’s next turn.
Declined: Both versions will need to be more restricted in terms of usage/cooldown, and the s rank should restrict general fire usage. This won’t be approvable with the bit about apex fire specialist in there. Cool update though.
Type: Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra into the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly long-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique allows for these projectiles to return to the ground from the sky, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel, which occurs mere moments after the initial offensive. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. This technique can be used 4x per battle, twice per variant, with the S-Rank version requiring a single turn cooldown.
Declined: If this is going to reach long-range into the air, its other range will need to be lowered to mid. The S-rank variant will also need to require more hand seals than the A-rank variant, and be more restricted. Move the one turn cooldown onto the a-rank variant, and have the S-rank variant restrict fire usage in general until the end of the following turn.
(Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the MilitantFarao no Hōrei #6. Durin no Wazawai ?????? Pharaoh’s Decree #6. Durin’s Bane
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn / -10 per ignition)
Damage: 80
Description: The user will begin by stringing together a sequence of 4 handseals. Then, they will release a copious amount of ash from their body, superheated by chakra. The extreme volume of ash will quickly congregate and form into a single structure, 20 ft tall, with demonic features, known as a Balrog. This being acts as a familiar made of ash, possessing an extent of sentience that allows it to act independently from the user when not behaving under direct mental command. There is a cavity in the Balrog’s chest, where a small fire sits inside the familiar, which acts as the fuel for all of its functions. The ashes, being superheated by the fire within the chest cavity, allows the Balrog to wholly ignite itself, at the cost of a move, adopting an A-Rank cloak of Fire that will shield its actual body from any damage. Alternatively, the Balrog is able to partially ignite itself using its ash, creating A-Rank structures akin to weapons made of tangible fire, e.g. a sword, axe, mace, whip etc, in order to attack, using a move to do so. These weapons can reach up to 3 meters in size, with the whip being able to extend into mid-range at maximum. Through partial ignition, the Balrog is able to create large pair of wings at a length of 5 meters each that grant it the ability to fly freely, these wings also being considered as A-Rank in strength, also requiring a move slot. The Balrog is capable of both cloaking itself and creating structures at once, at the cost of a single move slot, since both of these actions require igniting its ashen composition. Once per turn, the Balrog is able to use any Fire Release techniques the user knows, independently from them, within reason (the golem cannot use techniques with prerequisites that it cannot meet, e.g. Fire Release: Wall of Flames which requires a lighter), using the fire in its chest as a source. Due to being composed of solid ash, the user is able to stand atop the Balrog and should they choose to, attacking alongside it. Though, it should be noted that the user will sustain harm if standing on the Balrog whilst it is ignited, unless they have an armor technique of some kind to protect themselves, in which case the Balrog’s flames will not affect them. In this situation, the flames of the Balrog and the user’s defense do not damage each other. In the case of flight, the Balrog’s ash can at the cost of a move, shape itself to keep the user attached to it’s body to prevent them from falling. The user is unable to use Fire Release jutsu above A-Rank for the remainder of the turn during which the Balrog deactivates, forcibly or otherwise. The strength of any given ignition of the Balrog is A-Rank, where the strength of multiple active ignitions add up to A-Rank strength.
⇒ The Balrog cannot be ignited by the enemy
⇒ Usable 2x per battle
⇒ Lasts 3 turns
Type: Offensive / Defensive / Supplementary
Rank: A (S)
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though this can only be done twice per battle. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows on the level of an Apex Handseal Specialist, within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). This technique lasts for four turns, can be used thrice per battle, and cannot be used again within the turn of deactivation or in the user’s next turn.
Declined: Both versions will need to be more restricted in terms of usage/cooldown, and the s rank should restrict general fire usage. This won’t be approvable with the bit about apex fire specialist in there. Cool update though.
(Katon: Tami no Eichi) – Fire Release: Age of Babylon(Katon: Tami no Eichi) – Fire Release: Age of Babylon
Type: Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra to the surface of the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly long-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique allows for these projectiles to return to the ground after reaching 20 meters into the air, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. The A-Rank variant can be used 3x per battle, whilst the S-Rank variant can be used 2x per battle, and only once per turn.
Declined upon request. Slight edits made for next submission as discussed on Discord.
Type: Offensive
Rank: A – S
Range: Short – Long
Chakra: 30 – 40
Damage: 60 – 80
Description: By forming three seals, the user concentrates their Fire Release chakra into the ground. The range over which the chakra is concentrated is entirely at the behest of the user. Following the dispersion of chakra at the chosen location(s), the chakra will erupt as a series of wispy, crimson projectiles which fly directly into the air, slicing and piercing through anything caught within their path due to their state of solidity. In a similar manner to the Phoenix Sage Fire technique, the user has control over the projectiles, allowing them to steer said projectiles away from their body and thus removing themselves from harm’s way or to pursue targets to a minor extent (the projectiles will still ultimately travel upwards). The fiery projectiles will fly long-range into the sky, making escape by upward movement difficult within reason. The S-Rank variant of this technique allows for these projectiles to return to the ground from the sky, creating a second layer of offence. The projectiles will return to the ground to skewer anything caught within their path on the second round of travel, which occurs mere moments after the initial offensive. It should be noted that while the user is able to control the projectiles, this technique does not require active control to maintain, meaning that the user can perform other techniques whilst this one is still in effect. This technique can be used 4x per battle, twice per variant, with the S-Rank version requiring a single turn cooldown.
Declined: If this is going to reach long-range into the air, its other range will need to be lowered to mid. The S-rank variant will also need to require more hand seals than the A-rank variant, and be more restricted. Move the one turn cooldown onto the a-rank variant, and have the S-rank variant restrict fire usage in general until the end of the following turn.
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