Resubmitting:(Shāshǒu qī)- Killer 7
Type: Weapon
Rank: S
Range: Short-Long
Chakra cost: 40(80 for both)
Damage: 80
Description: The seventh and final token of the world’s most deadliest killers. It is said that in the world there are seven mystical tokens assigned to the worlds most deadliest killers, six of which are yet to be found. Each of the tokens controlling different weapons and containing various mystical properties. The Seventh token gives the user the ability to control 2 specific weapons called “The Thousand Demonic Shards Katana” and the “Qi Scissors”. The Qi scissors are a pair of scissors controlled telekinetically needing only the user to sacrifice chakra to the token. They can spin at very high speeds easily slicing through various objects even up to A-rank techniques. They can also block attacks like bullets, swords, kunai etc. The two blades of the scissors can be separated, wielded and controlled independently of one another. When controlled telekinetically the user can spin them at great speeds making them move at speeds 2 times faster than the user’s current rank and more deadly. The Thousand Demonic Shards katana is a magical sword whose blade is made up of a thousand sword fragments. Said to be the best sword in the world, the holder of the Seventh badge can manipulate the individual fragments of the Thousand Demonic Shards katana to reform the sword's blade when it shatters, pass through enemy shields/defenses, rain fragments upon enemies, and expand or change the swords shape. Because of its nature as a broken sword however, the Thousand Demonic Shards katana is an mostly an offense-only weapon, as it shatters whenever it is used for defense. Despite this both weapons are not easily broken. The Qi scissors being basically unbreakable and the demonic shards sword is able to defend up to B-rank ninjutsu and A-rank Kenjutsu and Taijutsu before shattering, and even if somehow either were to be shattered, both weapons can just be instantly reassembled by sacrificing a portion of one's chakra to the token.
Note: The weapons can be used simultaneously or individually.
Note: The token recognizes only Seven's chakra and as such cannot be taken from him. It can also not be destroyed unless by seven himself.
Note: The user just needs to sacrifice chakra once to utilize both weapons, only spending 20 chakra everytime they need to control the shards of the demonic katana.
Note: The token can absorb foreign chakra and store up to 400 chakra which can be used instead of the user's chakra (at the user's will) however, a cooldown period of 3 turns is needed between every absorption.
Appearance of token & Usage reference:
Token:
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Example of how weapons can be wielded:
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(Hatsuen: Genshi kemuri)Smoke release: Primordial Smoke
Type: Supplementary
Rank: B-S
Chakra: 20-40
Range: Short-Long
Damage: 30-80
Description: The user gains the ability to manipulate their regular smoke chakra and change it to a more advanced version of the element known as Primordial Smoke for a while. The user releases a near translucent cloud of smoke that engulfs and absorbs foreign chakra or unknown energies of the same rank and lower. After absorption all of the user’s regular smoke takes on a different variation for 5 turns, depending on the type of chakra consumed.
Dark Smoke
Absorption of fire or wind chakras will turn the users regular smoke to an extremely hot, pitch black, thick and more detrimental nature of smoke; that which suffocates, burns and destroys everything it comes across. This smoke ignores most of the limitations and weaknesses of the normal smoke and can easily overpower fire and wind techniques by using them as a source of fuel to make it even more deadly and easily melt earthen structures due to its intense heat. However, due to its nature it is susceptible to be weakened by strong water techniques and can be cooled down by ice or very cold elements.
Esoteric Smoke
Absorption of Water or Lightning chakra makes the smoke turn to a tar-like cloud form which is constantly dripping leaving behind a trail of tar like fog which can also be manipulated by the user. This form of smoke is extremely hard to move in and can easily overcome water, fire, wind and lightning techniques as water and lightning are used for fuel, fire would just heat it up more (kinda like heating tar) making it deadlier and it is too dense to be blown away by wind techniques making it require a wind technique of one rank higher to stop an esoteric attack. However it is very easily absorbed by earthen elements and minerals.
Ordinance Smoke
Absorption of unknown and foreign forms of chakras and energies (Including spiritual or magical energies and chakras) turns the smoke to a glowing nimbostratus cloud-like smoke that has an affinity to that specific foreign chakra or energy which it absorbed. After absorption this form of smoke will sense the specific chakra and energy which it absorbed regardless of its presence on the field (meaning even if the opponent is the only source or creation channel of that chakra or energy signature on the field) and be attracted to it like a magnet, draining it and growing more and more, restricting movement and engulfing the source whilst absorbing chakra/energy from the host or from the source until there is nothing left. Opponents making contact or being in close proximity with ordinance smoke will cause it to latch them and begin draining them too. Ordinance smoke will drain -10 chakra the first turn, -15 the second and cap off at draining -20 each turn there after. It will not stop consuming chakra even if the opponent passes out from suffocation or Chakra loss, until all chakra has been drained. Ordinance has the same S&W of normal smoke the only thing being that due to its density it cannot be dissipated, rather it can be blown back or away from the opponent (out of close range because if it's in close range it will still be able to blitz to it opponent and latch onto them) but still keeps its structure.
Note: After absorption, all canon and custom smoke techniques take on their respective primordial forms for 5 turns after usage of this technique after which the smoke reverts to normal and the user is unable to use Smoke techniques of S-rank and above for 2 turns.
Note: Ordinance smoke cannot be used with canon techniques.
Note: All Primordial Smoke techniques whether used as canon or customs cost +10 more chakra.
Note: After the Primordial smoke wears off the technique needs a cooldown period of 3 turns before it can be used again.
Note: Primordial Smoke can not absorb naturally occurring things unless there is chakra or other energies within them; e.g. water from straight from the lake, fire from exploding kunai etc, lightning from naturally bad weather, regular wind etc.
Note: Can Only be taught by El Alucard.
Note: Can only be utilized 3 times during battle.
Declined: As far as I know, Smoke Ninjutsu doesn't have any properties that allow it to absorb things, like Dark or Storm Release. I'm not sure whether customs that alter strengths and weaknesses are permitted either, I'd have to double check on that one.
(Kemuri no hōshutsu: Kura yami no kodomotachi)Smoke release: Children of the dark
Type: Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user performs 2 hand seals releasing from themselves or using an already existing source of smoke, solid animal familiars of their choosing. This can range from something like an ant to a chimera for example it depends on the user’s imagination. The smoke familiar is able to move and act on its own and has a mental link with the user allowing it to precisely co-ordinate offensive and defensive maneuvers without the user’s conscious command. The amount of familiars that can be created depends on the size of the animal; e.g the user can make a multitude of insects and small critters but can only make up to 4 wolves or 2 whales or 1 full sized dragon for example. In addition, the familiars can be used as a source of smoke to the user and he can perform techniques out of them without dispelling them like having a serpent familiar constrict an opponent and manipulating smoke spikes to erupt from its body, this of course coming at the price of slightly weakening the familiar. Finally familiars are able to absorb nearby or foreign smoke to make themselves sturdier.
Note: S-rank can only be used 3 times.
Note: Due to their solid nature the familiars can better withstand the normal weaknesses of smoke, with S-rank familiars being able to withstand up to A rank from a naturally stronger element.
Note: Cooldown period of 2 turns.
Note: Can only be taught by El Alucard.
Declined: This needs a bit of tweaking. There's no turn limit, for which I'd say a flat 4 turns at maximum is appropriate. Another thing is the last sentence. How much would this increase the strength of your familiar? +10, +20? The wording is too vague as is. This won't be able to assimilate an enemy's smoke techniques either, only yours.
-Primordial smoke (changes on it's mechanics have been made it's now a seal that basically causes changes.)
-Children of the dark (tweaked it accordingly)
- Killer 7 weapon was never checked.
(Kemuri no hōshutsu: Kura yami no kodomotachi)Smoke release: Children of the dark
Type: Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user performs 2 hand seals releasing from themselves or using an already existing source of smoke, solid animal familiars of their choosing. This can range from something like an ant to a chimera for example it depends on the user’s imagination. The smoke familiar is able to move and act on its own and has a mental link with the user allowing it to precisely co-ordinate offensive and defensive maneuvers without the user’s conscious command. The amount of familiars that can be created depends on the size of the animal; e.g the user can make a multitude of insects and small critters but can only make up to 4 wolves or 2 whales or 1 full sized dragon for example or if they chose they could make mini dragons which would alow them to make more than one. In addition, the familiars can be used as a source of smoke to the user and he can perform techniques out of them without dispelling them like having a serpent familiar constrict an opponent and manipulating smoke spikes to erupt from its body, this of course coming at the price of slightly weakening the familiar. Finally familiars are able to absorb nearby smoke to make themselves more lethal, increasing their damage by +5 every time they absorb smoke however they can only absorb smoke every other turn.
Note: S-rank can only be used 3 times.
Note: Familiars only last on the field for 4 turns
Note: Due to their solid nature the familiars can better withstand the normal weaknesses of smoke, with S-rank familiars being able to withstand up to A rank from a naturally stronger element.
Note: Cooldown period of 2 turns.
Note: Can only be taught by El Alucard.
-Declined- You can't make them resistant to the weaknesses of the element they are composed of and using them to spawn other jutsu "weakening" them needs to be better explained. Also absolutely not to the unlimited +5 each time they absorb smoke, that needs a defined limit. Also I'm somewhat against them having autonomy with that infringing on yang creations slightly, but the mental link is fine.
(Yanusu no shukufuku) Janus Blessing
Type: Supplementary
Rank: S
Chakra: 50
Range: Short
Damage: N/A
Description: Janus blessing is a medical seal which can be infused with different chakra natures in order to bring about a mutation within the user’s body for a short time. This works by placing a natured chakra infused seal on the user’s body which absorbs foreign chakra or otherwise unknown energies. After absorbing foreign chakra, instead of it being added to the user’s chakra pool the absorbed chakra’s nature is infused with the chakra that was focused on the seal. The medical properties of the seal then enforce the spread of the new nature somewhat like a virus in the user’s chakra pathway system thus causing the user’s manipulation of what would be their normal techniques of that specific chakra nature to “mutate” into different variations based on the foreign chakra that was absorbed.
Note: Each biography may only have two different Janus Blessing seals on them at any given point.
Note: The user cannot simply make up a new seal every battle. An element has to be submitted with it’s mutations for approval if the user wants to use it.
Note: Every (blessing) element may only have a maximum of 3 mutations meaning you can have a fire blessing with 3 mutations and a water blessing with 3 mutations for example.
Note: Each mutation can only be produced by a maximum of 2 chakra types (Does not need to be but can.)
Note: The user may not use more than one Janus Blessing seal at a time. So if one of them is active the user cannot use the other. The user can also not use the blessings consecutively and has to wait 3 turns after one blessing has ended before using the other one.
Note: The seal can only absorb the Basic 5 elements,Ninjutsu or Raw Chakra, Adv.Elements. And Adv.Ninjutsu As such things like custom elements cannot be absorbed.
Note: The seal can only alter the Basic 5 elements, Adv.Elements and Adv.Ninjutsu. As such things like custom elements and raw chakra or ninjutsu can not be altered.
Note: The seal cannot absorb mixed natures or elemental combinations.
Note: Effects of the seal last for 5 turns after which the user may not use that specific nature for 3 turns after, in an attempt for the body to basically “factory reset the settings” to the nature that was altered.
Note: Each blessing can only be used thrice per battle with a 5 turn cooldown period between usage.
Note: Can only be taught by El Alucard
(Genshitekina kemuri no shukufuku)- Blessing of Primordial Smoke
A smoke infused Janus Blessing seal is placed on the user’s body which he can activate mentally, granting him the ability to absorb foreign chakra in order to mutate their regular smoke chakra and changing it’s normal nature to Primordial Smoke. Instead of the absorbed chakra being added to the pool of the user, it’s nature is infused with the user’s own smoke chakra. The medical properties of the seal enforce the spread of the new nature somewhat like a virus in the user’s body thus causing the user’s smoke techniques to “mutate”, in turn altering his normal smoke chakra’s nature conversion for a short period of time. After absorption all of the user’s regular smoke and custom smoke techniques take on a different variation for 5 turns, depending on the type of chakra consumed.
Mutation 1: Dark Smoke
A mutation that occurs when the smoke infused Janus Blessing seal absorbs fire or wind chakras causing it to mutate the users regular smoke to an extremely hot, pitch black, thick and more detrimental smoke cloud that suffocates, burns and destroys everything it comes across. Dark smoke can easily overcome Fire and Wind techniques as they are simply absorbed and used to make the mutation stronger by adding +10 damage, Neutral to Earth and weak to Water or very cold elements.
So basically it would require a Fire or Wind technique one rank higher to deal with Dark smoke or a rank lower if using water or cold elements. Earth is neutral so the same ranks will clash but more often than not due to its heat, Dark smoke will melt the through earth and continue onward albeit severely weakened.
Mutation 2: Esoteric Smoke
A mutation that occurs when the smoke infused Janus Blessing seal absorbs Water or Lightning chakra causing the user’s smoke to mutate to an electrically charged tar-like cloud which is constantly dripping leaving behind a trail of tar like puddles which can also be manipulated by the user. Esoteric smoke is extremely hard to move in and can easily overcome water and lightning techniques as they are simply absorbed, Neutral to Fire and weak to Wind and Earthen techniques. Wind would harden this form of smoke and earthen elements or various minerals would absorb the substance.
So basically it would require a Water or Lightning technique one rank higher to deal with Esoteric smoke or a rank lower if using wind or earth. Fire is neutral so the same ranks will clash but more often than not, due to its density Esoteric smoke will continue onward albeit severely weakened.
Mutation 3: Ordinance Smoke
A mutation that occurs when the smoke infused Janus Blessing seal absorbs unknown and foreign forms of raw chakra and energies (Including sage chakras, spiritual or magical chakras etc.) turning the user’s smoke to a fast growing, glowing nimbostratus cloud-like smoke that that seems almost sentient due to its extreme affinity or hunger to the specific foreign chakra or energy which was absorbed by the seal. Ordinance smoke will sense the specific chakra and energy which it absorbed regardless of its presence on the field and be attracted to it like a magnet meaning it is constantly seeking out the opponent’s chakra and techniques with the absorbed chakra signature no matter where they are (This was basically made to deal with CC an CCCJ but if it absorbs raw chakra in the form of ninjutsu it is attracted to the individual since all since all chakra signatures are different). It will then attach itself to the opponent or the source of the foreign chakra, draining them and growing very quickly; engulfing whole techniques, restricting the opponent’s movement etc. all whilst absorbing chakra/energy from the host or from the source until there is nothing left. Once all the chakra has been sapped out of the source it will move on to the next and onto the next until all traces of said chakra have been absorbed at which point the cloud will remain dormant as if asleep, just waiting for it’s next fix. It is fairly easy yet tricky to get rid of Ordinance smoke as a simple gust or blast of wind or earth a rank lower is enough to dissipate and as long as it does not attach itself to the source can be avoided it however, it’s love for a certain chakra type makes it hate all other chakra types and as such will be repelled by them or will avoid them making it easy for it to dodge fast A-rank techniques. Opponents would be forced to risk it coming close in order to deal with it. Ordinance smoke interacts differently with techniques and organisms as in, while techniques can be completely engulfed in one move organisms are different; for example let's say the Ordinance smoke attached to an organism's hand (Humanoid size), it would begin draining -10 chakra the first turn quickly growing enough to cover that organisms entire finger. It would then absorb -15 chakra the second turn quickly growing enough to cover the entire hand of said organism thus inhibiting two handed hand seals or holding stuff with that hand etc. Ordinance will then absorb -20 chakra the third turn quickly growing enough to cover an arm or leg of the organism's body. By the fourth turn it would take -25 chakra and have covered about a ¼ of the organism's body. By the 5th turn it would drain -30 chakra and would have covered half of the organism's body, at this point depending on where the smoke latched itself onto most movement would be lost. The 6th turn would see it draining -35 chakra from the organism as well as growth enough to cover half of the remaining half of the organism. By the 7th turn the entire organism would be covered however the Ordinance smoke would continue draining chakra in +5 increments each turn whilst growing until all chakra has been depleted. Safe to say larger organisms will take double the time to completely cover so large beings or summons will be completely engulfed in about 14 turns. Ordinance smoke has the same S&W as regular smoke.
Note: After absorption, all canon and custom smoke techniques take on their respective primordial forms for 5 turns.
Note: After the seal wears off and the user has waited 3 turns for their smoke chakra to revert to normal they have to wait an extra 2 turns to be able to use Smoke techniques of S-rank and above.
Note: Ordinance smoke mutation cannot be used with canon techniques.
Note: The Ordinance smoke mutation can only be used once. Attempting to use it more than once will cause it to turn on it’s user.
Note: All Primordial Smoke techniques cost +10 more chakra.
Note: The user cannot use their smoke seal to absorb naturally occurring elements unless there is some form of chakra within them; e.g. water from straight from the lake, fire from exploding kunai etc, lightning from naturally bad weather, regular wind etc.
Note: Can Only be taught by El Alucard.
-Declined- There's a lotta issues with this one overall, but it's not worth explaining them because you don't have advanced fuuin meaning you can't submit body seals, also you've not actually finished fuuin training as far as I can see, you're at B rank currently in the training grounds with AJ.
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