[CJ] Shadow Dogs

Vayne

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(Kenjutsu: Yamato Takeru ) - Sword Technique: Gathering Clouds
Type: Defensive/Supplementary
Rank: C - S
Range: Short
Chakra: N/A
Damage: N/A
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short-range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.

For 1k.
 

Vayne

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(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will erect from their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. This can also be used at the same time as another technique. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other techniques that serve to enhance the opponent's jutsu; upon detection of such a technique, the barrier will activate, forcibly stripping away the technique that causes the boost and absorbing its boosting power into itself. The barrier does not weaken the opponent's techniques in any way beyond that. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but can be used in the same timeframe as the technique to which it is applied. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.
Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two-turn cooldown between erection of barriers

For 1k! Got no questions on it.
 

Ańbu Juniør

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Is this the updated version? Goddamn you're fast lmao. It's a pretty easy to understand technique. A few things to keep in mind though. First, the barrier doesn't strip passive boosts intrinsic to a character. For example, since Samurai get +20 to all their kenjutsu and Samurai techs, you won't be able to strip it as there is no infusion of chakra

The second thing to note is that you won't be able to use the barrier and strip a technique of their boosts and empowers yours at the same time, as logically the barrier would have to spread first and strip a boost before you can apply said boost. It's safer to use the technique alongside a secondary entity so that when you strip a boost/infusion they can attack to overpower (if possible) the incoming technique.

As this barrier technically uses two moves in the tf slot, you'll have to spend your first move to erect it and strip boosts, and then in your second move, you can apply the boost to your own technique.

Enjoy using it.
 

Vayne

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Is this the updated version? Goddamn you're fast lmao. It's a pretty easy to understand technique. A few things to keep in mind though. First, the barrier doesn't strip passive boosts intrinsic to a character. For example, since Samurai get +20 to all their kenjutsu and Samurai techs, you won't be able to strip it as there is no infusion of chakra

The second thing to note is that you won't be able to use the barrier and strip a technique of their boosts and empowers yours at the same time, as logically the barrier would have to spread first and strip a boost before you can apply said boost. It's safer to use the technique alongside a secondary entity so that when you strip a boost/infusion they can attack to overpower (if possible) the incoming technique.

As this barrier technically uses two moves in the tf slot, you'll have to spend your first move to erect it and strip boosts, and then in your second move, you can apply the boost to your own technique.
Lmao it's above my CJ subs, so I've been seeing that approval with each refresh.

And bet on what you mentioned.
 
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Ańbu Juniør

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aH. one thing I forgot. I tried to make either the erecting of the barrier or the stripping of boosts and applying them to your own technique passive so that I could avoid having this one technique take two moves, but that was removed and "This can also be used at the same time as another technique" was added instead.

So now, going by the description, you can erect the barrier and use another technique in the same timeframe, but the boost stripped by the barrier wouldn't apply. This means that the technique you use alongside the barrier would clash against the weakened incoming technique.

With that said, enjoy.
 
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Vayne

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(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after.

LMK if you have any questions, it's basically a sleeper tech we can use with certain fields after an opponent has absorbed Dream sand
 
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Ańbu Juniør

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Been a while. Not really a fan of genjutsu which is why I took so long to reply to this lmao. So after getting dream sand into the opponent you can cast an illusion that affects a particular sense in order to give you an upper hand depending on the sense affected. For example, cutting off their sense of sight before attacking them with a technique that makes no noise or something.

Question:

" the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique."

Which technique do they take half damage from? The attack that hits them or what?
 
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