The islands in Ocean Country have been celebrating the arrival of the next Umikage, Saizo. The long bridge leading to SHIPPUUGAKURE NO SATO has been closed for outsiders because they wish to celebrate this moment with Ocean Country natives only.
As usual, the Storm Country has been hosting the Asgard Games to welcome their Kanetsukage, Cornelia. It's a double special occasion because Cornelia is also the first female Kanetsukage. She has been picked for her courage, loyalty and outstanding power by the BOUFUUGAKURE NO SATO elders.
Not only that, but the Cherry Blossom Country has become relieved as well. It seems that everyone is slowly picking up after the war now. KUSAMURAGAKURE NO SATO proudly presented their new Sakurakage, Altair.
TSUKIGAKURE NO SATO is still thriving on the merchants coming in and out. They have not experienced anything special lately. Their wealth has remained the same as they were not forced to invest into shinobi unlike the others.
On the cold isles of the Blizzard Country, HYOUGAGAKURE NO SATO has still refused to create a free traveling policy. Some habits never change. To protect their traditions, they have even warned outsiders to not interfere with their matters.
Now that everyone is picking up again, who will come out on top?
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Subject: Tencho Nariwagame's Jutsus Tue Nov 04, 2014 10:29 pm
E-rank jutsus
Spoiler:
Name: Deku Seal Canon/Custom: Custom Rank: E Type: Complimentary Element: N/A Range: Close Specialty: Fuuinjutsu Duration: Until it's activated Cooldown: --- Description: Tencho focuses chakra and taps a designated spot, marking it with a circular seal. This seal is roughly one foot long and wide, and once triggered, will release a small, bright light that quickly distracts and blinds the enemy. This seal is touch sensitive. Tencho can place up to five on the field on any solid object - not including people. This seal functions like a Deku Nut from the Legend of Zelda series, hence its name.
Name: Motion Seal Canon/Custom: Custom Rank: E Type: Complimentary Element: N/A Range: Anywhere Specialty: Fuuinjutsu Duration: Until it's activated Cooldown: --- Description: Tencho focuses chakra and taps a designated spot, marking it with a seal that’s one foot long and two feet wide. The seal is motion sensitive, and once it is triggered, it will light up. This seal is meant for revealing hidden enemies or projectile attacks. Tencho can place up to five on the battlefield on any solid object, including people (the seal will light up once when the opponent moves and then disappear).
D-rank jutsus
Spoiler:
Name: Dizzy Punch Canon/Custom: Custom Rank: D Type: Offensive Element: N/A Range: Close Specialty: Taijutsu Duration: One post Cooldown: 2 posts Description: Tencho charges a small amount of chakra to his fist and strikes the opponent, disorienting them and giving them double vision for the remainder of their following post. They also will have trouble keeping balance and walking properly. In order for the dizzying to take effect, Tencho must strike anywhere from the neck up. This technique is ineffective against users cloaked in Lightning Release Armor, or something similar in nature.
Name: Art of Devastation: Iron Flail Canon/Custom: Custom Rank: D Type: Offensive Element: N/A Range: Close Specialty: Taijutsu Duration: One post Cooldown: 2 posts Description: Tencho focuses chakra into one of his arms or legs, weighing it down. He then strikes the opponent with a vicious punch, kick, or lariat that launches them several feet away. The force is like getting hit by a large, cast iron flail; thus the name of the technique.
C-rank jutsus
Spoiler:
Name: Vacuum Seal Canon/Custom: Custom Rank: C Type: Supplementary Element: Fuuton Range: 15 – 30 feet Specialty: Fuuinjutsu Duration: 4 posts Cooldown: 5 posts Description: Tencho performs the required handseals, and chakra forms around the fingertips on both of his hands. If Tencho is to make contact with the opponent while this technique is active, the particular body part he touched will be marked with a seal. Tencho can then pull at the opponent’s marked body part with a vacuum of wind to draw them near. This works against the opponent’s will; meaning they will get pulled whether they want to or not. The only way they can break out is if they ground themselves, and posses C-rank strength or higher. This is still not an easy task, however, as the vacuum of wind strongly tugs at the afflicted body part, making it difficult to effectively use. Tencho can only place up to three seals on the opponent’s body, but if he manages to do that, the range at which he can pull the opponent increases to 30 feet. He can also place all three seals on one body part if he wishes, increasing the pull on that specific body part. This will cause the opponent to topple over (granted they haven’t weighted themselves down with something). In order to pull the opponent in, Tencho needs to be within that 15 or 30 foot range. He can cancel the vacuum of wind in the midst of pulling an opponent if he wishes as well. If an opponent is marked, the seal will last four posts. The duration does NOT stack or reset. Meaning if Tencho marks the opponent with a seal during the first post, and places a seal on the second or third post, the duration of time for the first seal would still decrease by one post. This technique remains active on Tencho’s hands for four posts once activated, and is best utilized when the opponent isn't paying attention. If the opponent expects it, they can break out pretty quickly.
*The seals cost 20 chakra in total to place all three, and an extra 10 each time they are activated.
Name: Art of Devastation: Dead Man Walking Canon/Custom: Custom Rank: C Type: Offensive Element: N/A Range: Close Specialty: Taijutsu Duration: Two posts Cooldown: 4 posts Description: Tencho focuses chakra into one of his hands, and a skull and cross bones forms on the back of it. This symbol is formed by the concentrated chakra and it gives off the illusion of steam rising from it. Tencho then strikes the opponent with a devastating punch. Upon impact, the chakra bursts and launches the opponent. When the chakra bursts and sends the opponent flying, a skull and cross bones made of smoke is left behind. The force of this punch is strong enough to dislocate the jaw of an opponent who has C-rank or lower endurance; B-A rank fighters will be knocked out (if hit in the jaw); S rank fighters will become dizzy (if hit in the jaw).
Name: Chakra Scalpel Canon/Custom: Canon Rank: C Type: Offensive, Supplementary Element: N/A Range: Self Specialty: Medical Ninjutsu Duration: 5 posts Cooldown: 4 posts Description: This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can make cuts inside the body without actually creating an open wound, limiting the risks of an infection. The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-nin won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile.
B-rank jutsus
Spoiler:
Name: Art of Devastation: Song of the Executioner Canon/Custom: Custom Rank: B Type: Offensive Element: N/A Range: Close Specialty: Taijutsu Duration: One post Cooldown: 7 posts Description: Tencho focuses chakra into his fists. The chakra then becomes so concentrated that it gives the illusion that steam is rising from them. Tencho then rushes to the opponent and delivers a series of rapid strikes to their body. The purpose of this technique is to target the opponent’s vital spots, so it is broken into three sequences. First, Tencho quickly strikes the opponent several times to disorient them, then he abruptly stops, digs his hands beneath the soft spots under their rib cage and pulls outward, breaking their ribs. He then continues his flurry of Gatling punches and strikes, further damaging the afflicted area. Second, after striking several more times, Tencho stops again, grabs the opponent’s trachea, and separates it from place. Tencho then continues his onslaught of attacks. Finally, after several more devastating blows, Tencho stops and drives his palm into the opponent’s septum and it erupts with chakra upon impact, causing not only all of the bones to break and be driven into the skull, but launch the opponent away in a vicious spiral. This attack in general is very fast, and once caught in it, the opponent is left with little, if any, time to react. An opponent hit by this attack will usually be covered in fist shaped imprints, and steam will be rising from their body (if they aren't adequately protected).
*Note that this technique is described hypothetically. It merely describes what would happen if it successfully lands.
Name: Rubber Trap Seal Canon/Custom: Custom Rank: B Type: Supplementary Element: N/A Range: Can launch up to 30 feet Specialty: Fuuinjutsu Duration: 4 posts (the seals) Cooldown: 6 posts Description: Tencho forms hand seals and chakra cloaks both of his hands. He then taps a solid area, creating a vector shaped seal that is three feet tall and wide. When placing the seal, he can choose the direction of it. This seal is touch sensitive, and when triggered, will instantly fire a ball of rubber that opens and wraps itself around the opponent's upper body or legs in the direction of that vector. This technique is meant to distract and temporarily immobilize an opponent. It fires more or less like a cannon ball, and is strong enough to knock an opponent a few feet back - especially if they are not expecting it. Since rubber is a natural insulator, this trap will nullify B-rank Raiton techniques and stop active ones. It will also halve the power of A-rank Raiton techniques. This is until the opponent breaks free, however. S-rank techniques are not affected in anyway (but it can still capture someone coated in S-rank Raiton chakra - it just won't nullify it). These effects depend on how the person gets trapped. If their upper body gets captured, then the altering effects take place. However, if only their legs are captured then they will simply be trapped without altering effects. B-ranks are nullified completely when the upper body is trapped, but A-ranks can still be used (granted the opponents hands aren't trapped). It is very easy to break out of this trap, however. All the opponent needs to do is have B-rank strength. That's why this technique is best utilized when the opponent isn't expecting it or paying attention. Tencho can place up to two seals on the battlefield. He cannot place them on people or himself, and if the opponent is caught by two rubber traps, then they need to break out twice. When launched, the balls open wide enough to cover an opponent's chest down to their waist, or their entire legs. If the opponent has their arms at their side, then naturally it will get captured too when fired at the upper body.
To be more specific, these seals can activate in three ways: 1) Tencho touches it and it launches at the opponent. 2) The opponent steps on it and it launches close range at them. 3) Tencho or the opponent throw an object and hit the seal, activating it. These seals fire balls of rubber the same way a cannon does. Upon firing, the ball shoots at the chest (about the height of an opponent's upper body), and as it flies closer to it's 30 foot limit, it decreases in height (about leg level) before hitting the ground.
Name: Pathogen Protection Seal Canon/Custom: Custom Rank: B Type: Supplementary Element: N/A Range: Self Specialty: Medical Ninjutsu/Fuuinjutsu Duration: 5 posts Cooldown: 7 posts Description: Tencho performs the necessary handseals and places a seal on his body. This seal releases chakra and chemically enhanced enzymes and antibodies that viciously attack and destroy any type of foreign contaminant that enters, or has already entered, his blood stream or chakra channels.
A-rank jutsus
Spoiler:
Name: Shinigami Workshop Canon/Custom: Custom Rank: A Type: Offensive Element: Black Lightning Range: 3 feet Specialty: Medical Ninjutsu Duration: 4 posts (active) Cooldown: 9 posts Description Tencho performs the necessary handseals and black lightning circulates through his hands. The lightning quickly concentrates in the back of each hand and forms into a small arm. Both of these arms have small hands that when coming into contact with an opponent will immediately connect to their nervous system and disrupt it. When this occurs the opponent is completely immobilized, while Tencho can control him/her to his discretion, as it allows him to see and feel the entirety of his opponent’s bodily functions. His range of control includes: being able to fry neurotransmitters in the brain completely or stop their flow; block tenketsu points; be in complete synchronicity with their chakra (meaning he can feel when they are molding or about to use chakra); permanently or temporarily cut receptors in the brain; electrocute an opponent; and so on. Considering that this technique takes a hold of the body’s main operating system, Tencho can essentially do anything to the opponent if he captures them. The biggest drawback to this technique is that it requires absolute concentration to maintain and it is very taxing on his chakra. If something were to suddenly draw Tencho’s attention away from the opponent, the technique would break and he would lose control of the opponent. He also loses 25 chakra points per post he has an opponent under control (the cost beginning after the opponent’s first reply to being captured). His range of control is also limited to the length of the arms, which is three feet. Tencho can walk closer to the opponent and even drag them to him, but it must be within the aforementioned range. Tencho controls these arms with his mind, and can even move them in directions contrary to where he is striking. He can only control one person at a time.
Name: Art of Devastation: Tarantula Hawk Canon/Custom: Custom Rank: A Type: Offensive Element: Black Lightning Range: Close - Long Specialty: Taijutsu/Medical Ninjutsu Duration: 3 posts (active on his hands) Cooldown: 8 posts Description: Tencho performs the necessary handseals, and black lightning pools into his wrists and sprouts outward in the shape of small wasp wings. The wings then begin to quickly flap, creating currents of black lightning that run through both of his arms and hands. When Tencho strikes an opponent with this technique, the lightning quickly enters the opponent’s body, attaches itself to their pain receptors, and releases jolts of electricity for two posts. While this technique doesn’t cause much physical harm, its true damage lies in its ability to cause immediate and excruciatingly unbearable pain. The pain is enough to cause profuse sweating, dizziness, convulsions, severe impairment of concentration, uncontrollable trembling; even vomiting. Often, an opponent hit with this technique will reflexively fall to their knees and scream in anguish. Considering the fact that lightning can travel through conducive objects/substances, this technique can travel through things such as water or metals to increase its range. For example, if Tencho were to hit an opponent wearing armor, or strike their weapon, the lightning would travel to their body. However, the opponent HAS to be wearing the armor or holding the weapon. Tencho just can’t tap a weapon and throw it at the opponent. Also, if Tencho increases the range via water, he places himself at risk for self-harm. For example, if he and an opponent were standing in water, the lightning would scatter everywhere within a 100 foot radius (this is its maximum range. If the body of water is bigger than that, the technique will not go passed 100 feet). If Tencho is still standing in the water by the time it does that, he will fall prey to his own technique.
During the development of this technique, Tencho tested it on himself to determine its effectiveness. He described the pain as “being burned alive while having thick nails slowly driven into every part of my body”. Torturous and barbaric in nature, Tencho does not often use this technique. But will have to if necessary.
Name: Impact Seals Canon/Custom: Custom Rank: A Type: Supplementary Element: Fuuton Range: Self Specialty: Fuuinjutsu Duration: 6 posts (can be deactivated at any time, except when impact is absorbed) Cooldown: 10 posts Description: These seals are engraved onto Tencho’s palms. The left seal says “Wind” and the right “God”. These seals can absorb any type of impact and return it to the attacker; impact from explosions, punches, kicks, roars, slashes, stabs – pretty much anything that can cause impact. These seals drain an attack of its force, which can also nullify a sharp weapon’s ability to effectively stab or slash. It makes punches and kicks tap, and sharp weapons gently prod instead of violently piercing or slashing flesh. This has its limitations, however. For instance, if Tencho is to absorb the impact from a weapon that grinds, his hand would still be mangled; or if Tencho is still holding the attacker’s blade and they quickly pull it from his grip, he would still get wounded.
The impact absorbed is returned in the form of a violent burst of wind that erupts from Tencho’s palm. This gale of wind is nearly instantaneous and has a reach of three feet forward. This attack has a softball sized AOE on the body. Although the size may be fairly small, impact naturally travels in the human body. So if Tencho is to strike, let’s say, the solar plexus of an opponent, the impact will travel and shatter any bones, or tear any muscles nearby. The impact can be transferred from palm to palm. For example, if Tencho absorbs the impact with one hand, he can return it with the other. Tencho can also connect both seals by putting his open palms side by side and increase the area of absorption. The seal will come outward from his hands, creating a shield five feet tall and three feet wide. The impact returned still deals the same force as the attack dealt, but increases the area of damage. Instead of striking one spot, the blast of wind spreads outward towards the opponent’s entire body (to get a visual of this, look up Gogeta’s Big Bang Kamehameha on Youtube). The distance of the attack remains the same as though it was absorbed with one hand, however, and Tencho must connect his palms as aforementioned to return the impact. There is a two second delay in this method. Tencho will usually use this method of absorption for AOE attacks. If he absorbs the impact from a fiery explosion, for example, he would still steal the impact, but get severely burned in the process. But this, of course, is to his discretion at the time of combat.
To clarify, these seals can ONLY absorb impact/force; even if it is chakra enhanced. Force is force regardless of how it’s been enhanced. He can still receive damage if the chakra is somehow tainted or super-heated. These seals do not nullify fire damage, water damage, earth damage, poison damage; even wind damage. They can, however, halve lightning damage due to the wind chakra emanating from them (granted Tencho manages to catch/block/parry the attack). To be more specific, the impact of an attack can ONLY be absorbed if Tencho catches, blocks, or parries the attack (granted he uses an open palm; he cannot block with the back of his hand and absorb impact). He can also absorb the impact of his own attacks in the same way he would an opponent’s. These seals can only absorb ONE attack at a time. If Tencho attempts to absorb more impact with his palm, the gust of wind will release wildly, potentially damaging both the attacker and himself. To activate the seals, Tencho must channel chakra into his palms. The seals remain active once he absorbs impact, eliminating the need of channeling chakra again. Tencho can release it at any time at that point. He just can’t block with the palm that’s containing the impact. Channeling chakra to his palms is also nearly instantaneous since chakra naturally circulates through the body. Tencho can only contain the impact of an attack for three posts. If he goes beyond that, the bones in the hand that contains the impact at will break along the palm, causing a fissure in the middle of his hand and completely rendering it useless. It costs Tencho 5 chakra points each time he absorbs an attack.
Absorbing impact does NOT prevent Tencho from performing techniques or hand seals. He can still perform techniques normally even if he’s absorbed impact. If Tencho performs a technique, he can create a combo with the impact he’s absorbed.
*These seals CANNOT absorb Ninjutsu, Fuuinjutsu, Kenjutsu, etc., techniques. He can take the impact, but still receive the full elemental damage and any other altering effects of the opponent’s technique (which can prove to be deadly for him whether he absorbs the blunt force of the attack or not). These seals are mainly used for close range combat and self-defense.
Last edited by Tencho on Thu Aug 13, 2015 2:23 am; edited 20 times in total
Before I get into your jutsu- let me point a couple things out. Firstly, E Ranks are non-direct combat purposes: meaning, E Ranks cannot bring direct hard to someone. Secondly, a fiery uppercut, would be Nintaijutsu, not Taijutsu(Because Taijutsu is the art of physical combat, while Ninjutsu is the art of elemental combat) Please reconsider your jutsu before further inquiring me to grade.
Dizzy Punch- State this will only work on foes with an END of D Rank.
Art of Devastation: Iron Flail- This is classified as a Nintaijutsu.
Seal of Iron Resolve- Nintaijutsu.
Art of Devastation: Dead Man Walking-Nintaijutsu.
Art of Devastation: Song of the Executioner- Really Tencho... A Taijutsu that hits 20+ times at B Rank? Not to mention the seemingly assured damage it causes regardless of your opponent's SPD, STR & END. Please reconsider this technique; also- take into consideration, that none of your stats will be elevated by using Super Soldier Seal.
Super Soldier Seal-Nintaijutsu.
Impact Seals- Firstly- a jutsu of this caliber needs to follow the proper duration & cooldown procedures. You cannot have a constant jutsu like this, as it is now, it is OP- giving it a constant effect, just makes it that much more OP. Secondly- this jutsu would only be able to absorb up to A Rank physical trauma VIA your palms(So you would have to catch the attack with your palms) Thirdly- this jutsu's effect is directly proportionate to the attack which it absorbed and returns- you cannot absorb a D Rank physical attack & expect it to do A Rank damage or obliterate their bones or organs. Fourth- It cannot absorb lightning because you do not possess lightning affinity. Fifth- This is an A Rank jutsu & would cost A Rank costs each time you use it, consecutive or not. Sixth- absorbing and combining the attacks with your own is too OP.
Fury of the Beast King- Just no. This jutsu is WAY too OP & pseudo- 8 Gates. Taijutsu techniques are DIRECTLY affected by your own soul stats- you can't have A rank STR & B Rank SPD & expect to be able to be so fast as to leave afterimages and punch through people's skin & armor without leving damage externally. Take into consideration your opponent's own stats as well- what if they had the same rank SPD as you? do you think you'd be able to out-step & attack them directly in such a way? Our sytem is very balanced Tencho, please reconsider this jutsu.
Subject: Re: Tencho Nariwagame's Jutsus Fri Nov 07, 2014 8:12 am
1) I'll alter it accordingly (Motion Seal). Is there any reason why, however? It's a fairly weak technique. It's just to prevent people from hiding in particular spots.
2) Dizzy Punch's damage isn't based off of endurance. If a person is hit hard enough in the jaw, they will become disoriented. Not because they can't take a hit, but because their brain literally rattles in their skull. That's what causes that vertigo-like effect after getting hit square in the jaw. That's what this technique does. It's just a strong punch that shakes their brain around. High endurance will not gurantee an iron-like jaw or skull; it's the ability to take a hit and keep on going, not hinder the side effects of getting hit. All the opponent has to do is avoid getting punched in the neck on up.
3) I'll edit it accordingly (Iron Flail)
4) Seal of Iron Resolve and Super Soldier Seal are not Nin-Taijutsu. SSS increases blood flow and bodily enzymes. Nin-tai is described as Ninjutsu enhancing Taijutsu (i.e. Rising Bomb or Lightning Armor). It doesn't really work on such a deep, cellular level. This is a seal that maximizes the human body's natural ability. Taijutsu would naturally be enhanced, but that does not make it Nin-tai. It's not an offensive technique. This goes for Seal of Iron Resolve as well. It hardens bone and skin. That would also naturally make strikes do more damage because Tencho becomes much heavier. Something of this caliber can easily fall under Fuuinjutsu. Fuuinjutsu can both impede and improve ability. Nin-tai within the Narutoverse is pretty vague considering only Killer B and the Raikage use it. There isn't too much said about it - only demonstrated; and if we're to hold it to the standard of those two characters aforementioned, Nin-tai seems to mainly function on an external level. Plus you said it yourself, Nin-tai is the art of elemental combat (i.e. Killer B and the Raikage). These two techniques are not elemental. Also, on Narutopedia it describes Taijutsu as being able to be enhanced by chakra (it describes Nin-tai separate from this).
5) I'll change the twenty-hit count (Song of the Executioner). It was just more of a random number. The attacks aren't instantaneous. Just really fast. B rank may not be godly, but it's still pretty quick. Especially to an opponent who isn't Taijutsu savvy. Having B to S rank speed, strength, or endurance means nothing if you're poor at hand to hand combat and get caught in a combo. That's like saying every NFL player is great at fighting because they're physically inept. Moving on, an opponent's speed, strength, and endurance aren't relevant here anyway. Vital points are called vital points for a reason. They're vulnerable. The areas Tencho strikes are naturally weak; like the soft spot beneath a person's ribs, their trachea, and their septum. Even if you're very muscular, those areas remain vulnerable. That's why in martial arts you're taught to aim for spots like those to take down large opponents. Now don't get me wrong. This attack isn't a guranteed hit. I just simply described what would happen if they were hit. If the opponent has B to S rank speed, then all they have to do is dodge it. I don't see how their strength is a factor though. Sure, they could block it with the appropriate strength and reflexes, but that's a given. Again, endurance doesn't decrease the amount of damage you take. Because if that was the case, then armor would be kind of pointless. Endurance simply means how well you can take a hit and keep on going. That's why UFC fighters still break bones when they're hit, but can still keep going. Their strength, muscles, and speed don't prevent injuries. The same goes for a shinobi, because ultimately, they're still human. Now if the opponent is wearing armor, then of course Tencho wouldn't be able to leave fist imprints on them. Granted that armor is able to withstand impact well. That's why I said "it usually does" and not "always does". I'll add "if they're not adequately protected" to be more specific. I'll also remove the extra boosts from Super Soldier Seal for this and the other "Art of Devastation" techniques.
6) Dead Man Walking is not entirely Nin-tai. As I mentioned before, Taijutsu can be enhanced with chakra according to the Naruto wiki. Being able to expel chakra isn't Nin-tai either. So the burst of chakra is fair. If it was Nin-tai, then Gentle Fist would be considered Nin-tai, which it's not. However, the grinding effect of Dead Man Walking is Nin-tai, so I'll remove it. The skull and cross bones smoke effect is caused by the friction of the punch.
7) Impact Seals
I'll place the proper cooldowns and duration procedures. Please link me to speed up my process. This technique was always directly proportionate to the attack it absorbs. I never said it increases damage. It only returns the amount given. I also didn't say it could absorb Raiton techniques. It only halves the damage of Raiton attacks caught/parried/blocked, because Fuuton is Raiton's weakness and this technique emanates wind. I'll change it so that it costs A rank chakra each time it absorbs an attack. Finally, I never said Tencho could mix an absorbed attack with his own. I wrote that he could use it in succession with another attack to create a combo. For example, Tencho uses Dizzy Punch with one hand, then releases impact with the other. He can't stack impact on top of a technique. That would spell instant death for the opponent lol.
8) I see your point with Fury of the Beast King. How about I just make this technique Bijuujutsu since my Bijuu drastically boosts speed? Of course I would have to get some bond training done first. Also note that I didn't describe Tencho as being able to outstep the opponent. I said that he "side-steps". That's completely different. If the opponent has the same speed, then they should keep up well enough. That's why this attack requires great timing to effectively use, as is the case with any Taijutsu based technique. I never said he would instantly outspeed the opponent. It's just hard to keep up with.
Subject: Re: Tencho Nariwagame's Jutsus Sun Nov 09, 2014 3:38 am
Deku Seal - Approved
Motion Seal- Approved
Dizzy Punch- Approved; Endurance on this site is used not only as resiliency but also durability(which btw should be fixed). So on that note i agree with Tencho. S rank or not this statistic explains how much they can withstand but it has nothing to do with the nervous system. A hit in the right spot will knock anyone out regardless of rank not because it hurts but because of what it does to the brain after impact is made. It may not break your bone but a hit like that to the neck will shake your brain and cause you to pass out. So i approve this because this hit is actually under played, instead of a knock out, you just get dizzy? Ill take it.
Seal of Iron Resolve: That's not fuuinjutsu thats ninjutsu bro
Art of Devastation: Dead Man Walking: Like this one personally, Taijutsu at its finest. I think the scale i had you put based on Endurance is legit. We cant forget that this is a Narutoverse and not dragon ball z. We as ninja are strong but still vulnerable to things similar to human beings, we can just endure alot more.
Super Soldier Seal: This jutsu is very fair. Approved
Last edited by Isais on Sun Nov 09, 2014 5:46 am; edited 1 time in total
Subject: Re: Tencho Nariwagame's Jutsus Sun Nov 09, 2014 6:10 am
Vacuum Seals: Approved Art of Devastation: Song of The Executioner: Approved Impact Seal: Dude, ya'll might disagree but these seals are very fair. more fair then some of the techniques ive been seeing people walk away with. I approve it under the condition that instead of paying out additional chakra to absorb impact of any rank(which doesnt make sense), make it have one post cool down after releasing the stored impact and keep this technique at a total of 8 post duration and 8 post cool down(for the entire technique) meaning that you'll end up absorbing less than before. Make it so that S rank impact absorbed costs you 10 additional chakra(now that makes sense) to even out with the opponent's pay out.
Fury of The Beast King: Dude take a bijuujutsu approach to this, itll probably work better
Art of Devastation: Iron Flail --- The type on these would be considered "Offensive". The reason for this comes from how it is being used. Since it is being used to attack, it is offensive. Supplementary would be used to define a jutsu that affects only oneself. It isn't used as an attack. So, go through your jutsu and think about how exactly they are being used, and then label them accordingly.
Only other thing here is to remove the last sentence which says "It’s strong enough to break a bone." The reason for this comes from the fact that jutsu on their own cannot inflict a particular amount of damage to someone. It is the user's stats against the other that would essentially determine the damage inflicted. Also, stating exactly the damage something will do is considered godmod because it is not allowing your opponent to have a choice in blocking or just taking the hit to counter you for instance. Nobody wants to end up with broken bones all over from a D-rank jutsu that is meant to be considerably weak.The only exception to this would be something like your Dizzy Punch where hitting a certain area would be considered common sense to cause a certain effect.
Vacuum Seals --- A few things here. First, I would like you to increase the cooldown to 5 posts; then, I would like you to lower the amount of seals out at a time to 3.
Next, this jutsu requires two different chakra costs. One for the seal, and another for the Fuuton chakra being used. Fuuinjutsu is one of the few specializations that require a chakra cost without an element attached. That being said, adding an element to it requires another chakra cost. Luckily this is a C-rank jutsu, so the chakra costs won't be that bad. The seals require 20 chakra of course; the activation of the Fuuton chakra with it will cost an extra 10 chakra every post that you use the vacuum. I think that's fair. :)
Lastly, I would like you to remove the increased STR requirement of B for someone to ground themselves. Since this is a C-rank jutsu, it can't require higher than that. I'm okay with the increase to 30 feet. Instead of having a full-rank increase for the requirement, change it to an IC increase. This means that it will make the vacuum stronger but not a full rank. It would give you an edge over someone who is well-grounded perhaps.
I'll be going 2 jutsu at a time, so please post a bump when you have made these changes and we will continue.
Subject: Re: Tencho Nariwagame's Jutsus Sun Dec 14, 2014 8:21 pm
Iron Flail: Approved
Vacuum Seals: Approved
Art of Devastation: Dead Man Walking --- Okay, as I said with the Iron Flail, this needs to be Offensive since it is used to attack. The primary issue with this is that it has extreme kill potential on its own without any stats from a user. Separating the trachea basically means death for the opponent because you are severing your opponent's ability to breathe. This is too powerful as a B-rank jutsu, especially on its own without any of the user's stats required. Just as well, driving the septum into the skull also spells an imminent death. With the kind of force you are talking about in this jutsu, the septum would split the skull in half and rupture the brain which would be an instant kill. This won't fly whatsoever with me. As it is, it should be an S-rank. If you want it to remain a B-rank jutsu I suggest going through it and changing the damage this monstrosity inflicts before I even think about approving this.
Super Soldier Seal --- Before going further with this jutsu, you need to limit this to doing one thing. Right now, it is raising everything. Even the Eight Gates only raise one stat each gate here, so custom jutsu must follow the same rule. Choose one thing that it raises or one effect that it does, and then we'll continue with the grading. Also, instead of using mathematics, could you instead use percentages? 100% would be a full rank increase.
Subject: Re: Tencho Nariwagame's Jutsus Tue Dec 16, 2014 12:06 am
1) Art of Devastation: Song of the Executioner (you accidentally wrote Dead Man Walking)
- I will change it to offensive. However, I respectfully disagree on it having to be S-rank because it has the potential to kill. Now, the usage of Tencho's stats I agree with to an extent. For example, Tencho has A-rank strength, so he should be more than capable of effectively destroying an opponent's vital spot despite their rank. But since the technique is B-rank, his body strikes should only do damage through up to B-rank armor (I think that's fair enough). I'll make sure to include that, because I can see now how my description was vague in regards to that matter. However, if the opponent isn't adequately protected in their vital areas, it won't matter - they will be killed. As I explained to Semasu (if you wish to see a reference), vital spots are vital spots for a reason. It doesn't matter how well the opponent conditions them self - those spots will remain very weak. That's why in martial arts you're taught to aim for them and also protect your own above all else. But again, if the opponent is wearing gear that guards those areas, then the rank of the technique and stats become the deciding factor in terms of damage and effectiveness. Also, vital spots do not require a lot of force to be damaged. It's very easy to break a septum, the trachea is an extremely vulnerable spot, and pulling out a person's rib cage (while it does require quite a bit of strength to pull off) from the underbelly requires more technique than strength; which Tencho is more than capable of doing due to his proficiency in Taijutsu. He uses this technique to exploit that crippling weakness on the human body. Tencho created this technique with the intent to kill.
I would also like to point out that B-rank techniques do possess great killing potential. Even C-rank techniques can prove to be deadly. For example, Sasuke's Great Fireball Technique is C-rank and his opponents always make sure to avoid it or at least not take the full brunt of the attack (the only one to block it head on was Naruto and he was in his fox-tail cloak at the time). S-rank techniques of are a much higher caliber. If this attack was S-rank, it wouldn't just tear vital spots - it would annihilate the opponent lol. Then it would be OP as it is fairly easy to land when timed right. Song of the Executioner is only advantageous if the opponent is bad at hand-to-hand combat, which if they are, puts them in a serious bind. The opponent has ample opportunity to avoid and/or stop this technique. They just need to have the wherewithal to do so. Also, the damage of SOE doesn't really qualify to be S-rank. Might Guy's Evening Elephant, which is an 8th gate technique, is only A-rank (according to the Naruto wiki). And that broke Madara's chakra shield.
2) Super Soldier Seal
- Hmm, I see your point. I think might just replace this technique then. I want to work on it a bit more until I can finalize it.
I will make corrections when I have your thought on this.
Subject: Re: Tencho Nariwagame's Jutsus Tue Dec 16, 2014 4:54 am
Art of Devastation: Dead Man Walking --- Again, this needs to be Offensive, so change that pretty please. Other issue is the burning. Burns are only possible with Katon and Raiton. May you please state that the friction cannot actually cause burns to the punched area. I would also like you to state that in order for there to be friction you need to twist your fist while the punch is landing on the opponent's body. It wouldn't make much sense otherwise for a straight, locked-out punch can cause friction. Also, replace the "bone-shattering punch" segment with something more vague like "powerful" or "very powerful" since this can potentially give members the wrong idea about the power of the jutsu.
Impact Seals --- You actually need to replace this with a Taijutsu, because your Fuuinjutsu is not high enough to use A-ranks. You can get this approved separately for a price and training topic though once you get Fuuinjutsu to A-rank.
Subject: Re: Tencho Nariwagame's Jutsus Wed Dec 17, 2014 6:48 am
Art of Devastation: Dead Man Walking --- One last thing regarding this. At the bottom, where you list the hypothetical damage. I can see the first one's kind of damage against someone with D-rank END but not C-rank, since they are the same rank as the jutsu itself. With your stats involved it can do this kind of damage but character stats are not applied in jutsu.
Edit: So instead of ripping the jaw completely off if it connects, state that it dislocates the jaw. That would be more acceptable with the jutsu on its own, since the jaw is technically a weaker bone area than others.
Rubber Trap Seal --- As this is a B-rank jutsu it can't nullify all Raiton techniques. Only B-rank and lower. It can half the power of A-rank raiton techniques and S-ranks would remain at full power. As seals, since the rubber fires out of them, the user (AKA you) has to remain a certain distance to them in order for them to remain active. It would be similar to your Vacuum Seals jutsu. You had to be within 15-30 feet to use the Fuuton vacuum in order for it to work properly on the opponent. Same thing needs to apply here. Also for the sake of technicalities, may you please add that only the body parts within the rubber's circumference is affected by the negation of Raiton techniques.
Last edited by Eden Shinteki on Wed Dec 17, 2014 6:52 am; edited 1 time in total
Subject: Re: Tencho Nariwagame's Jutsus Wed Dec 17, 2014 6:54 am
No problem! Also added an edit just now so make sure you refresh and read it. :D
Only if the opponent's arms are at his sides when the trap activates of course. It can't grab the opponent's arms and pull them into the rubber after all. :P :)
Subject: Re: Tencho Nariwagame's Jutsus Wed Dec 17, 2014 7:28 am
Rubber Trap Seal --- I still need to see a max distance the user can be away from the seals before they cannot be activated properly. Since the user has to activate it for the rubber to launch, you cannot be too far away from the seal(s) or they won't fire.
I'll grade the two A-ranks together, so fix this one and then bump. Thank you. :)
Subject: Re: Tencho Nariwagame's Jutsus Wed Dec 17, 2014 7:50 am
Ahh, noo. The seals are touch sensitive. They activate no matter who touches them. They just simply need to be touched. But I'll specify a bit more. Considering the way I wrote it, I can see how that can be misunderstood in a number of ways. Brb then lol.