[CJ] Scorps and Lili exchange customs DVII

Lili-Chwan

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Hello there. So, last I heard, we had these of yours to learn:


24.Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
25.Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water
27.Genjutsu: Senkyoushi | Illusionary Arts: Missionary
28.Magarime | Flip
29.Ro-ru | Roll
30.Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
32.Suiton: Megami Kontorōru | Water Release: The Goddess Control


Though, I don't know if you can teach me Fuuinjutsu Customs if I haven't had Fuuin training. (I wouldn't use them anyway, until I have training)

Also, I was wondering if we could exchange summon arts (ninjutsus that are meant to be used by summoners and summonees) and apply them to our own summons. For example, I could teach you some parrot arts, like Throwing Feathers and Exploding feathers, so you could use them on your Crane summons, and you could teach me Screech and something like that (both birds, it would make sense)

Anywho, these are mine that you're yet to learn, according to my thread:

5.( Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken (3/6) (Wait I taught you this, didn't I?)
25.( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard (1/6)
26.( Katon: Jomei no Karasu ) Fire Style: Raven's Purge (0/6) (I also taught you this)
27.( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag (1/6)
28.( Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow (2/6)
29.( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove (2/6)
30.( Genjutsu: Kohitsuji Shoutan Raikou) Illusion Arts: Lightning Tears of a Lamb (1/6)
32.( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation (0/6)

Also this one:

6.( Katon/Fuuton: Ikusen no Houou ) Fire/Wind Release: The Squad of the Scorching Falcons (0/6)

Was updated, so I'm re-teaching you that too
 
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Scorps

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right.

Well, the summoning arts what can be done is that I can teach you the knowledge that will enable you to create your version of that in your summons and vice versa. But you'll still need to make your own version of it for your usmmons and vice versa.

The fuuin i'll teach you once you finish fuuin training.

Now, Loathsome water. Pretty simple yet very usefull. Using your chakra you push away any water molecules up to the limits of short range. Perfect for defending against water and fire techniques, its also good to push away fast enemies in close range. Better than that is that you can keep it active for some time. The shield itself is very thin as its created from the moistuyre in the air unless you're surrounded by Mist or rain. This means that the more water there is around you the less you can see from whithin it. Also, carefull upon using it in a field of water. Its an omnidirectional push of water molecules so if you're standing on water you'll lose contact with it and will be above a semi-sphere of absent water so to speak.

You can also use this to soften the fall from aa big height into something moist like mud or water. You can use this to protect yourself from physical attacks of anything containing water.

The possibilities of this technique are virtually endless because it acts on water molecules and not simple water.

questions?

PS: no i don't know all of those. And i'll need to check with nexus if i can learn the ones i checked.
 
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Lili-Chwan

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right.

Well, the summoning arts what can be done is that I can teach you the knowledge that will enable you to create your version of that in your summons and vice versa. But you'll still need to make your own version of it for your usmmons and vice versa.

The fuuin i'll teach you once you finish fuuin training.

Now, Loathsome water. Pretty simple yet very usefull. Using your chakra you push away any water molecules up to the limits of short range. Perfect for defending against water and fire techniques, its also good to push away fast enemies in close range. Better than that is that you can keep it active for some time. The shield itself is very thin as its created from the moistuyre in the air unless you're surrounded by Mist or rain. This means that the more water there is around you the less you can see from whithin it. Also, carefull upon using it in a field of water. Its an omnidirectional push of water molecules so if you're standing on water you'll lose contact with it and will be above a semi-sphere of absent water so to speak.

You can also use this to soften the fall from aa big height into something moist like mud or water. You can use this to protect yourself from physical attacks of anything containing water.

The possibilities of this technique are virtually endless because it acts on water molecules and not simple water.

questions?

PS: no i don't know all of those. And i'll need to check with nexus if i can learn the ones i checked.
Suiton: Sono Kirai Mizu | Water Release: The Loathsome Water

Type: Defensive/Offensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques.

Note: Can only be used 3 times
Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank
Note: Can't mold Water above S-Rank the following turn
Note: Can only be taught by Scorps

How does this against all the elements in terms of rank? All water-molecule'd (lol, organic, water, organisms, etc) and jutsus double and standard weak against water element (fire, etc) up to Forbidden, neutral elements (Wind, Lightning (?), etc) up to it's rank, S rank, and all elements strong to water (Earth, Earth-based, etc) one rank bellow?
 

Scorps

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Think of it as a water technique that creates an expanding shield of water, spherical all around up to short range. The weaknesses and strenghts of each element apply like it would in a normal water technique.

Only thing to bare in mind is that if you use this in a desert or after your opponent removes all moisture from the air, there is no shield created and the interaction of the technique will only apply against water techniques. Basically if there is no water molecules to push, there will be no physical shield. So fire, earth, wind, etc will all still pass through it. Humans, Wood, Mushrooms, Ice, etc will interact with it according to the S&W of the element.

If there is water molecules around, you get an S-Rank water shield...lol
 

Lili-Chwan

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The first ones were approved by you. I don't see a problem teaching you those, forbidding it would be the same as calling you biased, and I'm against that. Nonetheless, there are others to teach just as good as the ones you approved, so to avoid controversy, lets start with those:

( Katon: Jomei no Karasu ) Fire Style: Raven's Purge
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Point: N/A
Description: After 1 handseal, allows the user create a localized fast burning ember that reduces a patch of organic materials like leaves, mushrooms, plants, to ashes in moments, releasing a large cloud of smoke. These clouds will hold a specific compound or subtance that the organic material was holding, such as toxins, venoms, poisons, etc, quickly purging them into the air. With a second handseal, the user can control the hot smoke into vanishing harmlessly or aggregate it on an opponent. Can be used on opponent's techniques up to the rank or user's own created with no rank restriction, only size.
Works on dead animals, never bigger than a human, or a small group tiny animals, never bigger than a normal insect.
*requires a 1 turn cool down*
*Can only be used 3 times to overcome opponent's techniques*

I have taught you this, maybe not directly but I did. I remember it because Raven's Purge is strongly linked to the mushroom contract, and the main point on the "Quick Guide for the maximization of Mushroom Element usage". This jutsu's main purpose is to pick up any molecule or particle, from the air, organic material, soil, etc, and create a cloud with it. It is basically our own personal method for creating poisonous clouds out of otherwise unreachable poisonous substances. I created this technique in order to get rid of the disadvantage many poisons have, which is that, in order to affect the person, they have to eat/drink it. No one in their right minds would do that, Raven's Purge is thus used to do just that.

Similarly, it is able to purge the poison out of any organism your opponent uses against you. You will then hold the sole ability to manipulate it, as it will be in your smoke, and you can use it to turn it back on your opponent, or simply send it away from the field of battle.

Finally, the temperature of the smoke is variable. Fire is used to burn down all but the compound, and use the smoke from the remaining to keep and transport that compound. Heat is lost in the carbonization of the remains, so, if a compound is not viable at high temperatures, the smoke can be room temperature. If the compound is viable with hot, then you are allowed to keep the heat within the smoke, adding a different damage factor, both the poisoning and the burning.

Another thing, do not dismiss the properties of seemingly harmless materials. Some plants or fruits are not considered poisonous because they do not have enough quantity of the poison to affect anyone, but if you burn enough specimens, the poisonous cloud will hold enough poison to seriously harm. Another things is where you put the poison. Some poisons get diluted by the organisms if they're absorbed through the skin, but fail to it if inhaled. etc etc
 

Scorps

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Hum...what about things like alchool or poison itself? and compounds like flourine and others that are very flammable? How would it work?

and living animals?
 

Lili-Chwan

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Hum...what about things like alchool or poison itself? and compounds like flourine and others that are very flammable? How would it work?

and living animals?
Well, this is a selective jutsu, so, even if the compound is flammable, the smoke will keep it isolated (until you wish to release it, which can make an explosive cloud). The organic restriction on this technique is because we utilize the carbon to isolate the compounds, if you try to use this on a pure element it will not be able to select anything to serve as container, so it won't work. Maximum you can do, but is an incomplete usage, is heat up the object (which may cause explosions or other effects, so it's usefulness is relative). But, general rule, nothing is pure and pretty much everything has carbon or similar compounds to serve as container. For example, if instead of tissues you have plastic, it has carbon. If you have alcohol running near trees or the ground, you can burn part of those along with the alcohol (Or "pure" poison, or fluorine) and achieve the same effects. Or, especially in pure venom or other organic substances, you can burn part of the substance to use as container and part of the substance to use as compound.


As for living animals, it accepts the usage of this against insects, and other low level living forms. It's restrictions is specified as "small group tiny animals, never bigger than a normal insect". This means that, if you're fighting an Aburame, you can purge a small part of them. If you're fighting actual summons, where it's an insect and other low level beings, you can burn a patch of them (if they're tiny), or a very small one, like, the size of a bunny. A bunny, though, won't be affects like an insect, because, despite, being of the right size (As a group of insects, to as an individual insect), it's a bit more complex. The effects would be roughly about burning his fur, and even causing some degree of burning in his skin, it could kill him, but it wouldn't serve the purpose of isolating a special compound (It's fur can be used to isolate other compounds, though, like in the situation I described above with pure elements).

If we get a complex animal, but at a much smaller size, for example, a small lizard or a small bird (Like a chick), you could possibly do it, or if the animals are nano-size, But if they get bigger, the burns start to became less and less noticeable. Like, if you use this on a normal tiger, or even a dog, it will burn a patch of their fur, but won't do enough damage.
 

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right!

Now, Missionary!

Well, as you can read it its a Genjutsu that neables you to make your enemy feel a hit in a certain specific place of the body. The illusion itself is only the hit so one can say its unreleasable. Its a simple "pam!" in a given place and then it ends. Only enemies imune to genjutsu won't experience it. Now, the trick is that you can hit the back of the knees to make the eneemy fall to his knees (useful against a running enemy or when you have some kind o hazard in front of him like a spike) but you can also target other places like the neck, the head, the eyes, etc. The hit itself doesn't happen so no physical damage is set. However, the mind, fooled by the genjutsu, will react. And how will it react? reflexes! Now, the more you know about these, the more the technique is effective. From a short lived faint to an excruciating spasm, as long as you target a place that when targeted by a read impact would trigger a reflex, the reflex is triggered.

Back of the neck makes the person become dizzy and fall, even if not fully losing the conscience. Behind the ear it will compress a special nerve making the enemy's blood pressure drop and the person will faint (even if only for a moment). Same with the sides of the traquea (vagal nerves), arm pits, back of the spine, genitalia, abdmonen, etc etc. All of these will simply trigger a reflexive response which you can exploit according to your needs.

The effects aren't that long lasting but it may buy you time to prepara a lenghty technique that would otherwise not be usable in a normal situation or to simply strike you enemy quick and clean.

Questions?
 

Lili-Chwan

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Re: ±± The Chest of Endless Wisdom ±±


Genjutsu



5.
Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One


27.
Genjutsu: Senkyoushi | Illusionary Arts: Missionary
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (40 if done with hand seals)
Description:
The user will induce a simple but precise and useful illusion onto the enemy making him feel a blow was just delivered to the back of his knees. As a reflexive response, in reality his legs lose strength and the enemy falls on his knees immediately. While quite simple, the technique serves many purposes and leaves the enemy vulnerable. The technique can target other areas and deliver similar blows to induce other similar reflexive actions. If the user does 2 handseals (boar+rat) he can cause the enemy to experience pain and even target the enemy's neck from behind, making the enemy experience severe pain and loss of limb control for a few moments, collapsing to the ground as if a precise blow was given to a nervous cluster in the neck. Off course in reality, no damage is done but the body is fooled into reacting in a reflexive manner to the illusionary blows.
Note: Can only be taught by Scorps
Note: For the hit to cause damage, the user needs to do the handseals.

A few questions:

1. Can we target both eyes, for example? Like, a blow to both eyes.

2. Is there a defined area of impact? For example, can we target just a small vein just as well as we can target the whole chest? Or is the blow the size of a fist?

3. Is this purely tactual, or is it accompanied by a vision of a fist/dislodged air? Or even if there's an illusionary compression of the area we "hit".

4. If I'm able to use genjutsus with one handseal, or none, due to a weapon or a status, etc, can I apply it to the damage delivering genjutsu? Or is it 2 handseals, regardless of mastery?
 

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1) blow is localized, more or less the max size of a fist. If will follow the same "kinetic" limitations. You can target 2 places at once (like the back of the knees) as long as the effect is the same.

2) max size of a fist. smaller size the size of a finger.

3)Only tactual. no visual or sound component.

4) if you can use gen without handseals, that means you don't require handseals to use the damage part.
 

Lili-Chwan

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Understood

( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force every and all liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire.
*The stag remains in play for 2 turns before the fire consumes itself*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
*Can only be used thrice per battle*
*The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +10 and making it impervious to water jutsus of the same rank. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*
*A strong enough water can push through the vapor coat, streams or masses of water of the same rank as fire being coated by the vapor, or a pressurized stream of water of a rank bellow will block the protection*

This really is just a method of using temperature to repel any liquid away from a fire. It is normally used as the stag, but it can be applied to any fire jutsu you want. Songbird gave the idea of applying it to Lion's Lair, and it would make a pretty good defense jutsu ;) Questions?
 

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I have no questions. I'm in aw of it. O_O Never taught of something like that.

Ok, Flip and Roll are simple. They are simple enhanced taijutsu moves. You take normal free form movement and using chakra to power yourself (in the same way you'd do to punch or run in free form), you do a faster, tighter, perfected movement that you can use to escape small sized techniques or to combine with a rasengan or better yet, weapon throwing.

Questions?
 

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Magarime | Flip
Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Flip pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way.While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on flips, either lateral flips (or cartwheels) back flips or front flips. The user will charge his muscles and spring his body, performing either a lateral, front or a back flip, with or without the help of his hands. If he uses his hands he can do up to 4 consecutive flips that will bring him from short to mid range from his initial position. The speed of the flips is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Flip technique.
Note: Can only be taught by Scorps

29.
Ro-ru | Roll
Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Roll pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way. While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on rolls, either back rolls, front rolls or side rolls (also called strifes or strifing rolls). The user will charge his muscles and take a lower stance, while using the strength of his body to either do a lateral roll, a front roll, or a back roll, with or without the use of his hands. The roll can be done on the ground (shorter but faster) or by jumping and rolling at the same time (longer but slightly slower). The speed of the rolls is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Roll technique.
Note: Can only be taught by Scorps


Sounds pretty simple, and solve the problem of dodging without techniques. Maybe these should be given to the public?

Now, all these are Genjutsu xD yay Analyze this one for me:

(Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
*Affects 1 person per usage*
*In case of the Kurama, the genjutsu is short-ranged*
*Can only be used once every 2 turns*
*Can only be used 3 times*
*Kurama's restrictions only apply when the Inner Demon is activated
 
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Lili-Chwan

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Lol, I posted it

(Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
*Affects 1 person per usage*
*In case of the Kurama, the genjutsu is short-ranged*
*Can only be used once every 2 turns*
*Can only be used 3 times*
*Kurama's restrictions only apply when the Inner Demon is activated
 

Scorps

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Amazing though i have a question:

I shoot firebal, you use this. Will the firebal still be shot? So yuo use the genjutsu and need to defend against the technique your opponent used none theless right?

I see this as being extremely powerful but also hard to use to its fullest extent. The timing must be correctly choosen.

I think this works well with our Wrath of Azazel and Proud body of Lucifer (we become imune to many techniques and its quite fast to perform) as well as the roll and flip i just taught you. You'd be able to use the gen and doge on the nick of time.
 
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