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Ironically Unstable

PostPosted: Sun Nov 04, 2007 12:59 pm


Name: Jutsu Amulet
Type: Equipment
CP: None
Picture: User Image
Effect: A amulet used for intense training. It has 3 sides with a jewel in the middle of each side and middle of the amulet. Each jewel stands for ninjutu, genjutsu, and taijutsu. When the jewel of either side stops shining, it indicates that FUjin cannot use that specific style. If the middle jewel goes out it indicates that Fujin is dead or lost all of his chakra. FUjin wears this at all times and only disables the jewels for training. When he does disables it increases his training of it. He cannot disable all three at once. 2 is the maximum he can use since if he used 3 at once he'd be left helpless.

((ok. I know this is confusing. Basically if fujin is training and disables the ninjutsu jewel. His ninjutsu stats in training will increase. more then the others. I was thinking twice as much as it would have been increased.))
PostPosted: Sun Nov 04, 2007 3:15 pm


chibi09
Name: Jutsu Amulet
Type: Equipment
CP: None
Picture: User Image
Effect: A amulet used for intense training. It has 3 sides with a jewel in the middle of each side and middle of the amulet. Each jewel stands for ninjutu, genjutsu, and taijutsu. When the jewel of either side stops shining, it indicates that FUjin cannot use that specific style. If the middle jewel goes out it indicates that Fujin is dead or lost all of his chakra. FUjin wears this at all times and only disables the jewels for training. When he does disables it increases his training of it. He cannot disable all three at once. 2 is the maximum he can use since if he used 3 at once he'd be left helpless.

((ok. I know this is confusing. Basically if fujin is training and disables the ninjutsu jewel. His ninjutsu stats in training will increase. more then the others. I was thinking twice as much as it would have been increased.))

I am going to approve this, but I am going to say instead of doubling the stat, it will increase by half of what the current stat total is. So for example: Total NP= 50 then his NP would increase by 25.

der Haku
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Ironically Unstable

PostPosted: Sun Nov 04, 2007 3:26 pm


Haku Needles
chibi09
Name: Jutsu Amulet
Type: Equipment
CP: None
Picture: User Image
Effect: A amulet used for intense training. It has 3 sides with a jewel in the middle of each side and middle of the amulet. Each jewel stands for ninjutu, genjutsu, and taijutsu. When the jewel of either side stops shining, it indicates that FUjin cannot use that specific style. If the middle jewel goes out it indicates that Fujin is dead or lost all of his chakra. FUjin wears this at all times and only disables the jewels for training. When he does disables it increases his training of it. He cannot disable all three at once. 2 is the maximum he can use since if he used 3 at once he'd be left helpless.

((ok. I know this is confusing. Basically if fujin is training and disables the ninjutsu jewel. His ninjutsu stats in training will increase. more then the others. I was thinking twice as much as it would have been increased.))

I am going to approve this, but I am going to say instead of doubling the stat, it will increase by half of what the current stat total is. So for example: Total NP= 50 then his NP would increase by 25.


hmm. Ok. Thats cool with me. Thanks.
PostPosted: Mon Nov 05, 2007 8:54 pm


Name: Puppet Gods Summoning
Type: Ninjutsu
CP: 50 for a singel For all250

This Jutsu Summons Five Puppets The amount of Chakra needed to control all of them is ommence due to the intracacy of these puppets. the puppets can summoned individualy though.

User Image

(Exclude the humen in the middle)

Starting from Left to right. The first is Orochitenshu With Four arms each as there own weapon he can launch them and they are attached to chains as he can fight close and long range numeous other hiden kunai launchers cover the puppet. the head can open and launch out Tiny snake puppets that are covered in blades and covered in a deadly poison. Th head also has fangs that are poisoneus the tals tip si a spear and the segments cna release blades incase some on etryes to grab the tail.

next is Hissoritenshu This Puppet unlike others is used for the silent kill designed not to click and clatter as it moves about. The blade on its back canBe set ablaze with no need for an excelerent or a spark. The kunai that he can launch from the numerous hidden parts under hsi cloack can do the same at the Controlers will. (To spark 5 CP)

next is Tsuchitenshu He has pure brute strength his arms are strong enough to lift the earth off the ground and use it as a club.

Next is Sendotenshu He has Eight hands Two sets are normal hands that are used with hsi large scythe the blade is poisoned the rest of the hands are bladed weapons fo some sort. He uses no long range assults as he is used t bring a swift in yrou face death on his opponents.

Last is Yamitenshu With his Giant metal fan he blocks and uses wind based jutsu as defences. He has soem phisical strength as so he can force back enemies that come at his master but thats about it his short legs have claws on them a so he wont be pushed bakc whiel defending.

The_Broken_Hearted_Lover
Vice Captain


Silent in the Shadows

PostPosted: Tue Nov 06, 2007 6:27 am


Haku Needles
Silent in the Shadows
Jutsu name: Lightening Thunder
Element: Lightening
Rank: D
Type: Taijutsu
Chakra points: 9
Notes: for Zaruku Auykawa
Effect: Hands are surrounded by a thin lair of lightening. When hit on target the foe's body can become numb or paralyzed. Up to a combination of 21 hits can be struck upon the opponent.

Jutsu name: Static Cling
Element: Lightening
Rank: D
Type: Ninjutsu
Chakra points: 9
Notes: Zaruku
Effect: When Zaruku touches someone with his static hand they develop static cling to, A. metals, B. other static people. Kunia thrown at the foe who is under static may not be able to doge the kunia thrown as it is attracted threw the static cling.

Sorry Z, but I can not approve the first one since it is too much like the Chaotic Mental Collision and the Mabaroshi clan style. However, the second one is approved.


its ok
PostPosted: Tue Nov 06, 2007 4:25 pm


The_Broken_Hearted_Lover
Name: Puppet Gods Summoning
Type: Ninjutsu
CP: 50 for a singel For all250

This Jutsu Summons Five Puppets The amount of Chakra needed to control all of them is ommence due to the intracacy of these puppets. the puppets can summoned individualy though.

User Image

(Exclude the humen in the middle)

Starting from Left to right. The first is Orochitenshu With Four arms each as there own weapon he can launch them and they are attached to chains as he can fight close and long range numeous other hiden kunai launchers cover the puppet. the head can open and launch out Tiny snake puppets that are covered in blades and covered in a deadly poison. Th head also has fangs that are poisoneus the tals tip si a spear and the segments cna release blades incase some on etryes to grab the tail.

next is Hissoritenshu This Puppet unlike others is used for the silent kill designed not to click and clatter as it moves about. The blade on its back canBe set ablaze with no need for an excelerent or a spark. The kunai that he can launch from the numerous hidden parts under hsi cloack can do the same at the Controlers will. (To spark 5 CP)

next is Tsuchitenshu He has pure brute strength his arms are strong enough to lift the earth off the ground and use it as a club.

Next is Sendotenshu He has Eight hands Two sets are normal hands that are used with hsi large scythe the blade is poisoned the rest of the hands are bladed weapons fo some sort. He uses no long range assults as he is used t bring a swift in yrou face death on his opponents.

Last is Yamitenshu With his Giant metal fan he blocks and uses wind based jutsu as defences. He has soem phisical strength as so he can force back enemies that come at his master but thats about it his short legs have claws on them a so he wont be pushed bakc whiel defending.

They are approved, but the speed is comparable to Kankurou's as well as the defense of the puppets are comparable to Kankurou's. So if an opponent has higher strength than Kankurou's defense, then the puppet can be overwhelmed.

der Haku
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The Ignorant Angel

PostPosted: Wed Nov 07, 2007 1:53 pm


Jutsu name: Jutsu blood secrets
Element: bloodline
Rank: C
Type: taijutsu and other
Chakra points: 15
Notes: jutsu secrets are hidden in the blood according to the manga
Effect: When haruka or any other member of the kaguya use a bone attatched to the inside of their body to draw blood from the opponent, they are able to use the jutsu secrets in the blood to copy and learn a jutsu of their rank.

((cannot copy bloodline techniques unless it is a kaguya))
PostPosted: Wed Nov 07, 2007 2:24 pm


xXxJonasxXx
Jutsu name: Jutsu blood secrets
Element: bloodline
Rank: C
Type: taijutsu and other
Chakra points: 15
Notes: jutsu secrets are hidden in the blood according to the manga
Effect: When haruka or any other member of the kaguya use a bone attatched to the inside of their body to draw blood from the opponent, they are able to use the jutsu secrets in the blood to copy and learn a jutsu of their rank.

((cannot copy bloodline techniques unless it is a kaguya))

Not approved. It is true that the power of the jutsu comes from the genetic traits within the blood of a certain clan member, but that is not what triggers the jutsu. It is the combination of hand signs and chakra that allow the jutsu to be used, the genetics are just a catalyst that allows them to accomplish the jutsu. Take the Sharingan for example. Some may have the Sharingan, but only a few will obtain the Mangekyou Sharingan and so Uchiha that were to try this would not be able to use Mangekyou abilities.

der Haku
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Number X Loxagn

PostPosted: Wed Nov 07, 2007 9:00 pm


Kesshou Goremu no Jutsu (Crystal Golem Technique)
Rank: C, B, S
Type: Bloodline
Element: Earth
CP: 30, 50, 100
Genki can manifest his crystal armor in a massive 'golem' form.
This boosts his stats (except for CP)
Note: his Crystal Armor has to be in effect already.
30 CP - all stats x 2, twice Genki's normal size
50 CP - all stats x 3, four times Genki's normal size
80 CP - all stats x 5, ten times Genki's normal size


Metsubou Ame no Kyuuten: Kurokaze no Reijingu (Destruction Rains from the Heavens: Black Wind Raging)
Rank: -
Type: Bloodline
CP: depends on form

A physical manifestation of the Black Chakra, this condenses the Black Wind into various forms. The use of this causes Karu's eyes to glow deep purple.

Black Wind Raging - Tentacles
Creates four razor-sharp tentacles of the Black Chakra, which sprout from Karu's back. These can be used in various ways.
10 CP
Black Wind Raging - Wings
Creates a pair of pitch-black wings. This allows Karu to fly at accelerated speeds he could not normally reach through his telekinesis alone. SPD + 30
20 CP
Black Wind Raging - Toxin
Manifests the Black Chakra as a thick, noxious cloud that acts like a powerful toxin, except for the fact that it causes no physical damage; it breaks down the target's chakra from the inside out. It produces severe nausea and headaches within the victim and subtracts Karu's remaining CP from the target's NP, TP, and INT.
50 CP
PostPosted: Wed Nov 07, 2007 11:30 pm


Number X Loxagn
Kesshou Goremu no Jutsu (Crystal Golem Technique)
Rank: C, B, S
Type: Bloodline
Element: Earth
CP: 30, 50, 100
Genki can manifest his crystal armor in a massive 'golem' form.
This boosts his stats (except for CP)
Note: his Crystal Armor has to be in effect already.
30 CP - all stats x 2, twice Genki's normal size
50 CP - all stats x 3, four times Genki's normal size
80 CP - all stats x 5, ten times Genki's normal size


Metsubou Ame no Kyuuten: Kurokaze no Reijingu (Destruction Rains from the Heavens: Black Wind Raging)
Rank: -
Type: Bloodline
CP: depends on form

A physical manifestation of the Black Chakra, this condenses the Black Wind into various forms. The use of this causes Karu's eyes to glow deep purple.

Black Wind Raging - Tentacles
Creates four razor-sharp tentacles of the Black Chakra, which sprout from Karu's back. These can be used in various ways.
10 CP
Black Wind Raging - Wings
Creates a pair of pitch-black wings. This allows Karu to fly at accelerated speeds he could not normally reach through his telekinesis alone. SPD + 30
20 CP
Black Wind Raging - Toxin
Manifests the Black Chakra as a thick, noxious cloud that acts like a powerful toxin, except for the fact that it causes no physical damage; it breaks down the target's chakra from the inside out. It produces severe nausea and headaches within the victim and subtracts Karu's remaining CP from the target's NP, TP, and INT.
50 CP

They're approved. NP rules apply.

der Haku
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The Ignorant Angel

PostPosted: Thu Nov 08, 2007 3:23 pm


Jutsu name: dance of 100 needles
Element: bloodline
Rank: C
Type: Attack
Chakra points: 15
effects: Haruka extends both of his palms and fires 100 needles of bone at the opponent.

Jutsu name: Dance of 1000 needles
Element: bloodline
Rank: B
Type: Attack
Chakra points: 30
Effect: Haruka extends both of his palms and fires 1000 needles of bone at the opponent.

Jutsu name: water strike
Element: water
Rank: C
Type: Attack
Chakra points: 20 to get into a mode of absorption
Effect: The user is able to absorb water from the enviroment (in the ground and inside trees) and lauch a set ammount at the opponent like a fist. (strength equals that of the user)
PostPosted: Thu Nov 08, 2007 4:09 pm


xXxJonasxXx
Jutsu name: dance of 100 needles
Element: bloodline
Rank: C
Type: Attack
Chakra points: 15
effects: Haruka extends both of his palms and fires 100 needles of bone at the opponent.

Jutsu name: Dance of 1000 needles
Element: bloodline
Rank: B
Type: Attack
Chakra points: 30
Effect: Haruka extends both of his palms and fires 1000 needles of bone at the opponent.

Jutsu name: water strike
Element: water
Rank: C
Type: Attack
Chakra points: 20 to get into a mode of absorption
Effect: The user is able to absorb water from the enviroment (in the ground and inside trees) and lauch a set ammount at the opponent like a fist. (strength equals that of the user)

Top two are approved, last one is not.

der Haku
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Ironically Unstable

PostPosted: Fri Nov 09, 2007 2:06 pm


Jutsu name: Ghost of the Phoenix
Element: None
Rank: B
Type: Summoning
CP: 50
Effect: Summons a ghostly, nearly transparent phoenix. The phoenix has an attack called ghostly flame which can't be stopped by another jutsus and can't be blocked by a shield. The Phoenix can neither be attacked physically but with a powerful jutsu is can be destroyed. Yet like a phoenix it will resurrect after 3 posts.


Jutsu name: Assassin’s Rush
Element: Wind
Rank: D
Type: Ninjutsu
CP: 6
Effect: Expelling a great deal of chakra, the user forces a vast amount of wind out behind them. This blast of wind has two effects, first, anything behind the user will likely be knocked over by the blast, secondly it propels the user extremely quickly in their desired direction, and the user may use the wind to make continual adjustments to their trajectory during this short dash. The dash lasts for barely a second, but in that time the user can cover considerable distance, making this an excellent assassination jutsu as the name implies. After use the user must wait three posts before using it again.


Jutsu name: Wind Instantaneous Body Escape
Element: Wind
Rank: E
Type: Ninjutsu
CP: 3
Effect: An ability which allows the user to transport from one area to another in a gust of wind. The user has to have been to the area before, and be able to sense the location with his own chakra before being able to transport himself there. This means that the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.


Jutsu name: Armor of Wind
Element: Wind
Rank: C
Type: Ninjutsu
CP: 25
Effect: The user utilizes his chakra and the wind around him to create a whirlwind around himself. The wind forms a circle around the user, five feet in radius, so ten feet in diameter. The wind picks up debris and acts as armor for the user. The wind armor lasts for five posts. Debris on the ground strengthens the armor and projectiles thrown towards the wind also become part of the armor. A taijutsu user is useless against the armour. A genin who gets caught in the wind will become part of the armor, Chuunin will be knocked back five feet, and a Jounin will be knocked back two feet. Any jutsu is useless against the armor, but if a fire one is used against the armor it weakens it greatly. Two posts after an fire jutsu is used against the armor is dispelled.

((i know you said 3 but i didn't think 4 would be much of a difficulty. if so i'm terribly sorry.))
PostPosted: Fri Nov 09, 2007 2:35 pm


chibi09
Jutsu name: Ghost of the Phoenix
Element: None
Rank: B
Type: Summoning
CP: 50
Effect: Summons a ghostly, nearly transparent phoenix. The phoenix has an attack called ghostly flame which can't be stopped by another jutsus and can't be blocked by a shield. The Phoenix can neither be attacked physically but with a powerful jutsu is can be destroyed. Yet like a phoenix it will resurrect after 3 posts.


Jutsu name: Assassin’s Rush
Element: Wind
Rank: D
Type: Ninjutsu
CP: 6
Effect: Expelling a great deal of chakra, the user forces a vast amount of wind out behind them. This blast of wind has two effects, first, anything behind the user will likely be knocked over by the blast, secondly it propels the user extremely quickly in their desired direction, and the user may use the wind to make continual adjustments to their trajectory during this short dash. The dash lasts for barely a second, but in that time the user can cover considerable distance, making this an excellent assassination jutsu as the name implies. After use the user must wait three posts before using it again.


Jutsu name: Wind Instantaneous Body Escape
Element: Wind
Rank: E
Type: Ninjutsu
CP: 3
Effect: An ability which allows the user to transport from one area to another in a gust of wind. The user has to have been to the area before, and be able to sense the location with his own chakra before being able to transport himself there. This means that the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.


Jutsu name: Armor of Wind
Element: Wind
Rank: C
Type: Ninjutsu
CP: 25
Effect: The user utilizes his chakra and the wind around him to create a whirlwind around himself. The wind forms a circle around the user, five feet in radius, so ten feet in diameter. The wind picks up debris and acts as armor for the user. The wind armor lasts for five posts. Debris on the ground strengthens the armor and projectiles thrown towards the wind also become part of the armor. A taijutsu user is useless against the armour. A genin who gets caught in the wind will become part of the armor, Chuunin will be knocked back five feet, and a Jounin will be knocked back two feet. Any jutsu is useless against the armor, but if a fire one is used against the armor it weakens it greatly. Two posts after an fire jutsu is used against the armor is dispelled.

((i know you said 3 but i didn't think 4 would be much of a difficulty. if so i'm terribly sorry.))

That is alright. If you have four, go ahead and post them in the same post. But if they have considerably long effects, make them separate posts. For the phoenix, you can't have a summoning that is allowed to just bypass barriers, armor, or shields. That kind of defeats the purpose of a defense and a defense stat. However, since this is a summoning, your NP will have to be greater than the opponent's defense to pass through it. Also, since after a summoning is defeated, it usually goes back to wherever the hell summonings live. But since yours is able to come back, you will have to pay half the cost of the original summoning price to bring it back. That is really cheap if a summoning dies and then is able to come back without a price.

Assassin's Rush is denied because there is something already like it, and it is a Taijutsu style called "Like the Wind" or something like that made by Soulvar. I advise you to PM him to see if you can learn it from him.

The third is approved as well as the fourth. Fourth defense rules and whatever counts.

der Haku
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Ironically Unstable

PostPosted: Fri Nov 09, 2007 2:43 pm


Haku Needles
chibi09
Jutsu name: Ghost of the Phoenix
Element: None
Rank: B
Type: Summoning
CP: 50; 25 to resurrect after defeated.
Effect: Summons a ghostly, nearly transparent phoenix. The phoenix has an attack called ghostly flame which can't be stopped by another jutsus and can't be blocked by a shield (As long as np is higher then defense). The Phoenix can neither be attacked physically but with a powerful jutsu it can be destroyed. Yet like a phoenix it will resurrect after 3 posts.


Jutsu name: Assassin’s Rush
Element: Wind
Rank: D
Type: Ninjutsu
CP: 6
Effect: Expelling a great deal of chakra, the user forces a vast amount of wind out behind them. This blast of wind has two effects, first, anything behind the user will likely be knocked over by the blast, secondly it propels the user extremely quickly in their desired direction, and the user may use the wind to make continual adjustments to their trajectory during this short dash. The dash lasts for barely a second, but in that time the user can cover considerable distance, making this an excellent assassination jutsu as the name implies. After use the user must wait three posts before using it again.


Jutsu name: Wind Instantaneous Body Escape
Element: Wind
Rank: E
Type: Ninjutsu
CP: 3
Effect: An ability which allows the user to transport from one area to another in a gust of wind. The user has to have been to the area before, and be able to sense the location with his own chakra before being able to transport himself there. This means that the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.


Jutsu name: Armor of Wind
Element: Wind
Rank: C
Type: Ninjutsu
CP: 25
Effect: The user utilizes his chakra and the wind around him to create a whirlwind around himself. The wind forms a circle around the user, five feet in radius, so ten feet in diameter. The wind picks up debris and acts as armor for the user. The wind armor lasts for five posts. Debris on the ground strengthens the armor and projectiles thrown towards the wind also become part of the armor. A taijutsu user is useless against the armour. A genin who gets caught in the wind will become part of the armor, Chuunin will be knocked back five feet, and a Jounin will be knocked back two feet. Any jutsu is useless against the armor, but if a fire one is used against the armor it weakens it greatly. Two posts after an fire jutsu is used against the armor is dispelled.

((i know you said 3 but i didn't think 4 would be much of a difficulty. if so i'm terribly sorry.))

That is alright. If you have four, go ahead and post them in the same post. But if they have considerably long effects, make them separate posts. For the phoenix, you can't have a summoning that is allowed to just bypass barriers, armor, or shields. That kind of defeats the purpose of a defense and a defense stat. However, since this is a summoning, your NP will have to be greater than the opponent's defense to pass through it. Also, since after a summoning is defeated, it usually goes back to wherever the hell summonings live. But since yours is able to come back, you will have to pay half the cost of the original summoning price to bring it back. That is really cheap if a summoning dies and then is able to come back without a price.

Assassin's Rush is denied because there is something already like it, and it is a Taijutsu style called "Like the Wind" or something like that made by Soulvar. I advise you to PM him to see if you can learn it from him.

The third is approved as well as the fourth. Fourth defense rules and whatever counts.


hmm. ok. I didn't know about solvars move. has so many sweatdrop . well i changed the summoning one. thanks haku
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The ninja book of everything (any info you need to know will be found here)

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