[CJ] Getting to that mode

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
Supreme
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Ok. So here are 6 customs for 1,500 kumi each, totaling 9K.

They're pretty self-explanatory, so no need to explain them. I'm sure you'll reach out to me if you have any questions anyway.

(Taijutsu: Ryūketsu) Body Art: Bloodwhetting
Type: Offensive
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40
Description: A technique developed by Kōtetsu Inuzuka to escape genjutsu by causing physical pain on himself or an ally, Bloodwhetting makes use of medical knowledge to inflict damage on parts of the body sensitive to pain to avoid dealing widespread and potentially hindering damage. Using their sharp nails, and even their teeth, and injuring parts of the body such as the knees, fingertips, and forehead, the user can escape or break an illusion by dealing the required damage to themselves or an ally. By using their medical knowledge, the damage suffered from this technique allows the user to ignore up to the 20% threshold of the adverse effects of the drawbacks from missing health depending on the part of the body damaged. If the damage done exceeds that threshold, then the full effects of the drawbacks will occur as normal.

Notes:
- This technique requires mastery of Medical Ninjutsu.
- This technique requires a one-turn cool down between use.
- The B-ranked version of this technique can be used up to five times per battle.

(Kamu) Bite
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: This is a simple technique that can be utilized by a wide variety of animals, including pets, summonings, and even humans in desperate situations when no other option is available to them. This technique allows the user to bite down on a target, sinking their teeth into it to hold them in place or even rip flesh.

Notes:
- This technique requires a one-turn cool down between uses.
- The technique can be used up to five times per battle.

(Taijutsu: Jishin Suto) Body Art: Seismic Strike
Type: Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique is used as a basic taijutsu strike deployed in close range that has the user sprint forward before lunging and slamming shoulder-first into the target. Due to placing the entire weight of their body behind the attack, the user is capable of destroying solid defenses of equal strength and knocking opponents off balance by sending them reeling up to five meters backward upon contact.

Notes:
- This technique can be used four times per battle.
- This technique requires a single-turn cooldown between uses.

(Iryō Suiton: Vu~arukirī no Yuri Kago) Medical Water Style: Valkyrie's Cradle
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 60 (-20 per turn)
Damage: N/A
Description: A combination of Water Release and Medical Ninjutsu, Valkyrie's Cradle combines the former’s ability as a medium to transmit medical chakra to create a healing solution. By performing four handseals the user releases vast quantities of medical chakra-infused water that can reach up to mid-range in any direction of their choosing. Reaching up to ankle length, this pool of water is able to accelerate the body’s healing of any within its confines by having medical chakra seep into the body. While it can’t heal above the maximum health capacity, this technique can heal up to 40 physical damage per turn. Once contact is lost with the water whether due to an enemy technique or simply stepping out of it, then the healing will stop. As an alternative release method, the user can focus this technique onto a singular target by encasing them in a cocoon-like shape of water, covering all but the target’s nose and mouth. Due to the precise chakra control of Medical Ninja, the water used for this technique is pure, without impurities or salt content, making it nonconductive. This acts as a defense against incoming heat or electricity-based elements as the water molecules dissipate the energy of attacks of equal strength, requiring it to be overpowered to be destroyed.

Notes:
- This technique can last for up to three turns and can only be used twice per battle, requiring a three-turn cool down between each use.
- This technique requires a mastery of Medical Ninjutsu and Water Release to use.

(Iryō Katon: Jōka no Honō) Medical Fire Style Technique: Flames of Purification
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A combination of Fire Release and Medical Ninjutsu, Flames of Purification utilizes the purifying power of fire to damage parts of the body to achieve varying effects and then regenerate the damage done to the afflicted area. By performing four handseals the user can coat their palms in flames that also possess medical chakra. By placing their palms on a targeted location the user is capable of damaging themselves, their allies, or the opponent to burn away afflictions such as the Scarlet Rot, corrupt Fuuinjutsu seals by damaging the medium it is placed on (the skin or clothes), and even deal damage to break illusions. Due to the medical chakra present in the technique, the user will immediately regain health equal to the amount of damage done (80).

Notes:
- This technique requires mastery of Medical ninjutsu and Fire Release to use.
- This technique can be used three times per battle and requires a two-turn cooldown between each use.
- After use, the user is unable to use Fire Release of Medical Ninjutsu techniques above A-rank for a single turn.

(Kaen Kakkusei Iden: Nokoribi no Hosuto) – Atavistic Flame: Host of Embers
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A (+20 damage to chakra-less Taijutsu)
Description: Host of Embers is an Atavistic Flame technique that augments the user’s chakraless CQC attacks such as Kenjutsu, Bukijutsu, or Taijutsu. The user will focus the Atavistic Flame by drawing upon their spirit and manifesting it over their body or weapon in the form of a dimly glowing yellowish-orange aura that appears as cracks in the skin or on the weapon, making them searing hot to the touch. This aura moves with the user and allows their physical attacks to deal an additional 20 damage. Once activated at the cost of fifteen spiritual Health Points this technique lasts four turns, with the user recovering five spiritual Health Points every other turn while active. This technique can be used regardless of proficiency level, but cannot be used in conjunction with Glowing Fists.

Notes:
- This technique requires a four-turn cool down after it ends, and can only be used three times per battle.
- Upon expiring the user is unable to use Atavistic Flame techniques above B rank for two turns.
 
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