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Posted: Tue Jul 25, 2017 8:36 pm
Character: Tsukuyomi Technique Name: A Wolf's Nose Rank: None Type: Tamer Attribute Element: N/A Description: Being a prodigy as a wolf tamer he has developed the sense of smell that's on par with a wolf. Being able to diversify many different things with ease as well as being able to smell something roughly two miles away. His sense of smell is so great that he's able to identify the species, gender, and even age within this two mile radius if he focuses. If a target is within his radius he can sniff them out with ease just like a wolf. Character: Tsukuyomi Technique Name: A Wolf's Ears Rank: None Type: Tamer Attribute Element: N/A Description: Having hearing that's on par with a wolf's he's able to hear things up to six miles away. In combination with his hearing he's able to hunt his prey with ease. His hearing is equivalent to a wolf's allowing him to hear things at the extreme frequency of 80Khz. Character: Tsukuyomi Technique Name: A Wolf's Prowess. Rank: None Type: Tamer Attribute Element: N/A Description: Earning a wolf's muscular prowess and tail has landed him in a unique position. He has gained a moderate increase to his speed as well as a fantastic balance. It is difficult to throw him off balance in any situation.
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Posted: Wed Jul 26, 2017 5:27 am
The Wolf of Asgard Character: Tsukuyomi Technique Name: A Wolf's Nose Rank: None Type: Tamer Attribute Element: N/A Description: Being a prodigy as a wolf tamer he has developed the sense of smell that's on par with a wolf. Being able to diversify many different things with ease as well as being able to smell something roughly two miles away. His sense of smell is so great that he's able to identify the species, gender, and even age within this two mile radius if he focuses. If a target is within his radius he can sniff them out with ease just like a wolf. Character: Tsukuyomi Technique Name: A Wolf's Ears Rank: None Type: Tamer Attribute Element: N/A Description: Having hearing that's on par with a wolf's he's able to hear things up to six miles away. In combination with his hearing he's able to hunt his prey with ease. His hearing is equivalent to a wolf's allowing him to hear things at the extreme frequency of 80Khz. Character: Tsukuyomi Technique Name: A Wolf's Prowess. Rank: None Type: Tamer Attribute Element: N/A Description: Earning a wolf's muscular prowess and tail has landed him in a unique position. He has gained a moderate increase to his speed as well as a fantastic balance. It is difficult to throw him off balance in any situation. Approved
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Posted: Wed Jul 26, 2017 3:02 pm
@Doraihyouton: I realized that Dorai also needs to align with the frostbite hazard. All I ask is that it gives 2 doses of frostbite per rank, at the cost of being twice as weak to Katon.
@Man about Peony-Chrysanthemum: By accumulative you mean the price of one + the price of the other x 1.5 = total cost, right? If so, then yes that's what I mean.
@Medical Stasis: This is Medical Stasis re-written to align with the frostbite hazard as asked for.
Character: Sonyo Rue Technique Name: Medical Stasis Rank: S-rank Type: Ninjutsu / Eiseijutsu Element: Hyuoton Description: Born out of a will to protect herself and her patients, Sonyo created a revolutionary jutsu using both her innate medical talents and her bloodline's winter-y nature. Putting her hands in front of her and flooding the immediate area with highly concentrated hyouton chakra, dropping the air temperature to sub-zero and freezing anything right in front of her. This encases the affected target in ice, dropping the body temperature and coagulating the blood. The cold involved stops the flow of blood and the neural processes to a crawl, allowing for life saving field surgery, The effected, however, immediately obtains five doses of frostbite ( effected picks a harmful effect from each dose level, found in the Hyouton Bloodline post ) and accumulates one dose of frostbite per post. This accumulation can be stopped by Sonyo exerting an upkeep of [10] chakra per post ( eiseijutsu ) to stop the frostbite from worsening.
Once frozen, one can only be freed by heat or a Katon technique. Be aware that melting the ice too fast can cause temperature shock, or damage the effected. Ambient/ Direct Heat, noted under the frostbite hazard, can also stop the accumulation of frostbite doses and even counteract them.
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Posted: Wed Jul 26, 2017 3:08 pm
Ill approve both, BUT you must add a tag to the second one that jutsu can only be retrained once. To prevent replacing of the zoom discipline.
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Posted: Wed Jul 26, 2017 3:49 pm
Character: Rin Romoichi Technique Name: 360 ice death spike Rank: B Type: Ninjutsu Element: Hyoton Description: After performing the necessary hand-signs the jutsu caster creates two, two feet long ice spikes connected to their forearms, then the user charges towards their opponent but still maintains some distance between them. Once the jutsu caster reaches a comfortable distance between their foe, the caster jumps into the air and spins their body in a 360 degree motion, during the rotation the caster manipulates their chakra to launch the ice spikes towards their opponent at incredibly high speed to potentially pierce and/or kill their target.
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Posted: Wed Jul 26, 2017 6:00 pm
Character: Tetsuhiko Hanzo Technique Name: Electromagnetism Rank: A Type: Ninjutsu Element: Jiton | Raiton Description: By fusing raiton chakra with jiton chakra the Satetsu clansman is capable of turning a magnetic field created by Jiba Soujuu [ Magnetic Manipulation ] into a high-frequency electromagnetic field by introducing a powerful electric charge. This field looks similar to a bug zapper with swirling lightning bolts. This technique can cause powerful electrical damage to friend or foe, including the caster if they are within the electromagnetic field. It takes one post to prepare the technique and has a diameter of a maximum of fifty feet. This technique is incredibly powerful and lethal and should be used with caution.
Character: Tetsuhiko Hanzo Technique Name: Magnet Prison Rank: A Type: Ninjutsu Element: Jiton Description: A magnetic aura is formed over the opponent's body after the user makes contact with them through physical touch or through iron sand or other magnetic objects. The aura does not restrict its captive in any way. Rather it acts as a super attractant to all metallic objects in the vicinity, drawing in all metal objects within fifteen feet that are not bound to the ground. Anything/anyone that comes in contact with this aura will develop a similar, but weaker magnetic field around them; the weaker aura only drawing in metallic objects that are within ten feet. Anything that touches the second gen magnetic prison will develop an even weaker aura that only draws in metallic objects that come within five feet. No object/person can be magnetized beyond the third gen. The Magnet Prison automatically dissipates three of the imprisoned target's posts after being contracted. Since this is a greatly enhanced version of Toroi's Magnetic Shuriken the Magnet Prison can only be disrupted by raiton techniques above A-Rank. If approved, Magnet Prison is to replace Arpeggio Strings. Character: Tetsuhiko Hanzo Technique Name: Magnetic Suspension Rank: C Type: Ninjutsu Element: Jiton Description: When activated all captives of the Magnet Prison technique will have the polarities of their magnetic field set to match that of the Earth's and so will be repelled and suspended fifteen feet into the air. While suspended gravity will pull the heaviest part of the target's body toward the ground, often flipping them over and around uncomfortably. The polarity will return to normal after two of the user's following posts dropping all affected persons or items back to the ground.
Character: Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Tragedy and Comedy Rank: E Type: Kugutsu Element: N/A Description: The Indigo Secret Technique: Tragedy and Comedy was developed by Tetsuhiko Hanzo. It is an incredibly simple technique where two puppets trade places with each other instantly in a similar manner to the Substitution Technique. As a result, Tragedy and Comedy can only be performed four times in battle. If approved, Tragedy and Comedy is to replace Mirage.
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Posted: Thu Aug 03, 2017 11:34 am
Character: Atsuko Uchiha Technique Name: Hide of the Dragon Rank: A Type: Ninjutsu Passive Element: Fire Description: Building upon Bounetsu no Jutsu this technique takes it a step further. The user becomes completely immune to their own katon techniques heat, when not beneficial. On top of this the user can pay the full cost of incoming katon techniques to fully nulify them. This is limited to A rank techniques and below.
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Posted: Mon Aug 07, 2017 2:03 pm
APPROVED PENDING, Change the wording of "Absorption" to "negation" , limit it to A rank techs only regardless of that jutsu's rank and were golden. Electromagnetism, Approved.Magnet Prison, PENDING. Add in an addendum that this prison can be broken free from with a kai, or similar outpouring of chakra of equal rank. Then your golden. Suspension, same as mag prison. Tragedy and Comedy. PENDING, Remove the, four times per battle, and add in that using this consumes one [1] use of substitution for the battle.
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Posted: Mon Aug 07, 2017 3:02 pm
Character: Tetsuhiko Hanzo Technique Name: Magnet Prison Rank: A Type: Ninjutsu Element: Jiton Description: A magnetic aura is formed over the opponent's body after the user makes contact with them through physical touch or through iron sand or other magnetic objects. The aura does not restrict its captive in any way. Rather it acts as a super attractant to all metallic objects in the vicinity, drawing in all metal objects within fifteen feet that are not bound to the ground. Anything/anyone that comes in contact with this aura will develop a similar, but weaker magnetic field around them; the weaker aura only drawing in metallic objects that are within ten feet. Anything that touches the second gen magnetic prison will develop an even weaker aura that only draws in metallic objects that come within five feet. No object/person can be magnetized beyond the third gen. The Magnet Prison automatically dissipates three of the imprisoned target's posts after being contracted. The Magnet Prison can be broken through the use of Kai at A-Rank or above. If approved, Magnet Prison is to replace Arpeggio Strings. Character: Tetsuhiko Hanzo Technique Name: Magnetic Suspension Rank: C Type: Ninjutsu Element: Jiton Description: When activated all captives of the Magnet Prison technique will have the polarities of their magnetic field set to match that of the Earth's and so will be repelled and suspended fifteen feet into the air. While suspended gravity will pull the heaviest part of the target's body toward the ground, often flipping them over and around uncomfortably. The polarity will return to normal after two of the user's following posts dropping all affected persons or items back to the ground. The suspension will cease if Kai is activated at C-Rank or above.
Character: Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Tragedy and Comedy Rank: E Type: Kugutsu Element: N/A Description: The Indigo Secret Technique: Tragedy and Comedy was developed by Tetsuhiko Hanzo. It is an incredibly simple technique where two puppets trade places with each other instantly in a similar manner to the Substitution Technique. As a result, Tragedy and Comedy consumes one use of the Substitution Technique. If approved, Tragedy and Comedy is to replace Mirage.
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Posted: Mon Aug 07, 2017 3:08 pm
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Posted: Mon Aug 07, 2017 4:53 pm
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Posted: Mon Aug 07, 2017 6:33 pm
STAMPED SIGNED AND APPROVED MOFO!! XD
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Posted: Tue Aug 08, 2017 10:06 am
Character: Zhi Zenshin
Technique Name: Piercing the Veil Rank: X Type: Ninjutsu (Sensory) Element: Maruton Description: The user performs several hand seals to amplify their active sensory ability(s)/technique(s) to allow them to see past obstacles that would otherwise block their detection. Must apply at least the same rank cost as the counter-sensory effect(s) preventing the user's own sensing effect(s); higher rank effects will still block the user's sensory. Learned at D-rank training tier.
Technique Name: Speed Release: Rapid Reasoning Rank: X Type: Ninjutsu Element: Jinton Description: The Jinton user focuses their unique chakra inwardly, specifically upon their brain and nerves. As a result, their reaction speed can be increased to compensate for their hasty maneuvers as well as be able to process their thoughts and other information more quickly. The more chakra applied, the larger the effect. For every rank of chakra applied, the user's descriptive Reflex stat is mildly increased; learned at B-rank training tier. The effect lasts for up to 4 posts (+2 per additional rank) before having to repay the cost to refresh the duration.
Technique Name: Speed Release: Advanced Conditioning Rank: A Type: Training Element: Jinton Description: Unlike the usual speed and motion training shinobi perform to perfect their skills, a Jinton user may take it a step further by thoroughly applying their chakra during activities. Over time, their body will adapt to the stresses of super speedy movements allowing for heavily higher speed in all things they do. Must perform at least five [5] Jinton techniques in ten [10] different battles; also, must spend a total ten [10] posts training (out of combat) to practice relevant movements enhanced by one's speed (running, jumping, striking, etc.).
Technique Name: Speed Release - Speed Flux Rank: B Type: Augment Element: Jinton Description: The jinton user has mastered their chakra's slowing attributes to the point that they are capable of hindering foes affected by a jinton technique's slowing effect. By paying the cost of this technique as well as the one used to slow the opponent(s) the affected target(s) will lose one activate for the duration of the parent technique. This effect cannot stack, nor can it be applied to the same target afterward for the same amount of posts that they were affected by a jinton slowing effect. This technique is used in conjunction with a slowing jinton technique, so it does not take any additional activations when used.
Technique Name: Will of Kagura Rank: B Type: Ninjutsu (Maruton) Element: Maruton Description: By better focusing chakra used for the sensory effect of Kagura Mind's Eye when the technique is activated the user can better control its use even while mobile. Paying this technique's cost along with Kagura Mind's Eye allows the user to activate the latter without having to stay still for one post first, and they can continue to use its effects without having to remain still. However, in turn this halves the range of Kagura Mind's Eye for as long as it is in use. Only have to pay half the cost of Kagura Mind's Eye and this technique to keep it active for ten [10] more posts. This technique is used in conjunction with Kagura Shingan, so it does not take any additional activations when used. • Must know Kagura Shingan [ Kagura Mind's Eye ] to learn/use.
Technique Name: Radical Good Speed - Shell Bullet Rank: X Type: Taijutsu (Spiritual) Element: Jinton Description: To compensate for their inability to effectively utilize "hard" styles of combat, the Jinton user can use this technique to land precise strikes on a foe from a distance. The user charges jinton chakra into their limb while performing a punch or some form of thrusting kick. In turn, they can momentarily unleash a focused burst of air pressure with that motion which is only the size of the limb used for the attack at E-Rank (about 0.5ft diameter). The power and range of this technique is dependent on the amount of chakra used. For every rank of chakra applied, the Shell Bullet can travel twenty [20] feet past the reach of the user's fist; the attack's size doubles for each additional rank applied.
Technique Name: Enlightening Brand Rank: B Type: Fuuinjutsu Element: Raiton Description: The user places their hand on the target's flesh and exerts an intensely focused amount of raiton chakra. This chakra is carefully formed into the design of a particular sealing formula which bonds any/all the target's sensory (sight, touch, smell, hearing, taste, chakra) to others with the same branding. The branded seal is only a few inches in diameter. While the branding takes place, there will be a brief but mildly painful stinging, burning sensation. The user and affected targets can individually determine what senses they share with others, if any at all; therefore it must be actively mentioned in every post if any information is made available to whoever they are linked to.
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Posted: Fri Aug 11, 2017 9:03 am
Regenki Kaicho Technique Name: Radical Good Speed - Hypersonic [denied] (see discord) Technique Name: Piercing the Veil [approved] Technique Name: Speed Release: Rapid Reasoning [Pending] Change doubling to a moderate increase. Doubling is FAR too strong. Technique Name: Speed Release: Advanced Conditioning [Pending] Let me get back to you on this one, not sure how I feel about it. Technique Name: Flower Girl Art - Vibrant Display [Denied] Flower manipulation is a trait of the raigyo clan and technically a bloodline thing. As such customs cannot mimic it. Technique Name: Speed Release - Speed Flux {Pending] Make it consume an activation and were golden. Technique Name: Will of Kagura [Approved]
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