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Zombie Swagger

PostPosted: Sun May 22, 2011 12:39 pm


Will do.
PostPosted: Tue May 24, 2011 1:05 pm



Character: Aluvan Greene Oni
Technique Name: 酒修士 Sake shūshi [Wine Master]
Rank: Null [Takes an B-Rank amount of training posts to learn this Jutsu, all attachments are learned as well]
Type: Ninjutsu [Clan]
Element: Saketon [Alcohol]
Description: Sake shūshi is a technique that allows the user to manipulate the creation of Saketon techniques and alter the chemistry of the Sake or add additional chemicals to the alcohol. Each manipulation adds a certain amount of chakra to the original technique, and some manipulations actually add additional effects to the original sake. As a quick notice, an important weakness for all jutsu is that Sake Kiri no Jutsu (which is utilized in many techniques) can be blown around by pretty much any wind technique -- meaning that many of the moves can be made nearly worthless against Fuuton users. In addition, many of the effects of the changing in chemistry can be turned on the user of the jutsu (in ways that cause social issues or battle issues)

• Sissy Water
• • E-Rank Added To Any Saketon Jutsu
• • Reduces Alcohol Level
• • Great for Kids
• • Puts Out Small Fires [C-Rank and Below] When Used With Sake Kiri no Jutsu [Sake Mist Technique]

• Man's Paradise
• • D-Rank Added To Any Saketon Jutsu
• • Increases Alcohol Level
• • For those hardcore drinkers
• • Saketon Jutsu Lights on Fire [Caused By Any Fire] When This Extra Alcohol is Added. In addition, when used with Sake Kiri no Jutsu [Sake Mist Technique], users inside the mist will get drunk at rates extremely quickly -- with youngsters unaccustomed to drinking getting drunk in one post when breathing while older people (even if accustomed to drinking) can get drunk in 3 posts of breathing. Oni clan members take roughly 10 posts of breathing the alcohol in as they have a much higher resistance to alcohol due to their constant exposure to the substance.

• Pet Repellant
• • B-Rank Chakra Added To Any Saketon Jutsu
• • Excessively Smelly Alcohol
• • Rids of those nasty pests
• • Causes Saketon Jutsu to smell so bad that humans don't want to be around the user; however, the more noticeable battle effect is that animals such as dogs, tamers, cats, bugs, and those barbarians with better senses feel the stench at a much higher quality -- making these more sensitive creatures attempt to cover their noses in any method possible or, if this choice is not available, flee from the smell.


GetShiggyWithIt

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Shinsua

Wheezing Gekko

PostPosted: Wed May 25, 2011 9:15 am


This is all a bit much to consume a single custom slot. ' ';
I'd really appreciate it if you could connect maybe two of the similar appliances into a single technique, and then I'll judge them all like that.
PostPosted: Wed May 25, 2011 2:14 pm


Shinsua


Sorry about that, I have broken the jutsu down into two categories now -- no additives and additives. I removed one of the abilities (as it seemed unrelated to the others), and I will make another custom for that at a latter time. I apologize for having 3 attributes in no additives; however, I think my removal makes the end result 3 custom slots anyway -- which is the same as if I paired the jutsu in twos. As a note -- for times sake -- I reused the description for both these two things.


GetShiggyWithIt

Character: Aluvan Greene Oni
Technique Name: 酒修士 Sake shūshi [Wine Master] [No Additives]
Rank: Null [Takes an B-Rank amount of training posts to learn this Jutsu, all attachments are learned as well]
Type: Ninjutsu [Clan]
Element: Saketon [Alcohol]
Description: Sake shūshi is a technique that allows the user to manipulate the creation of Saketon techniques and alter the chemistry of the Sake. Each manipulation adds a certain amount of chakra to the original technique, and some manipulations actually add additional effects to the original sake. As a quick notice, an important weakness for all jutsu is that Sake Kiri no Jutsu (which is utilized in many techniques) can be blown around by pretty much any wind technique -- meaning that many of the moves can be made nearly worthless against Fuuton users. In addition, many of the effects of the changing in chemistry can be turned on the user of the jutsu (in ways that cause social issues or battle issues)

• Sissy Water
• • E-Rank Added To Any Saketon Jutsu
• • Reduces Alcohol Level
• • Great for Kids
• • Puts Out Small Fires [C-Rank and Below] When Used With Sake Kiri no Jutsu [Sake Mist Technique]

• Man's Paradise
• • D-Rank Added To Any Saketon Jutsu
• • Increases Alcohol Level
• • For those hardcore drinkers
• • Saketon Jutsu Lights on Fire [Caused By Any Fire] When This Extra Alcohol is Added. In addition, when used with Sake Kiri no Jutsu [Sake Mist Technique], users inside the mist will get drunk at rates extremely quickly -- with youngsters unaccustomed to drinking getting drunk in one post when breathing while older people (even if accustomed to drinking) can get drunk in 3 posts of breathing. Oni clan members take roughly 10 posts of breathing the alcohol in as they have a much higher resistance to alcohol due to their constant exposure to the substance.

• Pet Repellant
• • B-Rank Chakra Added To Any Saketon Jutsu
• • Excessively Smelly Alcohol
• • Rids of those nasty pests
• • Causes Saketon Jutsu to smell so bad that humans don't want to be around the user; however, the more noticeable battle effect is that animals such as dogs, tamers, cats, bugs, and those barbarians with better senses feel the stench at a much higher quality -- making these more sensitive creatures attempt to cover their noses in any method possible or, if this choice is not available, flee from the smell.



GetShiggyWithIt

Character: Aluvan Greene Oni
Technique Name: 酒修士 Sake shūshi [Wine Master] [Additives]
Rank: Null [Takes an S-Rank amount of training posts to learn this Jutsu, all attachments are learned as well]
Type: Ninjutsu [Clan]
Element: Saketon [Alcohol]
Description: Sake shūshi is a technique that allows the user to manipulate the creation of Saketon techniques and add additional chemicals to the alcohol. Each manipulation adds a certain amount of chakra to the original technique, and some manipulations actually add additional effects to the original sake. As a quick notice, an important weakness for all jutsu is that Sake Kiri no Jutsu (which is utilized in many techniques) can be blown around by pretty much any wind technique -- meaning that many of the moves can be made nearly worthless against Fuuton users. In addition, many of the effects of the changing in chemistry can be turned on the user of the jutsu (in ways that cause social issues or battle issues). In this version of the technique, extra substances are added to the sake by the user swallowing these specific substances.

• • C-Rank Added To Any Saketon Jutsu
• • Adds Glue To Saketon Jutsu
• • • Small Amounts of Glue Must Also Be Consumed By The User in Order to Preform Technique
• • Makes Alcohol Taste Terrible
• • Causes Saketon Jutsu to stick to opponents. As this is Aluvan's jutsu, in his case a corkscrew punch/kick due to Tebukuro no Sake [Alcoholic Gloves] would actually stick to the opponent, and continue to spin the flesh attached to the alcohol. For Sake Kiri no Jutsu [Sake Mist Technique], any objects (including the user, opponent, weapons, puppets, etc.) will gain a thin layer of glue as they run through the sake screen -- with one effect on humans being that movement is made more difficult as their feet stick to the ground. In addition, those with advanced senses may notice how the alcohol tastes bad on an extreme level -- and as portions of the concoction are attached to said "advanced sensor's" body (and most likely nostrils), it may become slightly irritating.

• Devil's Gift
• • S-Rank Chakra Added To Any Saketon Jutsu [Upon one S-Rank chakra, this applies to all Saketon Jutsu for 5 posts]
• • Must be at-least Jounin in Rank to Use
• • Extremely Addictive Sake
• • • Requires user to consume the occasional addictive medicine to use in the combination of alcohol and these types of medicine
• • Makes opponent's crave your sake forever.
• • Causes Saketon Jutsu to give opponents incredible joy that is so highly addictive that they practically become masochist in regards to Saketon techniques. To gain the same amount of joy as the first use of the jutsu, opponents must get hit by twice the amount of Saketon jutsu -- and this idea of split joy continues. A sad note of the jutsu is that -- as the user is also consuming the hallucinogenics -- the user can easily become addicted to the same source material, and a vast amount of cash is needed to continually purchase the custom chemical from a shop. Withdraws are very real with this jutsu, and such withdraws are extremely deleterious for the user as he may lose control of himself in a quest for the chemical. This jutsu must be swallowed or breathed in if the Oni clansmen wishes to effect himself or others, making Sake Mist Technique the greatest vector available. As a final note, this jutsu additionally causes odd vision similar to a genjutsu (inches become miles, colors change rapidly, and many things appear more/less attractive) and lowered mental capabilities during the 2 posts the effect lasts.



GetShiggyWithIt

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Shinsua

Wheezing Gekko

PostPosted: Thu May 26, 2011 12:20 pm


Alrighty. *Thumbs up* P:

Also, sorry for the wait on your puppet. I asked one of my crew members to take a second look at it, but he wasn't on yesterday.
PostPosted: Thu May 26, 2011 1:27 pm


Shinsua
Alrighty. *Thumbs up* P:

Also, sorry for the wait on your puppet. I asked one of my crew members to take a second look at it, but he wasn't on yesterday.


Oh, no problem about it. I am glad you are taking the time to check everything in full detail. XD

GetShiggyWithIt

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Yo-ko

Hallowed Prophet

PostPosted: Thu May 26, 2011 3:19 pm


(replacing Bear claw technique)

Sanshi Satetsu
Chakra Calligraphy
Rank: D?
Type: Sealing
Description: This technique allows San the ability to place seals by simply molding his chakra and simply touching the desired location or material. This allows seals to be placed or created without the need for ink and paper, but still requires the chakra amount.

Over view on cost: B rank seal. D rank for technique 10 chakra plus 40 chakra fro seal, 50 chakra total to place seal.
PostPosted: Thu May 26, 2011 3:30 pm


C rank to learn, but make note that it only costs [15] additional chakra to perform.
With that, all good.

Shinsua

Wheezing Gekko


Yo-ko

Hallowed Prophet

PostPosted: Thu May 26, 2011 3:37 pm


Shinsua
C rank to learn, but make note that it only costs [15] additional chakra to perform.
With that, all good.
ok thanks thanks
PostPosted: Thu May 26, 2011 4:02 pm



Character: Sanshi Satetsu
Technique Name: Ferrofluid Style (Created through coordination with GetShiggyWithIt)
Rank: Pending
Type: Ninjutsu
Element: Iron Sand Clan
Description: The Iron Sand Clan has manipulated metals for centuries; however, the revolution of this clan comes with Ferrofluid Style. Utilizing ferrofluid (a magnetic liquid) with their magnetic manipulation, their potential for abilities and creativity skyrockets. Ferrofluid can be created instead of iron sand by adding _______ chakra to the iron sand techniques -- and manipulating the substance takes the same amount of additional chakra. The advantage of ferrofluid is that the substance is often fairly cold or at room temperature -- and when some of the fluid gets hotter, it instantly disassociates from the main group. The latter part of the advantage can be taken advantage of by wide-spread area-of-effect fire jutsu to ruin the cohesiveness of the particles; however, the user can simply control the individual particles if these event happens. To actually melt the fluid, it takes a fire jutsu 4 ranks stronger then the ferrofluid jutsu -- which is very difficult in most cases. Additionally, San is capable of using his lightning chakra to heat up the ferrofluid to be scalding hot as well to keep the liquid from freezing. As an added ability of Ferrofluid Style, the user can also utilize a seal or a needle to insert ferrofluid into other objects and use their magnetic abilities on said object.

Yo-ko

Hallowed Prophet


GetShiggyWithIt

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PostPosted: Thu May 26, 2011 4:52 pm



Character: Aluvan Greene Oni
Technique Name: 泥棒 Dorobō (Thief)
Rank: B (for activation, maintaining the blade takes E-rank chakra)
Type: Fuuinjutsu
Description:

Many Anbu and Oinin strive for jutsu that can take knowledge or objects from targets quickly, and Dorobō's achieves this effect. With the appearance of a 5 foot long sword of chakra, this weapon does no physical damage but instead steals inventory items, ryo, weapons, chakra, knowledge, attributes, or jutsu -- and to further iterate, only one of those can be stolen during one hit. This jutsu can be activated through any surface that has the kanji 泥 (filth) placed on it, and commonly those who know the jutsu tattoo the seal on their body (sometimes in multiple places). From here, a B rank chakra can cause the pure-chakra sword to come out from the point where the kanji is ((utilizing more than one kanji means that B-rank per kanji)). After this initial activation, it takes an E-rank chakra amount per turn to maintain the blade. It is important to note that this sword can pierce any substances; however, as it does no damage (and as one can use chakra absorbing techniques on it), this effect is only a minor quality. Another noteworthy aspect of the jutsu is that -- if the stolen object can not be returned and it has a time limit for stealing -- the user of Dorobō can keep the jutsu [I.E. The user stole a jutsu, and two posts later -- due to either the target's death, etc. -- the jutsu could not be returned. In that case, the Dorobō user keeps the jutsu] In addition, the blade does not have to hit the target, but can also hit the weapon in question. An ironic fact of this jutsu is that -- despite its focus on stealing -- the technique can not be stolen or copied. This has kept the technique's lineage closely intertwined between teachers and students.

The below goes into further details on stealing things.

• Inventory Items
• • Any can be stolen in quantities of 10 objects per time Dorobō hits the opponent.
• • Items stolen can be sent to either the shinobi who casted the jutsu, a hollow structure nearby, or the shinobi's (who casted the jutsu) residence.

• Ryo
• • Can be stolen in quantities of 100 Ryo per time Dorobō hits the opponent.
• • Ryo stolen can be sent to either the shinobi who casted the jutsu, a hollow structure nearby, or the shinobi's (who casted the jutsu) residence.

• Weapons
• • Any can be stolen in quantities of 1 object per time Dorobō hits the opponent.
• • Items stolen can be sent to either the shinobi who casted the jutsu or a hollow structure nearby.

• Chakra
• • Can be stolen in quantities of 20 chakra per time Dorobō hits the opponent (weaknesses such as sage chakra applies).
• • Chakra stolen can only be sent to the shinobi who casted the jutsu.

• Knowledge
• • Knowledge of an opponent's techniques
    , weakness, fears, strengths ((all these are seen in profile)), and even recent history can be taken.
    • • Info can only be sent to the shinobi who casted the jutsu.

    • Attibutes
    • • One character // clan // bloodline attribute can be stolen for 2 posts.
    • • Attribute can only be given to the shinobi who casted the jutsu.

    • Jutsu
    • • One jutsu can be stolen for 2 posts. Though any jutsu can be stolen, the stealer must meet the requirements of the jutsu if he wishes to use the technique.
    • • Jutsu can only be given to the shinobi who casted the jutsu.

PostPosted: Thu May 26, 2011 5:17 pm


Ganchou Omake
Wind Bullets
D/C
Fuuton jutsu
Description: This techniques is very simple. The user forms 3 small wind spheres in their hand using chakra. The user can launch them at will, and they hit with the strength of a bullet, though they won't puncture or cut the person. Takes good aim and quick movement, but only takes 4 seals.
Notes: D to create the three spheres, C to launch them (Total Cost: 30)

Chezmonkey

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Yo-ko

Hallowed Prophet

PostPosted: Thu May 26, 2011 6:04 pm



Character: Sanshi Satetsu
Technique Name: Iron Mind of the Master.
Rank: E-S
Type: Bloodline - Passive
Element: Iron.
Description: Iron Master is, simply put, training San has done to better master the base manipulation of his bloodline abilities. Namely, the iron sand itself. With each rank trained, San has better control. Thus, he lessens the strain on his body, mind, and chakra. [E would be a minuscule amount, where S would be massive amounts. Each level must be trained before attained. chakra cost goes down by ___ for every rank obtained]



Character: Sanshi Satetsu
Technique Name: Art of the Molten Sand
Rank: S
Type: Bloodline - Ninjutsu
Element: Iron + Raiton + Heat.
Description:Using his raiton element, San can heat his iron close to the melting point [2700 Fahrenheir] and still maipulate it, giving his iron sand some deadly uniqueness. Unlike a normal raiton technique, his iron is heated and conducting electricity. San isn't immune to this heat, either.
PostPosted: Thu May 26, 2011 6:25 pm


[ Yoko ]
[ Ferrofluid: } Denied. My apologies, but it's just kind of... freakin' ridiculous. ' ';
[ Iron Mind: } Approved. I'd say a minus of 5 for each rank.
[ Molten Sand: } Approved.

[ Shiggy ]
[ Dorobo: } Ugh... I don't know. Aside the rank being too low, I just feel that it's too easily an abused technique. I might be able to accept it if you made it a ninjutsu technique that's simply crafted from the hand, but as a fuuinjutsu, there's no way.

[ Chez ]
Approved.

Shinsua

Wheezing Gekko


Yo-ko

Hallowed Prophet

PostPosted: Thu May 26, 2011 6:28 pm


well how can we work around that and make ferrofluid work then? or is it the concept in general thats a no no?
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