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World Building Contest; Event 4

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.: World Building Contest; Event 4 :.
10th Anniversary Edition

10thLogo_500.png

 
 
Hello NA!
 
This is a special edition of the World Building contests that we hold! First off, if you are asking yourself what this thread is, go and check this thread out right here! For the rest of you, welcome to Event 4; 10th Anniversary Edition! This contest is going to be different than the rest as we are not going to be working with a location, but with techniques! There are going to be a total of six winners, one winner for each village! I will lay out the constraints below, and all six of the winners (and possibly honorable mentions if they outstanding) will be added to the Main Site for anyone to take!

Design Constraints:
- Must be Gennin, Chuunin or Jounin rank.
- May not inflict more than one (1) status effect.
 
- Iwa: Styleless Taijutsu. Must use the upper body strength, developed originally as a tool for construction / moving large objects.
- Kiri: Carnal Archetype Genjutsu. An ancient technique guarded by the village and passed down to their best assassins.
- Konoha: Lotus Style Taijutsu. The user moves so quickly that they appear to catch on fire.
- Kumo: Cloud Ninjutsu. Area of Effect. Cannot involve "flight" or "levitation".
- Oto: Time Archetype Genjutsu. Must increase the flow of time.
- Suna: Wind Ninjutsu. The attack must take the shape of some type of animal. No dragons. 
 
- This contest will end on January 2 at 11:59pm EST.
 
General Rules:
- Post your submission in this thread.
- Do not post anything except submissions in this thread.
- Members may submit as many submissions as they want.
- All staff members may participate (except myself). 
- Prizes will be given out for each village, even if there is only one (1) entree!
- Take a look at the Main Site techniques, do not make anything too similar: 
- Other rules to be added as I see them needed.
- Don't worry about unknown things, information you are unsure of, etc. If there is a conflict with already existing stuff you can still win, but minor edits might be made before adding it to the site.
 
 

Reward: $200 & 1 Scroll with a randomly selected winning technique inscribed on it.

Discussion Thread: Right here!

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Wind Release: Desert King

Type: Ninjutsu [Wind; Suna]

Rank: Chuunin

Cost: 100 Chakra

Damage: 60

Effect: Opponent is "Dizzy" for 1 turn

Description: The User forms the seals for Tiger, Horse and finally Bird. On the final seal, the User inhales deeply, their lungs mixing chakra and air together, before exhaling powerfully. A great serpent of wind escapes from their mouth, coils around the Opponent then crashes down on them with exposed fangs. The force of the impact is enough to create new sand dunes in the desert.

Points: 4 jp

 

Dizzy: You get -50% to Concentration. All attacks you make have a 20% chance to fail.

Max Duration: 2 turns

DP: 40/turn

Two-Story Toss

Type: Taijutsu [styleless; Iwa]

Rank: Gennin

Cost: 80 Stamina

Damage: 75

Effect: Opponent is "Startled" for 2 turns

Description: The User grabs whatever large object they can find; a piece of earth, a fallen tree. Crouching low to the ground, the User brings the object above their heads and suddenly bolts upward, with perfect timing, they snap their arms upward as well, launching the object in a high arc that crashes down on the opponent. The form and strength required to properly utilize this technique often startles opponents. Originally it was used as a way to get heavy materials from the ground to builders on a higher story.

Points: 4 jp

 

Startled: Your Taijutsu and ranged weapon attacks have -5% chance to hit.

Max Duration: 2 turns

DP: 10/turn

Cloud Release: Cumulus Constriction

Type: Ninjutsu [Cloud; Kumo]

Rank: Jounin

Cost: 280 Chakra

Damage: N/A

Effect: This is an Area of Effect technique that only targets Opponents. All Opponents are afflicted with "Slow" for 2 turns.

Description: The User forms the seals Boar; Ram; Dog; Ox. With every seal, each Opponent seems to be engulfed in clouds. However, as the clouds are anything but ordinary, they latch onto the opponents' bodies and make movement increasingly difficult. Attempting to remove the clouds proves futile as any attempt to touch them is met with a non-solid object that refuses to be captured by hand or cut by metal.

Points: 7 jp

 

Slow: You get -20% to Speed.

Max Duration: 4 turns

DP: 35/turn

Art of the True Shadow Illusion

Type: Genjutsu [Carnal; Kiri]

Rank: Jounin

Cost: 170 Chakra

Damage: N/A

Effect: Opponent is under the effects of Vulnerable for 1 turn. User's Genjutsu is increased by 200 points for 1 turn; May not go above a 1.5x increase of base.

Description: A technique handed down to only the most skilled of Assassins. It creates an illusions so vivid that most do not even realize they are ensnared. This illusion only blocks out all recollection of the User while projecting the rest of reality identical to how it truly is. Such a technique allows the User to simply walk up to the victim without being seen or sensed.

Points: 4 jp

 

Vulnerable: You lose your next Response Phase. You are not affected by this Status Effect if you were "Vulnerable" in the previous post. A character may only be afflicted with "Vulnerable" for three (3) total turns per battle.

Max Duration: 1 turn

DP: 50/turn

Edited by PandaMattMatt
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For Whom the Bell Tolls:.
Type:
Genjutsu [Time; Oto]
Rank: Jounin
Cost: 380 Chakra
Damage: N/A
Effect: On the first turn in which an opponent is hit by this technique, they suffer -100 Speed for one turn. On the second turn, they suffer -200 Speed for one turn. On the third, they suffer -300 Speed for one turn, as well as being inflicted with 'Scared' for two turns.
Description: With a flick of the wrist and the formation of the 'Rat' seal, the Otogakure shinobi will place their foe in a less-than subtle genjutsu that begins with the deafening roar of a clock tower bell. The skies shift to a deep amethyst, and clouds begin to take the form of clocks with swiftly spinning hands that count down the victim's inevitable demise. While caught in this genjutsu, the victim will feel themselves begin to rapidly age as their body deteriorates faster and faster at the sound of the clock tower bell's incessant ringing. As time rushes by like a wild stream, the clocks spin faster and the ringing begins to shake earth with it's tremendous power, until eventually the victim perceives themselves as nothing more than a walking corpse. Finally, at the end of the genjutsu, the user will take the form of a Shinigami before the victim's very eyes, putting the fear of death in their decrepit heart as the final bell tolls.
Points: 8 jp

 

Yeah, made this at work while I was bored. Wasn't able to load the main site so I had to go off memory for most of these costs. Hopefully they're right. This was kind of made in honor of the Majora's Mask remake, because nothing put the fear of god in my faster than hearing the clock tower bell during the last five minutes of the third day.

Edited by Eechi-go
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Jishindōho | Seismic Toss | 地震波抛
Type: Chûnin | Taijutsu [style-less | Iwa]
Cost: 100 Stamina
Damage: 90
Effect: Opponent is inflicted with Bruised for 2 turns.
Description: A technique stemming from an ancient method to move heavy stone from quarries and into carts. Utilizing quick footwork, an individual works their way into close range with an opponent. Within close proximity, the user grasps the opponent face-to-face and around the waist, squeezing them tight to their own body with a hook grip behind the opponent's back, effectively gaining control of their center of gravity. From this position by exercising raw strength, the user then half turns twice in either a clockwise or counter-clockwise motion, breaking the balance of an opponent with quick steps and an explosive upward thrust. Having lifted their opponent, the user then makes a half twist at the waist, driving their opponent into the ground, full force, with one final quarter step. The impact of not only driving but allowing their full bodyweight to slam into the opponent on the descent to the ground causes acute physical damage to the flesh and bone structure of the torso. Most notably, crushing the ground in which the opponent was driven into as well. Although stemming from ancient miners, this maneuver is mostly seen, in modern times, in Iwagakure 'strong man' competitions but has been modified for combative usage.
JP: 4
 
Kuikiri no Jutsu | All Consuming Fog Technique | 食切の術

Type: Jōnin | Ninjutsu [Cloud | Kumo | AoE]
Cost: 3x Chakra | x is equal to the amount of chakra spent on this technique | Min of 40 Chakra must be spent. | Max of 100 Chakra can be spent.
Damage: x Chakra
Effect: AoE | All those within range take x chakra damage | x is equal to the amount of base chakra spent on the technique (i.e. 100 max).
Description: Through a short string of hand seals, horse-bird-tiger, the user calls forth an ominous blue-green speckled fog. Although quite similar to the signature technique of the Hidden Mist Village, the dense fog that is called forth actually has an adverse affect internally on all that are enveloped by it. Due to the toxic chakra poured into the fog, upon simple contact, chakra from within the body is forced out, draining the spiritual energy of all who become exposed to it's touch. Although a derivative of the Hidden Mist signature technique, the Hidden Cloud has developed a considerably more hazardous offspring technique, despite it lasting a significantly lesser time than it's parent jutsu.
JP: 4

 

Note(s)

• I'm not really sure about the first one's cost cause the 2:3 threw me for one. So, f- math with whacked ratios yo.

• Second jutsu is pretty advanced as it uses multiple portions of the system at once. I'm not too sure how it would work successfully but I like trying new things. So there it goes.

• Also, Kiri can mean Fog (obvi) but I also used the kanji for Cloud (kumo), which is what a fog is (fog =/= mist... inorite?!),  to keep it separate from mist techniques. *random tidbit

Edited by Miso
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One-Man Front Lotus is my actual entry, the other two are just bonus techs for the main site.

 
 
 
Dainamikku Entorī | Dynamic Entry
Type: Taijutsu [Lotus | Konoha | Dynamic Trap]
Rank: Genin
Cost: 50 Stamina
Damage: 20
Condition: The technique must be the first technique performed by the user during battle.
Effect: The user of this technique gains 1 additional Lotus Charge if this technique is successful.
Description: A technique originally created by the Maito Dai, the father of the more famous Maito Gai, who was known as Konoha’s Sublime Green Beast of Prey. The technique itself is a deceptively simple opening that can help a true master of leaf-style taijutsu to control the flow of battle. Either by moving so fast as to disappear from view, or by distracting their enemy in some other way, the user attacks from the blind-side with a strong kick that empowers them for the battle ahead.
Points: 3 JP

Konoha Daisenpū | Leaf Great Whirlwind
Type: Taijutsu [Lotus | Konoha]
Rank: Chunin
Cost: 120 Stamina
Damage: 60
Effect: This technique has a +10% chance to hit. The target of this technique is inflicted with the status effect ‘Full Opening; Shadow Leaf Dance’.
Description: An advanced for of the Leaf Whirlwind, which was created by the famous taijutsu master Chen during his youth. The technique itself is a more refined combination of mid-air kicks. With each kick, the user gains buoyancy, which they use to gain altitude while forcing their opponent higher and higher into the air. Much like its original, the Leaf Great Whirlwind finishes by launching the opponent higher into the air, and leaving them open to other attacks.
Points: 4 JP

Hitori Omote Renge | One-Man Front Lotus
Type: Taijutsu [Lotus | Konoha]
Rank: Jonin
Cost: 200 Stamina
Damage: 350
Effect: The user must have the Gate of Wonder (7th Gate) open when performing this technique. This technique may not be blocked. The user of this technique applies 2x their Taijutsu modifier when modifying the damage of this technique. Regardless of whether this technique is successful, the user may take no action in their next Main Phase.
Description: The Hitori Omote Renge is considered the most powerful variation of the Front Lotus technique, and because of its strength it is considered to be verging on the level power where the human body can blur the between what stamina and chakra can do. Unlike the other forms of the Front Lotus, the user of this technique begins by first kicking their opponent onto the ground, usually causing them to hit with great enough force to leave a crater in the earth. The second half of this technique involves spinning their own body at such a great velocity that they create visible vortex as they descend onto the helpless foe. The speed at which they move, and the blazing aura of the Eight Gates appear to make the user burn in a bright blue-green flame that even illuminates the wind whipping around them as they slam down to deal lethal damage. Hitori Omote Renge gets its name because the user makes the spinning descent to the ground by themselves. This technique is extremely taxing on the body, and leaves the user fatigued enough that they are unable to move for a time.
Points: 8 JP
Edited by Cellar Door
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500px-Illusionary_Mist.PNG
Demonic Illusion; Weak-Point Betrayal Technique


Magen; Ryōshi No Gyōshi | Demonic Illusion; Gaze Of The Hunter
Type: Genjutsu [Carnal | Kiri]
Rank: Genin
Cost: 20 Chakra; Turn
Effect: This technique may be used in the Set Up Phase. The user of this technique is immune to Accuracy reductions caused by climate effects while this technique is active.
Description: Kirigakure gets its name from an ever present mist that blankets the area. Shinobi from the village train from their youths in that climate and are considered some of the most effective low-visibility combatants in the world. However, there are often situations in which even the trained eyes of a Kiri-nin cannot overcome the obstacles that obscure their foes. This technique was created by the Second Mizukage, and is a genjutsu that disperses their chakra into the surrounding area and that chakra relays information directly to the brain in a method that is inspired by techniques such as Kage Bunshin, and Daisan No Mei, both of which convey sensory information through chakra.
Points: 4 JP

Magen; Jakuten Naiō No Jutsu | Demonic Illusion; Weak-Point Betrayal Technique
Type: Genjutsu [Carnal | Kiri]
Rank: Chunin
Cost: 75 Chakra
Effect: The next weapon attack that targets the target of this technique has a +10% chance to hit, and +10% chance to critically strike. If the climate effect ‘Mist’ is present on the battlefield the effects of this technique are doubled. This technique may be used 1 time per battle.
Description: This genjutsu was designed by the hunter-nin of Kirigakure centuries ago, after witnessing the illusory mists created by the Isobu, the three-tailed demon, to enhance the lethal effectiveness of their silent killing styles. It was quickly adopted by many of the Seven Shinobi Swordsmen, and gained some small amount of notoriety for its help in increasing their body count. The technique itself is designed to use mist as a medium, by dispersing their chakra into the moisture in the air, the Weak Point Betrayal technique then effects target in subtle ways, making the mist appear menacing. The denser the mist, the more distracting this technique becomes. The user is then free to strike with their blade, going for the exposed throat, or arteries.
Points: 3 JP
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7C3dt7l.gif

 

Wind Release; Fang of the Leviathan

Type: Ninjutsu [suna; Wind]

Rank: Chunin

Cost: 120

Damage: 120

Effects: Confused for 1 turn.

 

Confused: You have a 50% chance to target yourself every time you use an offensive attack.

 

Description: By gathering the energy accumulated through the inertia created by their rapid bodily movements, Suna shinobi are able to concentrate that energy and mix it with their chakra to create a solid blade of raw power, its razor sharp edge and overall shape it takes on after the transformation allows the attack to physically slice through anything that comes in its path. Because of the nature of this type of attack, most enemies are not expecting it, and end up stunned or confused as to where and how they were assaulted from. 

Points: 5

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500px-Shakuton_-_Estr%C3%A9ia.png
Cloud Release; Humidity Oppression Technique


 
 
Unton; Shitsudōbō No Jutsu | Cloud Release; Humidity Oppression Technique
Type: Ninjutsu [Cloud | Kumo | AoE]
Rank: Jonin
Cost: 345 Chakra
Damage: 25
Effect: All combatants, excluding the user are afflicted with the status effect ‘Tired’ for 3 turns. If the battlefield is under the effects of the climate effects ‘Rain’, ‘Heavy Rain’, ‘Monsoon’, or ‘Mist’ the all combatants are instead afflicted with the status effect ‘Drowning’ for 3 turns.
Description: Developed as a defense when lone enemies are surrounded, and with the natural climates of Rai no Kuni in mind, the Humidity Oppression technique was created to afflict large groups of enemies. Through use of cloud natured chakra, the user of this technique increase the amount liquid in the local atmosphere, and decreasing the amount of oxygen available to their enemies. The lack of breathable air damages the body while also fatiguing it. The slowed opponents are then left vulnerable to the heightened speed of the user. If there is an abundance of water in the atmosphere already this technique is capable of drowning opponents inside their own body.
Points: 8 JP

 

500px-Daz_ear.png
Melody Illusion; Infinite Rhapsody



Setsugen; Mugen Kyōshikyoku | Melody Illusion; Infinite Rhapsody
Type: Genjutsu [Time | Oto | AoE]
Rank: Jonin
Cost: 400 Chakra
Effect: This technique lasts for 4 turns, and affects everyone on the battlefield. While this technique is active, any character who uses a technique with the ‘Sound’ descriptor gains +100 Speed. Bonuses gained in this way may not exceed +400 total Speed, and may not exceed 1.5x a character’s base Speed. When this technique ends, all characters are afflicted with 1 turn of the status effect ‘Sickened’ for every +100 Speed they received.
Description: Developed by a once prominent clan of shinobi within Otogakure who practiced genjutsu through the use of sound, this technique effects the minds of everyone on the battlefield and is extremely difficult to avoid. The neurological schematic of all people are identical, and within those blueprints, all of the bodies senses are tied together in ways that makes them synergize, and function well. The Infinite Rhapsody technique uses that synergy against the body. This technique causes a brain to react differently when sound waves hit the fluid in the ear. When this happens, the information traveling between the eyes and the brain loses sync, and the world seems to move in fast-forward around them. This technique is said to be extremely disorienting, and often causes motion sickness.
Points: 8 JP
Edited by Cellar Door
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Konoha Neppū [Leaf Hot Wind]
Type: Taijutsu [Lotus | Konoha]
Rank: Jounin
Cost: 170
Damage: 200
Effect: The Gate of Viewing(5th Gate) must be open to use this technique. Inflicts 2 turns of [burning: 50] upon its target. Lotus Charges may be spent on this technique to increase the [burning] damage by 10% of its base per charge spent.
Description: The Konoha Neppū is an advanced variation of the Lotus Style's famous Konoha Senpū that incorporates the extreme speed and strength granted by the higher tiered Celestia Gates. In the Konoha Neppū, the user will reappear beneath an opponent and kick them into the air; there, they will lift themselves in a second, spiraling, kick that occurs with such speed that it ignites the air about them and causes a large, flaming, vortex.
-5 JP
 

 

Sabaku Hijutsu; Maisō Akuma [Desert Secret Technique; Buried Demon]

Type: Ninjutsu [Wind | Set Trap | Suna]

Rank: Jounin

Cost: 155

Damage: 120 Damage

Effect: The opponent that triggers this trap is [Ensnared] for 3 turns.

Description: Maisō Akuma is a technique utilized by only the most advanced for Wind Release users within Sunagakure no Sato. In this technique, the user will form the mandatory seals, then press their lips to the ground and expel a large quantity of air into the dirt or sand. This air travels several meters below the surface, then takes the form of a large, carnivorous, worm and begins to move quietly beneath the ground. Utilizing the tremors made by opponent's movements, it seeks out the location of any opposing shinobi and then explodes from the earth, consuming its target and trapping them within a whirlwind of razor sharp air within the beast's 'stomach'. The internal whirlwind is exceptionally strong and tends to leave its victims incapable of moving for a time.

-4 JP

Edited by Hardcore Skittlez
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Mental Mystify
Type: Genjutsu [Carnal Archetype | Kiri]
Rank: Chuunin
Cost: 150
Damage: 0
Effect: +200 Evasion. If this technique is used after the first turn in battle, double the effects.
Description: A subtle technique, used to give a shinobi a quick tactical edge in battle or a quicker escape route if necessary. Creating a "mental fog" in their opponents mind, the shinobi's movements become difficult to track as their body seems to twist and turn like mists in the wind.
-5 JP

Skip a Beat
Type: Genjutsu [Time Archetype | Otogakure]
Rank: Jounin
Cost: 380
Damage: 5
Effect: If your opponent would have multiple turns during their next turn, they lose one (to a minimum of one). This technique may only be used once per battle.
Description: This illusion creates the perception that an event or experience has already occurred, causing your opponent to believe that they have done something they have not. This faulty "constructing" of conscious perception allows the user to advance the battle to a more advantages state.
-8 JP

Sidewinding Snake Strike
Type: Ninjutsu [Wind | Sunagakure | Multi-Hit]
Rank: Chuunin
Cost: 20x (Max 5)
Damage: 20x
Effect: If at least three strikes hit, the opponent is "Snared" for 2 turns. If all five strikes hit, your opponent gains one turn of "Dizzy" as well.
Description: The user creates a coiling and twisting wind strike, reminiscent of the snakes that often prowl the Sunagakure no Sato Deserts. The wind may ultimately entwine their opponent, limiting and disorienting their movements.
-5 JP

[Less damage per strike to account for the possibility of triggering the status effects].

Edited by Rhap Sodos
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Iwagakure

Styleless Taijutsu. Must use the upper body strength, developed originally as a tool for construction / moving large objects.


Two-Story Toss
Type: Taijutsu [styleless; Iwa]
Rank: Gennin
Cost: 80 Stamina
Damage: 75
Effect: Opponent is "Startled" for 2 turns
Description: The User grabs whatever large object they can find; a piece of earth, a fallen tree. Crouching low to the ground, the User brings the object above their heads and suddenly bolts upward, with perfect timing, they snap their arms upward as well, launching the object in a high arc that crashes down on the opponent. The form and strength required to properly utilize this technique often startles opponents. Originally it was used as a way to get heavy materials from the ground to builders on a higher story.
Points: 4 jp

- Submitted by PandaMattMatt

 

You don't need to include "Styleless" in the tag, as it is just implied with the absences of a style tag. Pretty much nailed the design constraint, though I do feel that a toss is the obvious choice given the restrictions in place. The description is good, paints a picture while keeping the focus on its ninja use with a note of its construction use, good instincts on that. The effects of the technique themselves are pretty bland though, nothing too exciting.
 

 

Jishindōho | Seismic Toss | 地震波抛
Type: Chûnin | Taijutsu [style-less | Iwa]
Cost: 100 Stamina
Damage: 90
Effect: Opponent is inflicted with Bruised for 2 turns.
Description: A technique stemming from an ancient method to move heavy stone from quarries and into carts. Utilizing quick footwork, an individual works their way into close range with an opponent. Within close proximity, the user grasps the opponent face-to-face and around the waist, squeezing them tight to their own body with a hook grip behind the opponent's back, effectively gaining control of their center of gravity. From this position by exercising raw strength, the user then half turns twice in either a clockwise or counter-clockwise motion, breaking the balance of an opponent with quick steps and an explosive upward thrust. Having lifted their opponent, the user then makes a half twist at the waist, driving their opponent into the ground, full force, with one final quarter step. The impact of not only driving but allowing their full bodyweight to slam into the opponent on the descent to the ground causes acute physical damage to the flesh and bone structure of the torso. Most notably, crushing the ground in which the opponent was driven into as well. Although stemming from ancient miners, this maneuver is mostly seen, in modern times, in Iwagakure 'strong man' competitions but has been modified for combative usage.
JP: 4

- Submitted by Miso

 

As I included in PMM's submission above, Styleless does not need to be included in the tag. No points were docked for this. Your ratios are correct, 90 damage at 2:3 is 60 stamina. I really enjoyed the description because it painted an exact picture of what happens in this technique. Though it might be a little long winded, I could very clearly see exactly what this would look like if performed correctly. The use as a mining method to move heavy stones is interesting, but the fact that you end up throwing the opponent to the ground at the end made it sound as if it wouldn't be very good at moving them very far. Great description overall! The effects are a little bland however, which is not a bad thing for a main site technique, but I felt that next to your description it could have been a little more interesting.
 



linebreak.png


Kirigakure

Carnal Archetype Genjutsu. An ancient technique guarded by the village and passed down to their best assassins.

 

Art of the True Shadow Illusion
Type: Genjutsu [Carnal; Kiri]
Rank: Jounin
Cost: 170 Chakra
Damage: N/A
Effect: Opponent is under the effects of Vulnerable for 1 turn. User's Genjutsu is increased by 200 points for 1 turn; May not go above a 1.5x increase of base.
Description: A technique handed down to only the most skilled of Assassins. It creates an illusions so vivid that most do not even realize they are ensnared. This illusion only blocks out all recollection of the User while projecting the rest of reality identical to how it truly is. Such a technique allows the User to simply walk up to the victim without being seen or sensed.
Points: 4 jp

- Submitted by PandaMattMatt

 

You do not need to put "May not go above a 1.5x increase of base." in the technique itself. The effects overall are very straightforward. The description is nice and simple, you remove yourself from their memory and then approach them from behind. My biggest critique would have to be the disconnection between the effect and the description. The description makes it seem that its used to allow the user to get close to the opponent without their notice. However it gives the user a bonus to Genjutsu, which is normally a long range non physical form of attacking.
 



Magen; Ryōshi No Gyōshi | Demonic Illusion; Gaze Of The Hunter
Type: Genjutsu [Carnal | Kiri]
Rank: Genin
Cost: 20 Chakra; Turn
Effect: This technique may be used in the Set Up Phase. The user of this technique is immune to Accuracy reductions caused by climate effects while this technique is active.
Description: Kirigakure gets its name from an ever present mist that blankets the area. Shinobi from the village train from their youths in that climate and are considered some of the most effective low-visibility combatants in the world. However, there are often situations in which even the trained eyes of a Kiri-nin cannot overcome the obstacles that obscure their foes. This technique was created by the Second Mizukage, and is a genjutsu that disperses their chakra into the surrounding area and that chakra relays information directly to the brain in a method that is inspired by techniques such as Kage Bunshin, and Daisan No Mei, both of which convey sensory information through chakra.
Points: 4 JP

- Submitted by Cellar Door

 

I like this, straight and to the point. My first worry as always is what happens when you allow a player to ignore their portion of a climate. However, since this would be main site and all climate must be approved for main site addition, we could easily keep track of this in the future. I think 20 Chakra might be too cheap for the effects, and there is no explicitly turn limit listed, which means it is assumed to be five (5) turns based on Genjutsu rules. The description is good as well, it gives a bit of history and ties the technique into the world cleanly. Very well done!
 



Magen; Jakuten Naiō No Jutsu | Demonic Illusion; Weak-Point Betrayal Technique
Type: Genjutsu [Carnal | Kiri]
Rank: Chunin
Cost: 75 Chakra
Effect: The next weapon attack that targets the target of this technique has a +10% chance to hit, and +10% chance to critically strike. If the climate effect ‘Mist’ is present on the battlefield the effects of this technique are doubled. This technique may be used 1 time per battle.
Description: This genjutsu was designed by the hunter-nin of Kirigakure centuries ago, after witnessing the illusory mists created by the Isobu, the three-tailed demon, to enhance the lethal effectiveness of their silent killing styles. It was quickly adopted by many of the Seven Shinobi Swordsmen, and gained some small amount of notoriety for its help in increasing their body count. The technique itself is designed to use mist as a medium, by dispersing their chakra into the moisture in the air, the Weak Point Betrayal technique then effects target in subtle ways, making the mist appear menacing. The denser the mist, the more distracting this technique becomes. The user is then free to strike with their blade, going for the exposed throat, or arteries.
Points: 3 JP

- Submitted by Cellar Door

 

This technique's costs require a bit of rules gymnastics to figure out. The only rules we have for increasing Critical Strike chance is to build it into a technique and it requires knowledge of the cost of the attack. Since the cost is unknown, the bonus needs to be small (it is) and it needs to assume a higher cost than average. So for a level 50 large weapon, two swings would be 100 stamina or +20 for a 10% increase. A level 100 would be double that, +40 stamina. The bonus chance to hit is easy, that's -100 Evasion to the opponent. There is no reduction to this because it lasts until they are targeted and not a turn duration. So even though it only includes weapon attacks and not all attacks, it doesn't need to be used on the following turn. So we have 66 Chakra cost there for the reduction. I would likely price this around 100 Chakra, given the possibility to double this bonus as well as the once per battle line added to it.

The description feels weak to me. It seems to use many words to say "its hard to see in mist". I like the background and history ties, but I would really like to know what exactly happens when this is used.

 



Mental Mystify
Type: Genjutsu [Carnal Archetype | Kiri]
Rank: Chuunin
Cost: 150
Damage: 0
Effect: +200 Evasion. If this technique is used after the first turn in battle, double the effects.
Description: A subtle technique, used to give a shinobi a quick tactical edge in battle or a quicker escape route if necessary. Creating a "mental fog" in their opponents mind, the shinobi's movements become difficult to track as their body seems to twist and turn like mists in the wind.
-5 JP

- Submitted by Rhap Sodos

 

Oooooooooh. I like this. Specifically, I like that it is a non damaging jutsu that gives you benefits for NOT using it in the first turn when you cannot attack. Unfortunately, I don't know how long this bonus lasts as it is not specified. The description is simple, a nice Chuunin level Genjutsu that just simply fogs the mind feels good to me, but it also feels a bit lacking. Which really just means it would fit in right at home with the Main Site techniques -rimshot-. Overall, I like the design space you are playing in but it feels a little sloppy and would need some cleaning up.
 



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Konohagakure

Lotus Style Taijutsu. The user moves so quickly that they appear to catch on fire.

 

Hitori Omote Renge | One-Man Front Lotus
Type: Taijutsu [Lotus | Konoha]
Rank: Jonin
Cost: 200 Stamina
Damage: 350
Effect: The user must have the Gate of Wonder (7th Gate) open when performing this technique. This technique may not be blocked. The user of this technique applies 2x their Taijutsu modifier when modifying the damage of this technique. Regardless of whether this technique is successful, the user may take no action in their next Main Phase.
Description: The Hitori Omote Renge is considered the most powerful variation of the Front Lotus technique, and because of its strength it is considered to be verging on the level power where the human body can blur the between what stamina and chakra can do. Unlike the other forms of the Front Lotus, the user of this technique begins by first kicking their opponent onto the ground, usually causing them to hit with great enough force to leave a crater in the earth. The second half of this technique involves spinning their own body at such a great velocity that they create visible vortex as they descend onto the helpless foe. The speed at which they move, and the blazing aura of the Eight Gates appear to make the user burn in a bright blue-green flame that even illuminates the wind whipping around them as they slam down to deal lethal damage. Hitori Omote Renge gets its name because the user makes the spinning descent to the ground by themselves. This technique is extremely taxing on the body, and leaves the user fatigued enough that they are unable to move for a time.
Points: 8 JP

- Submitted by Cellar Door

 

I really enjoyed the design of the technique, though it does raise some worries. I'm pretty sure there is a version of this technique somewhere on the site, but I am guessing it is probably outdated and unused. Using double modifiers breaks the golden rules of combat, however the downside of effectively giving up your next Main Phase means that you are really borrowing the modifier from your next turn. The downside on this is more than enough to allow the bending of the aforementioned rule. Needing the 7th gate open also gives me a bit of worry into how narrow this technique could be, and the lack of precedent for the cost of ignoring blocks would also need to be discussed by staff for pricing. However I believe that something very close to this could make it to the Main Site. The description is a bit long winded, but for a Jounin technique it is not too much. Many of the Main Site jutsu could benefit from a better description in place.

Unfortunately, there is not mention of the appearance of catching on fire. Additionally, this technique is disqualified from prizes due to the posting of addition techniques and content that does not pertain to the contest, strictly breaking one of the few rules of the contest. It may still make the final cut to a Main Site technique however. Well done!

 



Konoha Neppū [Leaf Hot Wind]
Type: Taijutsu [Lotus | Konoha]
Rank: Jounin
Cost: 170
Damage: 200
Effect: The Gate of Viewing(5th Gate) must be open to use this technique. Inflicts 2 turns of [burning: 50] upon its target. Lotus Charges may be spent on this technique to increase the [burning] damage by 10% of its base per charge spent.
Description: The Konoha Neppū is an advanced variation of the Lotus Style's famous Konoha Senpū that incorporates the extreme speed and strength granted by the higher tiered Celestia Gates. In the Konoha Neppū, the user will reappear beneath an opponent and kick them into the air; there, they will lift themselves in a second, spiraling, kick that occurs with such speed that it ignites the air about them and causes a large, flaming, vortex.
-5 JP

- Submitted by Hardcore Skittlez

 

People sure do like their gates + Lotus style! So, a few notes on the cost first. I see that you are overpaying from the start. 100 Stamina for 200 damage + 40 Stamina for two (2) turns of 50 Burning. That leaves 30 extra. The 5th Gates also needs to be open. The additional bonus of amplifying the Burning damage by +5 damage per charge (unless I am misunderstanding as written) is underneath the normal price point of spending charges for styles (they are usually worth approximately 40 points worth). So the price of this would need to come down unless its written incorrectly. That said, I do enjoy the description. It was a bit brief, but still longer than most main site techniques. Straight to the point. Well done!
 

 

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Kumogakure

Cloud Ninjutsu. Area of Effect. Cannot involve "flight" or "levitation".

 

Cloud Release: Cumulus Constriction
Type: Ninjutsu [Cloud; Kumo]
Rank: Jounin
Cost: 280 Chakra
Damage: N/A
Effect: This is an Area of Effect technique that only targets Opponents. All Opponents are afflicted with "Slow" for 2 turns.
Description: The User forms the seals Boar; Ram; Dog; Ox. With every seal, each Opponent seems to be engulfed in clouds. However, as the clouds are anything but ordinary, they latch onto the opponents' bodies and make movement increasingly difficult. Attempting to remove the clouds proves futile as any attempt to touch them is met with a non-solid object that refuses to be captured by hand or cut by metal.
Points: 7 jp

- Submitted by PandaMattMatt

 

The technique is simple and solid, a rather elegant and simple design which I appreciate. The description feels alittle stilted, the first two sentences especially seem to not flow well. That said, the end of the description gives an interesting prompt for in combat role play, which I enjoy in techniques.
 



Kuikiri no Jutsu | All Consuming Fog Technique | 食切雲の術
Type: Jōnin | Ninjutsu [Cloud | Kumo | AoE]
Cost: 3x Chakra | x is equal to the amount of chakra spent on this technique | Min of 40 Chakra must be spent. | Max of 100 Chakra can be spent.
Damage: x Chakra
Effect: AoE | All those within range take x chakra damage | x is equal to the amount of base chakra spent on the technique (i.e. 100 max).
Description: Through a short string of hand seals, horse-bird-tiger, the user calls forth an ominous blue-green speckled fog. Although quite similar to the signature technique of the Hidden Mist Village, the dense fog that is called forth actually has an adverse affect internally on all that are enveloped by it. Due to the toxic chakra poured into the fog, upon simple contact, chakra from within the body is forced out, draining the spiritual energy of all who become exposed to it's touch. Although a derivative of the Hidden Mist signature technique, the Hidden Cloud has developed a considerably more hazardous offspring technique, despite it lasting a significantly lesser time than it's parent jutsu.
JP: 4

- Submitted by Miso

 

I like the effectiveness of this technique. It is sweet and to the point. 3x = x chakra damage. The JP you have listed is wrong however, as it needs to assume the highest possible payment which is 300 chakra or 7 JP. Other than that I enjoy the description as well, though I do not really know if drawing a comparison with Hidden Mist is necessary. Well done!
 

 

Unton; Shitsudōbō No Jutsu | Cloud Release; Humidity Oppression Technique
Type: Ninjutsu [Cloud | Kumo | AoE]
Rank: Jonin
Cost: 345 Chakra
Damage: 25
Effect: All combatants, excluding the user are afflicted with the status effect ‘Tired’ for 3 turns. If the battlefield is under the effects of the climate effects ‘Rain’, ‘Heavy Rain’, ‘Monsoon’, or ‘Mist’ the all combatants are instead afflicted with the status effect ‘Drowning’ for 3 turns.
Description: Developed as a defense when lone enemies are surrounded, and with the natural climates of Rai no Kuni in mind, the Humidity Oppression technique was created to afflict large groups of enemies. Through use of cloud natured chakra, the user of this technique increase the amount liquid in the local atmosphere, and decreasing the amount of oxygen available to their enemies. The lack of breathable air damages the body while also fatiguing it. The slowed opponents are then left vulnerable to the heightened speed of the user. If there is an abundance of water in the atmosphere already this technique is capable of drowning opponents inside their own body.
Points: 8 JP

- Submitted by Cellar Door

 

So, I read the effects of this jutsu first and was like "what the hell". I then read the description and absolutely adored the progression. Depending on the battlefield effect however, this jutsu's price changes wildly (140 Chakra -or- 410 Chakra). As a Main Site jutsu I would probably say that the price of 345 Chakra is fair, a -65 Chakra cost to need to jump through the hoop of gaining the climate is fair. A very well rounded technique that would fit right in among the Main Site jutsu.
 



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Otogakure

Time Archetype Genjutsu. Must increase the flow of time.

 

For Whom the Bell Tolls:.
Type: Genjutsu [Time; Oto]
Rank: Jounin
Cost: 380 Chakra
Damage: N/A
Effect: On the first turn in which an opponent is hit by this technique, they suffer -100 Speed for one turn. On the second turn, they suffer -200 Speed for one turn. On the third, they suffer -300 Speed for one turn, as well as being inflicted with 'Scared' for two turns.
Description: With a flick of the wrist and the formation of the 'Rat' seal, the Otogakure shinobi will place their foe in a less-than subtle genjutsu that begins with the deafening roar of a clock tower bell. The skies shift to a deep amethyst, and clouds begin to take the form of clocks with swiftly spinning hands that count down the victim's inevitable demise. While caught in this genjutsu, the victim will feel themselves begin to rapidly age as their body deteriorates faster and faster at the sound of the clock tower bell's incessant ringing. As time rushes by like a wild stream, the clocks spin faster and the ringing begins to shake earth with it's tremendous power, until eventually the victim perceives themselves as nothing more than a walking corpse. Finally, at the end of the genjutsu, the user will take the form of a Shinigami before the victim's very eyes, putting the fear of death in their decrepit heart as the final bell tolls.
Points: 8 jp

- Submitted by Eechi-go

 

I like this technique quite a bit, the very simple effects are easy to understand and the description really leverage the other worldly effects that Genjutsu can have. The pricing is a bit difficult if you want to do it properly. At first you would just assume 60 + 120 + 180 + 20 = 380. However, it will actually cost a little less. Looking at it from a turn by turn cost its (60) + ([60*0.7] + 60) + ([120*0.7] + 60 + 20) = 326 Chakra. Unfortunately that still puts it at 8 JP.
 



Setsugen; Mugen Kyōshikyoku | Melody Illusion; Infinite Rhapsody
Type: Genjutsu [Time | Oto | AoE]
Rank: Jonin
Cost: 400 Chakra
Effect: This technique lasts for 4 turns, and affects everyone on the battlefield. While this technique is active, any character who uses a technique with the ‘Sound’ descriptor gains +100 Speed. Bonuses gained in this way may not exceed +400 total Speed, and may not exceed 1.5x a character’s base Speed. When this technique ends, all characters are afflicted with 1 turn of the status effect ‘Sickened’ for every +100 Speed they received.
Description: Developed by a once prominent clan of shinobi within Otogakure who practiced genjutsu through the use of sound, this technique effects the minds of everyone on the battlefield and is extremely difficult to avoid. The neurological schematic of all people are identical, and within those blueprints, all of the bodies senses are tied together in ways that makes them synergize, and function well. The Infinite Rhapsody technique uses that synergy against the body. This technique causes a brain to react differently when sound waves hit the fluid in the ear. When this happens, the information traveling between the eyes and the brain loses sync, and the world seems to move in fast-forward around them. This technique is said to be extremely disorienting, and often causes motion sickness.
Points: 8 JP

- Submitted by Cellar Door

 

This is a weird jutsu for sure. The structure of it works a lot more like a terrain than a jutsu, however given it is an illusion it likely wouldn't work too well for a terrain. I'm not sure how I like the fact that it just effects everyone on the battlefield. I would probably want to find a way to rework this so it doesn't need to auto include everyone, possibly even making it just a Genjutsu only terrain effect. The flavor is great though, I would have a lot of fun role playing in a battle that used this. This also breaks Jounin cost caps.
 



Skip a Beat
Type: Genjutsu [Time Archetype | Otogakure]
Rank: Jounin
Cost: 380
Damage: 5
Effect: If your opponent would have multiple turns during their next turn, they lose one (to a minimum of one). This technique may only be used once per battle.
Description: This illusion creates the perception that an event or experience has already occurred, causing your opponent to believe that they have done something they have not. This faulty "constructing" of conscious perception allows the user to advance the battle to a more advantages state.
-8 JP

- Submitted by Rhap Sodos

 

This is some elegantly designed shit. Super simple design space that hasn't been touched before as far as I know. You are probably overpaying for this effect, by it would cost a lot. If this was a normal creation I would be very sceptical to approve this as there is nothing stopping you from making more of them all with one use per battle. However, as a main site jutsu this could work, we would just not approve other techniques that tried to do the same. Very cool. Description is lacking unfortunately, but the concept is cool tied with the effect. False memories is a cool use of Genjutsu. Well done!
 



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Sunagakure

Wind Ninjutsu. The attack must take the shape of some type of animal. No dragons.

 

Wind Release: Desert King
Type: Ninjutsu [Wind; Suna]
Rank: Chuunin
Cost: 100 Chakra
Damage: 60
Effect: Opponent is "Dizzy" for 1 turn
Description: The User forms the seals for Tiger, Horse and finally Bird. On the final seal, the User inhales deeply, their lungs mixing chakra and air together, before exhaling powerfully. A great serpent of wind escapes from their mouth, coils around the Opponent then crashes down on them with exposed fangs. The force of the impact is enough to create new sand dunes in the desert.
Points: 4 jp

- Submitted by PandaMattMatt

 

Small details on math, but at Chuunin rank this should cost 88 Chakra, and not 100. Looks like you did 1:1 ratios on damage. That aside, I like the idea of the impact creating new dunes around but am rather disappointed with the choice of a serpent. Very close to a dragon (especially if we assume Chinese style dragons). I am also unsure of why you capitalized User so many times, but that will not dock you any points. The change in cost would almost make it 3 JP.
 



Wind Release; Fang of the Leviathan
Type: Ninjutsu [suna; Wind]
Rank: Chunin
Cost: 120
Damage: 120
Effects: Confused for 1 turn.
Description: By gathering the energy accumulated through the inertia created by their rapid bodily movements, Suna shinobi are able to concentrate that energy and mix it with their chakra to create a solid blade of raw power, its razor sharp edge and overall shape it takes on after the transformation allows the attack to physically slice through anything that comes in its path. Because of the nature of this type of attack, most enemies are not expecting it, and end up stunned or confused as to where and how they were assaulted from.
Points: 5

- Submitted by Pwnzie

 

The first thing I noticed is that your cost is off slightly. 120 damage at Chuunin rank is 96 Chakra (4:5) and Confused is 30 chakra, bringing this cost to 126 Chakra. I like where you were going with this technique, however you seemed to have come up short in a few places. Gif image aside, since that will not be included on the Main Site, I have no idea what animal spirit you are harnessing in your attack. Secondly, I am having a hard time making the mental connection to a powerful blade of wind chakra and the status effect confused. I feel like confused is being underplayer here and just doesn't seem to fit for me. Lastly, the description of the technique suffers because it ends up very similar to the Wind Blade (Kaze no Yaiba) technique that already exists on the Main Site.
 



Sabaku Hijutsu; Maisō Akuma [Desert Secret Technique; Buried Demon]
Type: Ninjutsu [Wind | Set Trap | Suna]
Rank: Jounin
Cost: 155
Damage: 120 Damage
Effect: The opponent that triggers this trap is [Ensnared] for 3 turns.
Description: Maisō Akuma is a technique utilized by only the most advanced for Wind Release users within Sunagakure no Sato. In this technique, the user will form the mandatory seals, then press their lips to the ground and expel a large quantity of air into the dirt or sand. This air travels several meters below the surface, then takes the form of a large, carnivorous, worm and begins to move quietly beneath the ground. Utilizing the tremors made by opponent's movements, it seeks out the location of any opposing shinobi and then explodes from the earth, consuming its target and trapping them within a whirlwind of razor sharp air within the beast's 'stomach'. The internal whirlwind is exceptionally strong and tends to leave its victims incapable of moving for a time.
-4 JP

- Submitted by Hardcore Skittlez

 

A worm. That's a new one. Anyways, this seems pretty solid overall. Its a bit odd that wind makes use of underground movement, but that is also one of its charms. There is not much to say about the effect itself really. Overall solid.
 



Sidewinding Snake Strike
Type: Ninjutsu [Wind | Sunagakure | Multi-Hit]
Rank: Chuunin
Cost: 20x (Max 5)
Damage: 20x
Effect: If at least three strikes hit, the opponent is "Snared" for 2 turns. If all five strikes hit, your opponent gains one turn of "Dizzy" as well.
Description: The user creates a coiling and twisting wind strike, reminiscent of the snakes that often prowl the Sunagakure no Sato Deserts. The wind may ultimately entwine their opponent, limiting and disorienting their movements.
-5 JP

- Submitted by Rhap Sodos

 

._. Another snake. So, at this point, we have two snakse, a worm, and a something levianthan like. 3/4 tube like animals that in my mind end up looking like a Chinese myth dragon. Note to self, say "no tube animals" instead of dragons.

That small rant aside, this jutsu is weaker than the other two you submitted. Its nice because Suna doesn't have any wind jutsu currently that have an 'x' value choice in them. The description is lacking a bit, it could paint a better picture overall. In addition, I do enjoy the stretching of my rules of one Status Effect by having conditions that change what the effect is. Unfortunately, this technique on all five (5) hits will inflict two Status Effects, which disqualifies it from the competition.

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~Final Results~

 

Iwa: Miso's  Jishindōho | Seismic Toss
Kiri: Cellar Door's  Magen; Jakuten Naiō No Jutsu | Demonic Illusion; Weak-Point Betrayal Technique
Konoha: Hardcore Skittlez's  Konoha Neppū | Leaf Hot Wind
Kumo: Miso's  Kuikiri no Jutsu | All Consuming Fog Technique
Oto: Rhap Sodos'  Skip a Beat
Suna: PandaMattMatt's  Wind Release: Desert King

 

 

Congratulations too all the winners! Some of these picks were tough for me, you all did really well!

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