[CJ] Scaze and Lili.

System001

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Rhinoceros basically allows you to spew a stream of fire that curls around into a cone shaped drill, lightning is then added into the stream of fire, enhancing the heat and rotary properties and then sending it out in a desired direction. Sooner or later you can command it to explode into miniature versions of itself.

A few questions, when it says that it wraps around you, does that mean that it can form a cone with you inside it?
How big can it be? Is there a limit?
Do you decide when it explodes on creation, or can you explode it when you want, impromptu basically?

Basically pretty self explanatory.
Allows for nature and shape manipulation to create a dome of slicing winds to defend yourself, and then allows you to split them into two blasts for offence. Furthermore the winds are empowered by earth to increase it's abrasiveness. (wow that's a word.)

No questions about this one, really nice.
 

Lili-Chwan

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Rhinoceros basically allows you to spew a stream of fire that curls around into a cone shaped drill, lightning is then added into the stream of fire, enhancing the heat and rotary properties and then sending it out in a desired direction. Sooner or later you can command it to explode into miniature versions of itself.

A few questions, when it says that it wraps around you, does that mean that it can form a cone with you inside it?
How big can it be? Is there a limit?
Do you decide when it explodes on creation, or can you explode it when you want, impromptu basically?

Basically pretty self explanatory.
Allows for nature and shape manipulation to create a dome of slicing winds to defend yourself, and then allows you to split them into two blasts for offence. Furthermore the winds are empowered by earth to increase it's abrasiveness. (wow that's a word.)

No questions about this one, really nice.
Yeah, you can be inside for it to protect you. You can pretty much create a drill within short range, so you can cover other people.
When you want.

Thanks xd

Post both techniques here, please
 

System001

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(Katon/Raiton: Mure Sai no Shuuren) Fire/Lightning Style: The Drill of the Rhinoceros Crash
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user will preform 3 handseals, and quickly spit a continuous stream of fire, which will start to spin with a great speed forming a huge drill. This rotation can be either around the user or near the user, the tip of the drill being pointed towards anywhere the user wishes it to point. As the user starts spitting the fire, the user will preform a different handseal, which will then start enveloping the fire drill with lightning chakra. As both elements start to friction on each other, the drill starts spinning substantially faster and will increase the temperature largely, all adding to the piercing power of the technique. At the user's wish, the bright drill can be shot at great speed towards the desired location, going on a straight line until the user decides to make it explode, blasting outwards multiple similar drills, significantly smaller in side.
*The large drill can shoot to Long Range, the small drills will be shot in a short range radius*
*Both phases can be done at the same time by two shinobis*
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Lightning or Fire Techniques above S rank in the next 2 turns*

( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard

Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact.
With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range.
*The user is able to create a perfect sphere by leaping in the air*
*This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn*
*The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent*
*Can only be used thrice per battle*
 

System001

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Yeah I do. -.-
(Kuchiyose Rirīsu - Bakuhatsu Tekunikku) - Summoning Release - Explosion Technique
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A technique in which when a summon returns to its homeland, the signature poof of smoke is instead replaced by a haphazard build up of chakra that's violently discharged, creating an explosion. The explosion itself stems no more than a few meters (3) away from the Summon's original silhouette, but when utilized by larger, or gargantuan summons, could potentially have devastating, perhaps even terrain changing effects. Should the utilizing summon have an elemental affinity, it would be capable of charging the explosion with said element, producing a elemental explosion. This technique can either be utilized by the summon itself, or activated by the user. The explosion itself starts directly after the summon disperses, building up from the centre and rapidly expanding outwards to the limits of its reaches - being clearly visible and also audible.

Note:
- Can only be used 2x
- Cannot be used on consecutive turns
- No Ninjutsu above S rank for the rest of the turn
- Can only be taught by Scaze

Same drill. Analyse it for me please.
 

Lili-Chwan

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It's basically an alternative to reverse summon. Instead of passively vanishing, the summons leave behind an outburst of chakra, an explosion per se, from a single point at the core of summon's previous position, that reaches 3 meters outside the summons original silhouette. This can be a simple chakra burst or, if the animal has an elemental affinity, it can be an elemental chakra burst. It would be nice if the burst could be composed of something inherent to the summon, like venom, oil, acid, etc, but it's fine this way.
 

Lili-Chwan

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Alright, it's basically about using Lightning style along with some pretty quirky and interesting stances and motions, in order to pierce your target and infuse electricity through it. The style behaves similar to Gentle Fist, but it could be considered a more rude and broad variant, as you don't have the finesse of targeting such tiny anatomic points, as the lightning diffuses around the pinpoint-like strikes of the style, but you sill open up a great range of effects dealing with electricity and nervous terminations, and lightnign inherent strengths. The effects from being pierced by a Mantis Fist user are varied, from physically piercing or cutting the opponent, to overloading the nervous terminations and cause pain AND illusion of pain or even cause the body to ignore the existence of limbs, by severing the nervous connections.

The name of the style comes from the stances being reminiscent of the blade-like legs of a Praying Mantis, as well as being focused around piercing and severing like actual blades. From that I think we should name our techniques around bug motifs, like for example, your new one is called Torment, but it deals with the illusion of pain by the malfunction of the sensory receptors and nervous system. Why not call it something like Infestation. Or Antenna's Torment, Tumultuous Swarm
 

System001

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Alright so there's finally a technique for Mantis Fist!

Genkotsu Kamakiri: Dangan Ari: Kunō | Mantis Fist: Paraponera Clavata: Torment
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely.

Note:
Can only be used 3x
Can only be used once every two turns.
A maximum of four strikes can be delivered per use.
Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)
- In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain.
Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)
- The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc)

Alright, so same drill, analyse and explain it please.

You know what, I should've asked for more for Mantis Fist. <__> An entire CFS for a CJ is way too good of a bargain. :c
 

Lili-Chwan

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Alright so there's finally a technique for Mantis Fist!

Genkotsu Kamakiri: Dangan Ari: Kunō | Mantis Fist: Paraponera Clavata: Torment
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely.

Note:
Can only be used 3x
Can only be used once every two turns.
A maximum of four strikes can be delivered per use.
Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)
- In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain.
Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)
- The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc)

Alright, so same drill, analyse and explain it please.

You know what, I should've asked for more for Mantis Fist. <__> An entire CFS for a CJ is way too good of a bargain. :c
Too bad! You didn't believe in your CFS, and now you're paying the price (which is actually not that bad, considering I'm just awesome with the creation of CJ).

As for the technique, is just complete bending of pain through direct contact with your fingertips. It's marvellously written and I love the name. Any type of pain can be experimented with, which allows for great versatility. It's not the safest of jutsu to use in a handshake, but it is one of the coolest without a doubt.

I have a question though. If you expose your opponent to a whole turn of prolonged contact, he is unable to mold chakra. Does this mean that, when you actually initiate the contact, he is unable to mold and release chakra through that area and it progressively restricts the whole arm, then torso, then whole body, etc? Because, if it works like that, then it's simply awesome, it would prevent people from countering the technique with a contact technique of their own, meaning our handshakes are superior. I mean, just pain alone is enough to interrupt chakra techniques, so I figure something like our jutsu would be perfect for that.
 

System001

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,__, Lili pls.

Thanks.

Uhm, you know what, that's a good question, and truth be told I haven't thought about it at all. So I really don't know.
But if I had to guess it'd be a yes and a no, a no because if they reacted near instantly (as in fast enough for this technique to fall under the duration category of your standard quick MF strike) then I think they'd be fine, they'd be in pain yes, but I think they'd still be able to mold chakra in that area if only out of desperation. (but then that begs the question of how advanced of a technique they could produce from that area in a response)
But if, for instance, you managed to get a handshakes worth of contact in then I think they'd be in a bit of trouble and end up struggling quite a lot to produce anything from that area.
But then there's also the problem of how hard it is to quantify time in the RP and a ton of other stuff so I'm not really sure. In fact, you can probably answer your question better than I can, but just to be safe I might have to ask someone, cool?
 
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