- Joined
- May 15, 2012
- Messages
- 13,269
- Reaction score
- 288
- Status
Meiton : Yami no maō | Dark Release : The Dark Lord
Type: Offensive/Supplementary
Rank: S - Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80 (+20 taijutsu techniques)(+20 Dark Release techniques)
Description: The user will form three handseals, creating an armor of dark chakra around themselves with dark chakra coating their body to prevent injury. In this state the user's taijutsu will become more dangerous as the dark chakra flames cover his techniques. In this state the user will be able to release waves, blasts, shields, beams or streams of dark chakra along with their movements. Using these waves and blasts will be S rank (Up to mid range) and take up a move slot and chakra cost associated with this technique. The additional dark chakra bolsters all dark chakra techniques.
Note: Can only be done twice per combat
Note: Has a two turn cooldown after deactivation
Note: User cannot use earth techniques that come from the body as that will break the constitution of the armor
Declined - Alright so, you're gonna have to tackle some portions of this technique. One of the first things, what do you mean it prevents injury? It's an 'armor' of dark release flames, which means if you are making the flames 'solid', it would have a threshold as to how much damage it can take. If that's the intent, then you're gonna have to make that more known/literal in the technique. It would also weaken per technique it blocks as a result. One thing I should note, adding multiple boosts like this may cause it to be treated as a state, as seen here (x). This would restrict you from having a Mode active. I'll double check with L, but if its counted as one, you will need to add it into 'Type' as well. This would restrict you as mentioned, so ill get back to you about that. And finally, the actual issue I have with this technique, is the ability to be releasing those projectiles etc of Dark Release. With how the element works based on it's absorbing and release aspect, you'd have to actually keep absorbing techniques like via Inhaling Maw to fuel further usage of the armor. As is, it bypasses the need of needing to keep absorbing techniques, as absorbing chakra prior would be utilized to trigger Dark Lord but then the release of other constructs from the armor would still need further absorbed techniques to be the case. Address this possibly, as it is currently not gonna fly. (Mirai)
Katon : Fuga | Fire Release : Open
Type: Offensive/Supplementary
Rank: Forbidden Rank
Range: Short - Long
Chakra: 50 (-10 per turn)
Damage: 90 (-20 to the user) (+20 Fire techniques)(+20 Wind techniques)
Description: The user will form three handseals then put their hands in an archery pose, with their index and middle finger as the focal point. The user will channel the highest amount of fire chakra they can muster into an arrow of devastating flame. The heat of the arrow will start to burn the area around the user, the heat is so intense that it hurts the user to hold the arrow. The longer the user holds the arrow the more damage is done to him. The user will aim at their target then release the arrow at a very high speed. When it hits the target or makes contact it will deal devastating results as it cremates and incinerates on impact then the fire erupts and leaps all around destroying everything in and around its path spreading, destroying to the size of a landmark. These flames are so hot that they stay ablaze lasting two turns on the battlefield. The fire will evaporate all natural water sources in the area of the landmark. These flames lasting will empower the users wind and fire techniques, as they will use the flames in their attacks, if not dealt with. To maintain and use these flames, they require chakra control from the user. The flames will die out within two turns as the strain on maintaining them starts to wear on the user.
Note: Can only be done twice per combat
Note: Has a three turn cooldown
Note: No other F rank or Fire jutsu in the same turn as the arrow is shot
Note: Flames last on the battlefield for two turns then they die out
Declined - I peep the JJK reference. Now, issues stem from a few things I noticed, one of which being the 'destruction of a landmark'. Now we do allow terrain altering techniques, but that would be a Ninja World exclusive feat, so you'd have to specify that, and with normal in battle use, just have go into long range surrounding the battlezone. However due to how that works, it wouldn't actually affect the terrain once you leave the fight. Evaporating water sources is fine as well, but once again if using it on a Landmark Scale, has to be noted with the Ninja World use while also following the same notion of only affecting water sources. It also wont evaporate just any size of water sources, as ocean size ones as an i.e would be too large for this to do so. Scale accordingly, but most of all- you're restrictions aren't as...well, restricting considering what you are trying to achieve with this. The NW Landmark destruction will only happen once per NW arc, but usable twice per battle is fine. Just need to reign this in a bit more, but overall- nice technique. (Mirai)
Resubmitting:
Katon : Fuga | Fire Release : Open
Type: Offensive/Supplementary
Rank: Forbidden Rank
Range: Short - Long
Chakra: 50 (-10 per turn)
Damage: 90 (-20 to the user) (+20 Fire techniques)(+20 Wind techniques)
Description: The user will form three handseals then put their hands in an archery pose, with their index and middle finger as the focal point. The user will channel the highest amount of fire chakra they can muster into an arrow of devastating flame. The heat of the arrow will start to burn the area around the user, the heat is so intense that it hurts the user to hold the arrow. The longer the user holds the arrow the more damage is done to him. The user will aim at their target then release the arrow at a very high speed. When it hits the target or makes contact it will deal devastating results as it cremates and incinerates on impact then the fire erupts and leaps all around destroying everything in and around its path spreading, destroying the battlefield/long range. (Up to the size of a landmark in NW). These flames are so hot that they stay ablaze lasting two turns on the battlefield. The fire will evaporate natural water sources in the area of the battlefield that aren't oceanic in size (long range/ lake size). These flames lasting will empower the users wind and fire techniques, as they will use the flames in their attacks, if not dealt with. To maintain and use these flames, they require chakra control from the user. The flames will die out within two turns as the strain on maintaining them starts to wear on the user.
Note: Can only be done twice per combat
Note: Has a three turn cooldown
Note: No other F rank or Fire jutsu in the same turn as the arrow is shot
Note: No Fire jutsu above A-rank for two turns
Note: Flames last on the battlefield for two turns then they die out
Fuuton: Jutsushiki Junten: Ao | Wind Release : Cursed Technique Amplification: Blue
Type: Offensive/Defensive/Supplementary
Rank: S - Rank
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description:The user will perform three handseals to create a wind vacuum in the area. The wind vacuum is very violent and strong. Strong enough to pull levels of earth up to it and can even pull a boss summon off the ground towards it. The user chooses a direction where the vacuum will pull and to make it change direction/move it will cost a move. The vacuum spins at such a high rate it gives off a blue hue. The user is able to create a maximum of two vacuums simultaneously with this technique. The vacuum is able to pull techniques towards itself within reason, following the strengths and weaknesses of wind release. The user is able to put the vacuums together, creating a single wind vacuum that can pull from two different directions at the same time. This conjoined vacuum looks like a large blue ball of wind chakra at the center. When things enter the wind vacuums they are shot out of the otherside, but when things enter the conjoined vacuum they are pushed to center and are imprisoned in the torrent of swirling wind. The user is able to re-direct the pulled in objects within reason, this takes up a move and chakra to do so.
Note: Can only be used two times
Note: No A - rank above wind techniques for two turns
Note: Can only last three turns
Last edited: