Custom Jutsu Submission - III

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Gèckö

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(Doton/Futon: Kami no Chesunokoma)- Earth/Wind Release: God's Chess Pieces
Type: Supplementary
Rank: A Rank
Range: Long
Chakra: 30
Damage: 60
Description: The user first removes a blueprint for the layout of his creation he shows it to the opponent then he throws it high into the air. As the scroll flies the user performs 3 brief hand seals then slams his hand to the ground. Shortly following the pattern on the blue print takes form on the battlefield in the form of hundreds of hollow earthen columns, no bigger than 4 feet in height and diameter. Once the columns take form the user stands up and claps his hands channeling wind chakra into the blueprint which expands like a large carpet over the battlefield, the user clenches his fist causing the blue print to implode with intense wind pressure which travels directly into the ground causing the columns to rotate rapidly generating a constant circulation of different air flows which intercept each other making it near impossible for projectiles to travel in straight paths towards the opponent or the user. After this happens the blue print disappears but the columns remain and continue spinning, the columns can be moved via God's Chess Board in order manipulate the air currents to be an advantage to the user. Due to how tightly aligned the columns are the air currents react to any column moving latching onto that moving column and moving in the same direction or pattern as that column. Like a link of chains following the lead chain. The user of this jutsu through knowing the pattern from the blue print also knows the pattern of the air currents.
Note: Can only be used once per battle
Note: Must show picture of formation before hand
Note: Bio must state you carry blue prints for this jutsu
Note: Columns last entire battle unless destroyed by d rank and above jutsu
Note: Can only be taught by Gecko

(Ninpou: Kunai Giman)- Ninja Arts: Kunai Deception
Type: Supplementary/Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user first performs a single hand seal before removing 2 kunai. Next the user reveals both to the opponent to taunt him, the kunai wedged between the finger, the user focuses chakra into one kunai then he launches the kunai straight at the opponent. As the kunai travels one hides within the shadow of the other, the kunai which is hidden is enhanced with chakra so when the next part of the attack comes it appear as an after image of the lead kunai. The user claps his hands together then the lead kunai suddenly drops to the ground, as it falls to the ground the main kunai shoots up and out of its shadow where it appears as a blur of the previous kunai before traveling on almost invisible to the naked eye.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

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(Goken: Ashi 3)- Strong Fist: 3 Legged
Type: Attack
Rank: B Rank
Range: Short
Chakra: N/A
Damage: 40
Description: This jutsu was created to defend against multiple enemies, the user when surrounded would strike once but move three times to attack 3 times. Giving this jutsu the name 3 Legged or Ashi 3. The initial kick does the damage, the second kick or jolting of the foot does less while the last kick creates separation. The user within range of the opponent kicks upwards at the chin, by rotating the knee and other joints in that area, the user re-attacks swiping downward with the leg at the neck and shoulder area. For the last strike, the user rotates his body and pushes off of the opponent sending him back and creating separation. Creating Ashi 3, three kicks in one strike.
Note: Can only be taught by Gecko

✦ All Declined ✦
(Doton/Futon: Kami no Chesunokoma)- Earth/Wind Release: God's Chess Pieces
Type: Supplementary
Rank: A Rank
Range: Long
Chakra: 30
Damage: 60
Description: The user first removes a blueprint for the layout of his creation he shows it to the opponent then he throws it high into the air. As the scroll flies the user performs 3 brief hand seals then slams his hand to the ground. Shortly following the pattern on the blue print takes form on the battlefield in the form of hundreds of hollow earthen columns, no bigger than 4 feet in height and diameter. Once the columns take form the user stands up and claps his hands channeling wind chakra into the blueprint which expands like a large carpet over the battlefield, the user clenches his fist causing the blue print to implode with intense wind pressure which travels directly into the ground causing the columns to rotate rapidly generating a constant circulation of different air flows which intercept each other making it near impossible for projectiles to travel in straight paths towards the opponent or the user. After this happens the blue print disappears but the columns remain and continue spinning, the columns can be moved via in order manipulate the air currents to be an advantage to the user. Due to how tightly aligned the columns are the air currents react to any column moving latching onto that moving column and moving in the same direction or pattern as that column. Like a link of chains following the lead chain. The user of this jutsu through knowing the pattern from the blue print also knows the pattern of the air currents.
Note: Can only be used once per battle
Note: Must show picture of formation before hand
Note: Bio must state you carry blue prints for this jutsu
Note: Columns last entire battle unless destroyed by d rank and above jutsu
Note: Can only be taught by Gecko

(Ninpou: Kunai Giman)- Ninja Arts: Kunai Deception
Type: Supplementary/Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user first performs a single hand seal before removing 2 kunai. Next the user reveals both to the opponent to taunt him, the kunai wedged between the finger, the user focuses chakra into one kunai then he launches the kunai straight at the opponent. As the kunai travels one hides within the shadow of the other, the kunai which is hidden is enhanced with chakra so when the next part of the attack comes it appear as an after image of the lead kunai. The user claps his hands together then the lead kunai suddenly drops to the ground, as it falls to the ground the main kunai shoots up and out of its shadow where it appears as a blur of the previous kunai before traveling on almost invisible to the naked eye.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

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(Goken: Ashi 3)- Strong Fist: 3 Legged
Type: Attack
Rank: B Rank
Range: Short
Chakra: N/A
Damage: 40
Description: This jutsu was created to defend against multiple enemies, the user when surrounded would strike once but move three times to attack 3 times. Giving this jutsu the name 3 Legged or Ashi 3. The initial kick does the damage, the second kick or jolting of the foot does less while the last kick creates separation. The user within range of the opponent kicks upwards at the chin, by rotating the knee and other joints in that area, the user re-attacks swiping downward with the leg at the neck and shoulder area. For the last strike, the user rotates his body and pushes off of the opponent sending him back and creating separation. Creating Ashi 3, three kicks in one strike.
Note: Can only be taught by Gecko
 
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The_Empire

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(Senpo: Sēji no Manto) Sage Art: Sage Cloak
Type: Supplementary/Defense/Offense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user while in Sage Mode draws in more Natural Energy and creates a cloak of their desire look. The user cloak would have a light and dark green look to it. The cloak has a defense and offense use. The user doesn't gain anything like speed or reflexes. The user's defense is increased and offense increase also. The cloak protects against C rank and below(protects against weapons also) and the cloak increase the user's taijutsu by +10. The cloak can also be used to extend the user's reach up to three meters by extending the clock out into a snake head and mouth with fangs but it would be attach to the user still so it would look like a snake attacking or grabbing depending on the task at hand.
-Only used by Snake Sage Mode users
-Decrease Snake Sage Mode by two turns
-Only used once per battle
-Extending out does count towards the jutsus per turn
-Cloak last for four turns but can be extended with methods of extending Snake Sage Mode so the increase of turns of Snake Sage Mode would increase the amount of the cloak also. Example: The user has a clone that disperse and increase Snake Sage Mode by two turns then the cloak is increased by two turns also. The extending must be done at the same turn or turns after cloak is created.

Declined - this doesn't even make sense. A cloak of A rank giving c rank defense yet some how increase tai?

(Hebiāto: Hebi no Hashira) Snake Art: Snake Pillars
Type: Supplementary/Offense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Snake users would manifest snakes from their legs and create a pillar to stand on. This would allow them to stand from the ground on their snakes acting and looking like a pillar of snakes. The snakes are attach to the user's leg just like that of Hidden Shadow Snakes. The users can also use this as an attack to hit their opponent with blunt force of the snakes which are shaped like a pillar.

Declined - can't this be done with cannon jutsu?

(Hebiāto: Hebi no Karada no Shin'en) Snake Art: Snake Body Abyss
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user would extend out a snake or more then one(max: is 8) from any part of their body or multiple parts of their body as long as the snakes add up to 8 snakes. These snakes are the same size as "Binding Snake Glare Spell". These snakes are meant to be used as a defense instead of offense because of their large bodies. The snakes each can also be used to restrain individuals also which the max restrain person it can hold is someone Official Sage Taijutsu Master.
-Only used every other turn

Declined - DNR
 
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Houdinii

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(Futon: Jixyoushou)-Wind Release: Updraft
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description:The user will clap their hands together sending out a powerful transparent pulse of wind, the wind will travel towards the target while staying close to the ground. Winds natural intangibility allows this technique to travel over and around small obstructions and still stay on course. As it reaches the target it creates a powerful updraft that goes straight up, blowing the target ten meters up into the air.

Note:
~Can only be used 3 times
~ The nature of the updraft sends the target spinning and twisting into the air, making it very difficult to get ones bearings once the technqiue has hit.
~Can only be taught by xHoudinii

______________
~ Approved ~
(Futon: Jixyoushou)-Wind Release: Updraft
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user will clap their hands together sending out a powerful transparent pulse of wind with the user as the epicenter, the wind will continue to expand while staying close to the ground. Winds natural intangibility allows this technique to travel over and around obstructions and still stay on course. As it reaches the target(s) it creates a powerful updraft that goes straight up, blowing the target ten meters up into the air while battering them from the force of the wind.

Note:
~Can only be used 2 times
~ The nature of the updraft sends the target spinning and twisting into the air, making it very difficult to get ones bearings once the technqiue has hit.
~Can only be taught by xHoudinii

(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts.

Notes:
~Can only be taught by xHoudinii
~Can only be used three times and each usage lasts for four turns

‡ Approved ‡ Bear in mind this can only be used on non-streaming fire techniques. Otherwise, nice technique.

(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts. When formed the beast is able to utilise abilities that the source technique had while active, if the user wishes.

Notes:
~Cannot be used in consecutive turns
~Can only be used three times and each usage lasts for four turns
~Can only be taught by xHoudinii

Both Approved
 
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Daemon

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(Same Ninjutsu: Abisu no bodi ) - Shark Ninjutsu: Body of the Abyss
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30 (-5 per turn)
Damage points: N/A
Description: The user focuses chakra into select parts of their body and summons part of a shark's physiology in that select area similar to Palaemon's Touch. The selected part emerges from the body of the user. If the user is covered in armor or anything that covers the skin of the user the shark body part will form over it to prevent two jutsu that the user uses from clashing. However, this version lasts for an extended period of time. For example, if trapped underwater, the user can summon/create the gills of a shark on their neck to gift them the unique ability to breathe underwater or fins to increase ease of swimming. The user, however, cannot transform their entire body into the body of a shark. As a prerequisite to use this technique, the user must have signed the shark contract.
The extra appendage lasts for 4 turns while the jutsu itself can be used two times per battle with a two turn gap in between usages. The user of this technique is capable of canceling the jutsu at any time but if they cancel it early, the two turn gap still takes effect.

Palaemon's Touch for Reference:

(Same Ninjutsu: Palaemon Fureru) – Shark Ninjutsu: Palaemon's Touch
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The signer of the shark contract, uses the ability to summon sharks to his or her advantage. Primarily for close range use, the user generates a shark head from any point in his body to attack his enemy or defend against a close range jutsu such as taijutsu attacks or any jutsu that fits the circumstance. The user is able to generate sharks from their body like how snake users are able to generate snakes from their body. By adding water chakra to the shark and using shape manipulation, a water drill forms around the shark drilling into the opponent. The sharks or portion of shark summoned are generated from generic sharks. The user can summon entire sharks or a portion of a shark such as its fin to augment their close range capabilities. For example within extreme close range combat, it would be beneficial to summon the fin of a shark and strike the opponent with it instead of tryng to generate an entire shark from ones body.The shark is generated from the user's shark tattoo on their body if applicable(Kisame bios have no tattoo present.)
Can only be used 3 times per battle

‡ Declined ‡ Clashes with Imperfect's CJ and as for the part about gills, I'm not allowing you to change your physiology like that. It isn't feasible either.
 
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Venom

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[Fuuinjutsu: Kamigami no haaku] -Sealing Arts: Grasp of the Gods
Type: Supplementary
Rank: A
Range: N/A(due to effect on barriers)
Chakra: 30
Damage: N/A
Description: This technique can be invoked through the formation of one additional handseal while the user is creating a barrier. This forms a second barrier on the inside of the first barrier technique it is supplementing, the former of which will expand outwards. This "stretches" the first barrier as well without breaking or dispelling it. This does not reinforce or strengthen the barrier in any way, but simply expands the range of its effect by one. So, a barrier limited to short range would span to mid and mid to long, with virtually no effect on long-range barriers. This technique occurs within the same timeframe of another technique since it does nothing alone and the initiation handseal can be followed up immediately.

Notes:
Must have mastered basic Fuuinjutsu
Can only be used three times per battle
Lasts for as long as the barrier it is used on lasts or until the barrier supplemented is destroyed/negated

Declined - not going to allow cjs to increase range.

[Fuuinjutsu: Kami no Barōru] -Sealing Arts: Valor of the Divine
Type: Supplementary
Rank: A
Range: N/A(Depends on the range of the barrier)
Chakra: 30
Damage: N/A
Description: This technique is instilled through forming one additional handseal while forming a barrier that is considered intangible, such as the Dome Method Formation technique. This technique creates on the outside of the barrier a thin but strong barrier that acts as an additional layer that is the same color as the barrier used on. This grants a degree of solidity to the otherwise intangible barrier, allowing it to act in the same manner as tangible barriers, such as the Multiple Infinite Embraces, preventing objects from simply passing through. Instead of only granting a degree of Solidity, this technique may also be used on already solid barriers to make them intangible. This makes solid techniques simply "phase" through. The barrier can be broken by elemental techniques of the same rank and above, and can only be used three times per battle by bios that have mastered Basic Fuuinjutsu. This technique occurs within the same timeframe of another technique since it does nothing alone and the initiation handseal can be followed up immediately.

Declined - all forms of sensory type barriers granting a defense? DNR
 
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Sinthorus

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Glamdring
Type: Weapon
Range: Short
Rank: S
Chakra: -5 per turn
Damage:
Description: Glamdring is forged in the days before the first great ninja war. It was forged out of chakra metal that was triple folded to increase it's strength and to hone the blade to make it as sharp as physically possible. When it was forged the steel was constantly being infused with earth chakra similar to method of the
(Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique. In doing this they removed the weight of the steel to unhinder it's movements. The blade being flat and light as possible allowed it to be swung through the air with ease with next to no air resistance. Due to the triple folded steel the sword can only be destroyed by S rank power (Or two A ranks and so on). This sword has two unique propeties:

Sting: The sword draws on 5 chakra per turn to emit chakra short range around itself that can't be seen, when ever a foreign chakra enters this field it will glow a bright blue for all to see. So if the user is hidden in the trees and an enemy is close, the sword will shine in it's sheath to alert the weilder.

Strike: The sword being made of chakra metal being infused with earth element makes it highly adaptable to the weight jutsu. In an instant the user can activate the added weight jutsu increasing the weight of the sword x10 to increase it's destructive damage. Due to this they can cut through attacks of A rank and below due to the sharpness of the blade (within reason). The sudden increase in weight and force behind the strike releases wind currents (without being wind element) around the sword two feet on either side.

Note: Sting ability is constantly active and saps 5 chakra from the user.
Note: Strike can be used 3 times per battle, happens instantly increasing the weight of the whole sword. Counts a move per turn, and must wait two turns to use again.
Updating:

Glamdring
Type: Weapon
Range: Short
Rank: S
Chakra: -5 per turn
Damage:
Description: Glamdring is a staff forged in the days before the first great ninja war. It was forged out of chakra metal that was triple folded to increase it's strength. It has a retractible blade on the end which can be passively created, which was triple forged to hone the blade to make it as sharp as physically possible. When it was forged the steel was constantly being infused with earth chakra similar to method of the
(Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique. In doing this they removed the weight of the steel to un-hinder it's movements. The staff being thinand light as possible allowed it to be swung through the air with ease with next to no air resistance. Due to the triple folded steel the staff can only be destroyed by S rank power (Or two A ranks and so on). This sword has several unique properties:

Sting: The staff draws on 5 chakra per turn to emit chakra short range around itself that can't be seen, when ever a foreign chakra enters this field it will glow a bright blue for all to see. So if the user is hidden in the trees and an enemy is close, the sword will shine in it's sheath to alert the wielder.

Strike: The sword/staff being made of chakra metal being infused with earth element makes it highly adaptable to the weight jutsu. In an instant the user can activate the added weight jutsu increasing the weight of the sword x10 to increase it's destructive damage. Due to this they can cut through attacks of A rank and below due to the sharpness of the blade (within reason). The sudden increase in weight and force behind the strike releases wind currents (without being wind element) around the sword two feet on either side.

Arcane: This isn't really an ability but more of a passive effect making the staff adaptable in combat. With jutsu that require the user to make hand gestures rather than handseals, the user will swing the staff to achieve the same result. For example, if the user needed to swing his hand up to raise and earth pillar from the ground, he could make the motion with the staff, using the motion of the staff to raise the earthen pillar.

Magi: This is a method of great chakra control. The user will spend one of their moves per turn to release chakra around the end of the staff to create a structure of a weapon. This weapon will be dark in color like the staff, and it can only be one of the following, a fan, a gunbai or a hammer. It can be up to 1 ft around the staff, is B rank, ranks, lasts 1 turn and counts as a move per turn.

Note: Sting ability is constantly active and saps 5 chakra from the user.
Note: Strike can be used 3 times per battle, happens instantly increasing the weight of the whole sword. Counts a move per turn, and must wait two turns to use again.
Note: Extending the blade counts as a turn but kenjutsu can be used through it.

‡ Update Approved ‡

(Kōton: Atlas) – Steel release: Atlas
Rank: A
Type:Supplementary
Range:Short-mid
Chakra Cost: 30
Damage Points: 60
Description: The user will slam their hand down on the ground, or their sword, staff, hammer, ect, releasing their chakra all around. This chakra ripples through the earth to mid range around the user like a pebble hitting the water. It creates a 1cm layer of steel 3cm under the earths skin. Creating an almost membrane of steel under the earths skin, unknown the normal ninja, thought doujutsu, sensors ect would know it's their. The name comes from the titan, Atlas whose punishment in mythology was to forever hold up the world. This layer of steel is to have a holding in the ground for the user, which would remain in place as a platform, even if the opponent tried to lower the earth, or drop the ground, giving the user a steady standing. Though if a stronger jutsu was used, it would render the steel useless. Now this steel layer has two additional uses.

First of all the user will have his chakra flowing through the steel like a pressure sensing on the steel, feeling what causes pressure on it at different locations. For example, an opponent running across it. With this the user can do one of two things. The first is to cause the steel to shoot up on the spot of pressure, protruding a sword like spike 1ft above the ground at the point of pressure in reaction. So if it was a foot, i would impale the foot. The second is instead of spike the user can have the steel take a volcano like effect, errupting outwards and upwards, creating an upwards pushing force. This force would push up on the point of pressure, so if it was a foot stood on it would would release a mini burst under the foot lifting the target into the air. This wouldn't damage them, it would just throw them of and distract them, a explosion type effect of pushing, without a damaging explosion.

Note: Useable twice and lasts until destroyed
Note: Each effect can be used once per turn and only one can be used at a time, counting as a move per turn and consuming 20 chakra points
Note: Must wait two turns before using again

‡ Declined ‡ This is a nice technique but you need to tone this down. For one, this needs a turn limit. Two, you need to split this into two different uses i.e. the lethal/harmful one and the non-harmful one and specify which one is used in the turn you create this. Something like this would disrupt the opponent's ability to use earth from the ground. I can't have it "last until destroyed".

(Kōton: Arcane bakufuu) – Steel release: Arcane blast
Rank: A
Type: Attack
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release from their hands a missile of steel. It's about 1 diameter fired at high high speeds at it's chosen target. Though as stated there is more to it than that. This missile locks onto the chakra signature of what it was fired at, be it an opponent, a summon, or just a structure itself like the earth golem jutsu. The second part of this jutsu, is with the user closing their fist, the missile will explode outwards in short range around it into steel razor blades not much bigger than sand, that almost looks like a puff of dust/smoke. Due to the sudden burst it has a pushing force going outwards with the blades, much like when a grenade goes off and the shrapnel goes all around and there is the pushing force, though without the fire. No burns, just impaling.

Note: Useable once every two turns

‡ Approved ‡
 
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Nathan

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(Ishiki Go Jika Toumen Eimin) - The Sensing of One's Own Impending Death
Type: Supplementary
Rank: B-rank
Range: Short - Long
Chakra: 20 (-10 per turn it's active)
Damage: N/A
Description: The Sensing of One's Own Impending Death is complex sensing technique that allows the user to sense death as well as the impending death of them self or another. This is accomplished through pure analysis of another's Killing Intent. Being able to sense someones killing intent without being effected by it by any means requires training and the will to potentially overcome it if need be. By sensing one's killing intent the user will be able to potentially react and evade instances that would otherwise spell out death for them self or others, however, this requires the user to have the necessary reflexes and timing to do so. The user will also be able to possibly gain the ability to predict when a hostile opponent is going to attack based off their murderous intent fluctuations as they prepare to attack. If skilled the user can also sense the impending death of those that are effected by poison, disease, etc. Another ability that the user is granted is the ability sense corpses in their vicinity and by making contact with them will be able to see how they were killed.
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Notes:
- Technique is required to be mentioned in the users bio as how they achieved this form of sensing.
- Lasts for five turns.
- Can only be used once per-match.
- Can only be taught by Nathan.

Declined - clashes with existing things

Updating:

(Meiton: Kasai Butoukai) Dark Release: Fire Ball
Type: Offensive
Rank: A-rank
Range: Mid/long range
Chakra: 30
Damage: 60
Description:
This technique grants the user the ability to enhance his own Fire Release jutsu by absorbing his own jutsu and then being expelled through the lower square of the mark with augmented tempture. The flames of fire release jutsu can turn blue do to it's augmented heat.
Note: Must have used a fire release technique before you can use this technique.
Note: Can only used 2 times per match.
Note: Can only be taught by Nathan.


X-Approved-X
-----------------------------------------------------
(Meiton: Kasai Butoukai) - Dark Release: Fire Ball
Type: Offensive
Rank: A-rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique grants the user the ability to enhance his own Fire Release jutsu by absorbing his own jutsu and then being expelled through the lower square of the mark with augmented temperature. The flames of fire release jutsu can turn blue do to it's augmented heat. By using this method, the users fireball increases by one rank, though if used on a S-rank fireball per say, it will only gain a +10 damage boost
Notes:
- Must have used a fire release technique before you can use this technique.
- Can only used 2 times per match.
- Can only be taught by Nathan.

Approved

Updating

(Genjutsu: Osoroshii Seppuku) Illusionary Arts: Dreadful Evisceration
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description:
"Illusionary Arts: Dreadful Evisceration is a terrifying technique that strikes fear into the hearts of all who witness it. It was originally developed for the purposes of judicial execution, but was soon adapted by ninja for use in battle." After the hand seals Ram → Dog, the opponent will be placed in a genjutsu. The opponent will believe that their stomach is getting cut open. The victim is then compelled to disembowel himself with their hands because of the of the effects of this Genjutsu. Since vital organs are being pulled out from said stomach in the process the opponent will believe that he is dying but in reality is in shock and unable to move.
Notes:
- Can only be used twice per-match.
- Have to wait two turns before it can be used again.
- No Genjutsu next turn.
- Can only be taught by Nathan.



X-Approved-X Thanks for the appetizer >_>"
(Genjutsu: Osoroshii Seppuku) - Illusionary Arts: Dreadful Evisceration
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: "Illusionary Arts: Dreadful Evisceration is a terrifying technique that strikes fear into the hearts of all who witness it. It was originally developed for the purposes of judicial execution, but was soon adapted by ninja for use in battle." After the hand seals Ram → Dog, the opponent will be placed in a genjutsu. The opponent will believe that their stomach is getting cut open. The victim is then compelled to disembowel himself with their hands because of the of the effects of this Genjutsu. Since vital organs are being pulled out from said stomach in the process the opponent will believe that he is dying but in reality is in shock and unable to move.
Notes:
- Can only be used twice per-match.
- Have to wait one turn before it can be used again.
- No Genjutsu next turn.
- Can only be taught by Nathan.

Approved.
 
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Drackos

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Katon: Arutemisu Keshin| Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 100% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact, and being fatal in the case of human conversion (Does not apply to the user or his possessions). The created ash can then be manipulated to, oncer per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 3x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air.
- Arrows are classed as an A rank ability that is useable once per turn, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Visual representation;
- Once used twice, the user must wait six turns before using a third time.

‡ Declined ‡ No to the human conversions. The acceleration ability of the arrows is too strong (every five meters? That's just ridiculous). This simply has too many abilities but I'm pretty sure you never state they count as moves. Lower the uses to two. Overall, just make this something that isn't completely unreasonable.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra. The released fire chakra then forms a defence that is undetectable to anyone but Doujutsu users or Chakra Sensors until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be utilised once every seven turns, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above S rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

‡ Declined ‡ This needs to have a usage limit and needs to be visible. I'm not having someone unknowingly run into an S-Rank fire technique. Also, restrict it suitably. The bolded is almost meaningless.
Katon: Arutemisu Keshin| Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 3t, with a 50% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;
- Once used twice, the user must wait six turns before using a third time.

‡ Declined ‡ The speed thing is too much. I can't approve this in good conscience.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

‡ Approved ‡ Edited.

Resubmitting. Removed any lightning application, changed it to fire, changed restrictions, and made a few other changes to compensate for them. I didn't bold the changes in the description simply because I rewrote practically all of it.

(Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to techniques this used upon)
Damage: N/A (+20 to Fire)
Description: A type of activation technique applied to the user’s Fire Style techniques. The Flame Solidification Formation allows for the user to apply and utilize a substantial reserve of chakra and apply it to their own Fire techniques to allow for a much more advanced degree of shape manipulation upon their creation. This technique is based upon the concept of the solid and physical nature of certain Fire techniques which have the ability to punch through solid obstacles unlike regular intangible fire techniques. The technique takes that principle and applies it to all fire techniques, causing fire techniques of the user to be manipulated by this additional shape manipulation and infusion of additional chakra. The result is that fire techniques of the user will be produced as effectively solid, similar to the solidity and physical nature of waves of water and mud. Thus allowing the user’s fire techniques to clash and block intangible techniques as well as punch through physical obstacles. This technique can even be applied to fire techniques which are already possessing physical solidity. This happens by the infusion of chakra and additional shape manipulation adding an additional layer of solid fire increasing its size and effective power.

Note: Can only be used two times per battle.
Note: Once activated this technique will last for four turns.
Note: No Fire techniques above A-Rank for the same and next turn after this technique has been deactivated or has expired.
Note: Can only be taught by Drackos

‡ Declined ‡ Remove the damage boost and the capability to apply this to techniques which are already solid-like in composition. The "waves of water and mud" description should only apply to stream-like techniques, for projectiles their solidity would be more akin to solid substances. Remove that hefty restriction. Maybe make this so your techniques can explode on impact? Right now it doesn't seem like this is too useful. Edited the template to fit infusion techniques. Make this instant in activation and state that it doesn't have to be applied to every fire technique used while this ability is active. Decreased how many times this can be used to two.
[/COLOR]
(Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+5 chakra cost to applied techniques)
Damage: N/A
Description: A specialized type of activation technique applied to the user’s Fire Style techniques. The Flame Solidification Formation allows for the user to apply and utilize a substantial reserve of chakra and apply it to their own Fire techniques to allow for a much more advanced degree of shape manipulation upon their creation. This technique is based upon the concept of the solid and physical nature of certain Fire techniques which have the ability to punch through solid obstacles unlike regular intangible fire techniques. The technique takes that principle and applies it to all fire techniques causing fire techniques of the user to be manipulated by this additional shape manipulation and infusion of additional chakra. In terms of fire projectiles this technique will make them effectively solid allowing as well as causing them to explode on impact. Because the explosions are infused with the user’s chakra the user will also be able to angle the explosion away from their body should they wish allowing them to keep safe despite the size and potential devastation of the explosion. In terms of stream-like fire techniques this technique will cause their nature to be akin to waves of water or mud allowing them similar physical characteristics. However, stream techniques do not gain the same explosive benefits as projectiles under the effects of this technique. To fire techniques already solid in nature the Flame Solidification Formation offers no benefit and cannot be applied to them.
Note: Can only be used two times per battle.
Note: Once activated this technique will last for four turns.

‡ Approved ‡
 
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Kai NB

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(Jūho : Shinpan no Tsūka) — 8 Trigrams: Opening Chakra Phase
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A (+20 Gentle Fist)
Description: Hyūgas all around the world are looking for ways to get stronger to protect their clan. This technique is based on the fact that a person has 361 chakra points that can either be closed or opened. Masters had practiced this and by using their Gentle Fist to open a chakra point forcefully, the creation of jutsu by a non-Hyūga would lead to failure, based on the particular area that was struck. Because Hyūgas are the masters of chakra control, they're able to not only control their chakra so that their jutsu won't fail, but also push more chakra out by forcefully opening their chakra pathways. By having a higher flow of chakra within themselves along the opened chakra pathway, one may assume a higher damage output. One may do so by opening chakra points either all over their body or one particular area in an instant. For example, if a Hyūga chooses to open their chakra points along their arms, only techniques that run along their arms will be enhanced like the A-Ranked Twin Lion Fists.

Note: Only lasts 2 turns
Note: Can be activated twice
Note: Must wait two turns before second use

Declined - +20 for a B rank is too much. Plus i swear the first few lines are the exact same as jutsu house has been submitting o_O I'm going to look in to this.
Permission from House - [ ]

(Jūho : Shinpan no Tsūka) — 8 Trigrams: Opening Chakra Phase
Type: Supplementary
Rank: S
Range: Self
Chakra Cost: 40
Damage Points: N/A (+10 Gentle Fist)
Description: Hyūgas all around the world are looking for ways to get stronger to protect their clan. This technique is based on the fact that a person has 361 chakra points that can either be closed or opened. Masters had practiced this and by using their Gentle Fist to open a chakra point forcefully, the creation of jutsu by a non-Hyūga would lead to failure, based on the particular area that was struck. Because Hyūgas are the masters of chakra control, they're able to not only control their chakra so that their jutsu won't fail, but also push more chakra out by forcefully opening their chakra pathways. By having a higher flow of chakra within themselves along the opened chakra pathway, one may assume a higher damage output. One may do so by opening chakra points either all over their body or one particular area in an instant. For example, if a Hyūga chooses to open their chakra points along their arms, only techniques that run along their arms will be enhanced like the A-Ranked Twin Lion Fists.

Note: Only lasts 3 turns
Note: Can be activated once
Note: Can't use Gentle Fist higher than A-Rank next turn


Approved - made edits

(Jūho: Jentoru Ken no Haishutsu) — 8 Trigrams: Draining of Gentle Fist
Type: Supplementary
Rank: S
Range: Self
Chakra Cost: 40
Damage Points: Depends
Descriptions: This technique is based on the fact that Hyūgas are able to drain chakra from their enemies through techniques such as the A-Ranked, Twin Lion Fists. Once the user has activated their basic ability of draining chakra from the enemy, the user has to use a technique that stays manipulated or shaped and in contact with the user (For Example - Twin Lion Fists). Once a Gentle Fist technique collides with a technique, it absorbs the chakra from the technique, adding it to its own upon contact, adding 1/2 of the damage to its own from the technique collided with it. For example, if a B-Ranked water blast collides with the user's A-Ranked Twin Lion Fists, the user's technique gains an additional 20 damage from their technique.

Note: Last 4 turns and can be only used for one absorption per turn.
Note: Can be activated once
Note: Can only take advantage of one F-Ranked technique, ending the technique

Declined - DRN, this is OP.

(Jūho : Chijō no Tamashī) — 8 Trigrams: Soul of the Ground
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Descriptions: The user will gather their chakra and release massive chakra bursts into the ground. As soon as the bursts are let into the ground, the released raw chakra burst will come out of the ground, reaching the skies and flinging the enemy into the air instantly. The user may adjust the way the enemy has been launched, such as either towards the user to move the opponent into hand-to-hand range or elsewhere across the battlefield. Once the enemy has been launched into the skies, disoriented and turning aimlessly, the user may make a swift attempt to finish the enemy with following it up with an offensive technique. The user may also use this technique to launch himself great heights or across a battlefield at immense speeds. If the user wishes, he may fling enemies as big as Gamabunta or as small as a person into the air.

Note: Requires one turn cool down between each use

Declined - This is a cj similar to one Nakiri submitted, you'll need to link his permission to submit it.
Permission from Nakiri - [ ]

(Jūho : Chijō no Tamashī) — 8 Trigrams: Dance of the Ground
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Descriptions: The user will gather their chakra and release massive chakra bursts into the ground. As soon as the bursts are let into the ground, the released raw chakra burst will come out of the ground, reaching the skies and flinging the enemy into the air instantly. The user may adjust the way the enemy has been launched, such as either towards the user to move the opponent into hand-to-hand range or elsewhere across the battlefield. Once the enemy has been launched into the skies, disoriented and turning aimlessly, the user may make a swift attempt to finish the enemy with following it up with an offensive technique. The user may also use this technique to launch himself great heights or across a battlefield at immense speeds. If the user wishes, he may fling enemies as big as Gamabunta or as small as a person into the air.

Note: Requires one turn cool down between each use
Note: Usebale 4 times

Approved - made edits
 
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Edward

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Fuinjutsu: Jagānōto - Sealing Art: Juggernaut
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a special fuinjutsu that is marked on the user as unstoppable. The seal activates whenever the user's mobility is hindered by any jutsu that contains chakra. This could be techniques that stops the user's movement like a gelatinous water or wind that is made dense to hinder the user's speed either to stop him or slow him down or weigh him down like the super added weight jutsu or something that brings the same affect or those that decreases his speed and agility etc. The seal activates immediately creating a barrier around the user, closely embracing that it can not be differentiated from the user's skin. The barrier seals away the chakra of the technique causing the inhibition only if it is inhibiting the user's movement in any way. Should the cause of the hindrance to the user's movement is not something located outside the body of the user but inside, the barrier also attracts and seals any foreign chakra that might be causing it from the inside.
-The barrier would be active as long as the technique causing the inhibition is active and would only end when it has completely sealed the source of the hindrance.
-4x per battle
-No fuin above A-rank the turn after this is used.

Declined - fuuin that effect the body require med. You can find this in the Rp update thread.


Fuinjutsu: Jagānōto - Sealing Art: Juggernaut
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a special fuinjutsu tag that has the kanji for unstoppable. The seal activates whenever a certain condition is met thus the reason it does not need handseals for its activation. The seal activates when there is a particular phenomenon, particularly by an element hindering the momentum or mobility of the user. The seal having registered user's movement speed would be triggered without the user's will. This hindrances could be techniques that stops the user's movement like a gelatinous water or wind that is made dense to hinder the user's speed either to stop him or slow him down or weigh him down like the super added weight jutsu or something that brings the same affect or those that decreases his speed and agility etc. The seal activates immediately creating a barrier around the user, closely embracing that it can not be differentiated from the user's skin. The barrier seals away the chakra of the technique causing the inhibition only if it is inhibiting the user's movement in any way.
-The barrier would be active as long as the technique causing the inhibition is active and would only end when it has completely sealed the source of the hindrance.
-4x per battle
-No fuin above A-rank the turn after this is used.
-The tag can be pre-prepared and place on a surface for easy transportation.

Declined - this isn't logical for fuuin

(Raiton: Shōnetsu no kuzure) - Lightning Release: Fiery Crumbling
Type: Offensive / Defensive / Supplementary
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: 20-80
Description: The user will place their palms upon a surface and create a ring of lightning chakra, with its circumference lit up with bright blue and a noticeable chirping sound to represent the chidori nature of the technique. Using their chakra, the user will cause the ring of visible lightning to encroach in the center, disintegrating everything within the ring as the lightning chakra moves towards the center. The disintegrating ability of this technique must abide the elemental strengths and weaknesses. The amount of chakra used in this technique is directly proportional with the size of the ring; for instance, if one were to use this technique against a large, S-rank golem, then an A or S-rank version of this technique must be used so that it has enough power and space to disintegrate the golem completely.
This technique, alternatively, can be performed without physical contact with a surface. Doing so requires the user to perform the Ram hand seal before materializing a ring of chidori chakra around an area. This, however, can only reach up to mid-range and follows the same rules of usage as the primary usage.
Fiery Crumbling is not an exclusively offensive technique. This can be used for supplementary purposes, like disintegrating the ground below you or even the opponent for an escape or a combination.
Notes & Restrictions:
- Can only be taught by EdwardSama
- Can only "disintegrate" tangible objects; for example, even though you can create a ring of chidori-chakra around the enemy's body, it can't disintegrate air, because that would make no sense.
- This technique is always accompanied with its blue, chidori light and chirping sounds (with chidori effects of numbing)
- Can only be used 5x, with the S-rank version only usable two out of those five times.

Leaving for Nk, i like this xd

‡ Declined ‡ Remove all references to chidori, chidori variants are banned. Also, remove the bolded. I don't see the need for a technique like this to multi-ranked. This can just be an A-Rank.

You must be registered for see images
- Removed everything pertaining with chidori / multiple ranks

(Raiton: Shōnetsu no kuzure) - Lightning Release: Fiery Crumbling
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will place their palms upon a surface and create a ring of lightning chakra, with its circumference lit up with bright blue. Using their chakra, the user will cause the ring of visible lightning to encroach in the center, disintegrating everything within the ring as the lightning chakra moves towards the center. The disintegrating ability of this technique must abide the elemental strengths and weaknesses. To manifest the initial lightning ring into a physical entity/object instead of the ground, the user can place their palms on the ground and send their chakra through the ground and into the surface of the targeted object/entity (as long as it is in contact with the ground. In essence, the ring must either be created into the ground, channeled through the ground and into the target, or start from the ground and rise upwards (if the user wants to create a ring that isn't materialized into a surface, but rather, the environment). Fiery Crumbling is not an exclusively offensive technique. This can be used for supplementary purposes, like disintegrating the ground below you or even the opponent for an escape or a combination.
Notes & Restrictions:
- Can only be taught by EdwardSama
- Cannot be used to disintegrate living beings
- Can only be used 3x, with a 3 turn cooldown between each usage

‡ Approved ‡

Leaving for NK

(Doton/Fuuinjutsu: Taretto) - Earth/Fuuinjutsu: Turrets
Type: Offensive / Defensive
Rank: S (A Earth + A Fuuinjutsu)
Range: Short (+ Short)
Chakra: 40
Damage: 80
Description: The user will perform three hand seals (Spider - Serpent - Snake) and cause one pillar of earth, approximately 10 meters tall and 2 meters wide, to rise up within short range. Shaped like a minatour with two spears crossed like an "X", this pillar has a Fuuinjutsu seal inscribed into it (the word "Destruction"). This seal activates when it detects foreign chakra in the outside world (this detection has a short-range capacity). Once activated, by a technique of the opponent, the opponent themselves, or other foreign chakras, an orb of pure fire will materialize between the minatours horns. This ball of flame will release a focused and solidified beam of fire towards the intruding technique/targets. This beam of solidified fire is designed to wrap around the target, reducing it to ashes (still must abide elemental strengths and weaknesses). These "turrets" can also split into multiple beams of fire depending on the amount of intruders detected. For instance, if the opponent sends out two B ranked boulders, the turret would release two beams of fire, with the damage spread out according to however many beams are released. If an intangible threat is detected, the flames will attack normally, engulfing the energy and overwhelming it until it is no more. This technique can be split into up to (2) turrets, dealing A rank damage each.
Notes & Restrictions
- Can only be taught by Edward
- Can only be used twice per battle and the turret(s) last three turns or until destroyed
- No S rank Fuuinjutsu and Earth techniques in the same or next turn

Declined - earth statue that rises, uses fuuin then shoots a beam of fire that wraps around the target? Declined it's too complex for one jutsu.

Image for reference (it is the tower releasing the red energy):
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(Futon: Anemoi no kagami) - Wind Release: Anemoi's Mirror
Type: Defensive / Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (60, if opponent makes contact with the ring)
Description: The user will send their wind based chakra into an area within mid-range to materialize a ring of pure wind chakra. The ring contains fast moving and extremely sharp wind currents that move continuously, creating a defense that is capable of shredding up objects it comes in contact with. This technique basically acts as a shield that reduces tangible objects into fragments of itself once it passes through the ring. The user can create multiple shields of pure wind to defend against multiple thread, but the power is spread out for and altogether equals A-rank. This technique while most effective against tangible objects, is capable of preventing intangible energies from crossing the other side of the ring because of the strong currents it produces, however, this is still based on elemental strengths and weaknesses.
Notes & Restrictions:
- Can be used 5x with a 3 turn cooldown between each usage
- Can only be taught by Edward

Declined - similar to existing jutsu
 
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Gutsy

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Fel Kasai | Fel Fire
Type: Supplementary
Rank: S
Range: short-Long
Chakra: 40(-10/turn)
Damage: N/A
Description: Fel Fire is a highly advanced technique which requires someone to be a master over natural energy and thereby a master of Sage Mode. Whenever someone enters the Sage Mode stage, he will be granted a massive power boost and the ability to manipulate and control natural energy for their own purpose. However this technique which revolves around natural energy also focuses highly on the power of the fire element as well as the ability of power of the killing intent. This power known as Fel Fire combines both natural energy as well as the power of killing intent, allowing the wielder to passively release natural energy and their killing intent into their fire techniques. This gives a unique trait and power to the users fire techniques, changing the color of the fire techniques to a poisonous green color as well as embodying the color of black, making the flames of the techniques come off as more powerful and dangerous as before, as well as the power of natural energy itself embodying the fire technique increasing the size and power of the flames. Besides the power granted by natural energy in general and the killing intent, the killing intent that is poured into the fire techniques, also makes the fire techniques themselves create the same power shown when a ninja gives off their killing intent, that is capable of paralyzing the enemy by enhancing their fear of death, making them experience visions of their own gruesome death; being burnt alive, as well as causing nausea and pain. In essence, all the fire based techniques which the wielder of this power creates, is turned into what is known as Fel Fire; which in turn has been given more power, changing its properties to strike the enemy as more dangerous as well as the pure killing intent that comes off the fire techniques strikes the enemy and stuns them in fear. The Killing Intent power is slightly weaker than the general killing intent used by ninja. This Fel Fire technique can be passively activated whenever the user enters Sage Mode, and then it will affect all fire based techniques used by the user. The Fel Fire technique which in turn is passively activated stays active for the duration of the Sage Mode. This technique is automatically done simultaneously with the fire technique that it is boosting, and does not count as a technique per turn.
Note:
- Must have mastery over Sage Mode and Fire Element
- The same turn this is activated (passively), the user cannot perform Fire Jutsu as well as Sage Art Techniques


‡ Declined ‡ You need to clarify this doesn't affect the elemental S/W of your fire techniques in any way. You also need to better clarify the effects of this "Killing Intent" or remove it completely.
Resubmitting:

Fel Kasai | Fel Fire
Type: Supplementary
Rank: S
Range: short-Long
Chakra: 40(-10/turn)
Damage: N/A
Description: Fel Fire is a highly advanced technique which requires someone to be a master over natural energy and thereby a master of Sage Mode. Whenever someone enters the Sage Mode stage, he will be granted a massive power boost and the ability to manipulate and control natural energy for their own purpose. However this technique which revolves around natural energy also focuses highly on the power of the fire element as well as the ability of power of the killing intent. This power known as Fel Fire combines both natural energy as well as the power of killing intent, allowing the wielder to passively release natural energy and their killing intent into their fire techniques. This gives a unique trait and power to the users fire techniques, changing the color of the fire techniques to a poisonous green color as well as embodying the color of black, making the flames of the techniques come off as more powerful and dangerous as before, as well as the power of natural energy itself embodying the fire technique increasing the size and power of the flames. Besides the power granted by natural energy in general and the killing intent, the killing intent that is poured into the fire techniques, also makes the fire techniques themselves create the same power shown when a ninja gives off their killing intent, that is capable of paralyzing the enemy by enhancing their fear of death, making them experience visions of their own gruesome death; being burnt alive, as well as causing nausea and pain. In essence, all the fire based techniques which the wielder of this power creates, is turned into what is known as Fel Fire; which in turn has been given more power, changing its properties to strike the enemy as more dangerous as well as the pure killing intent that comes off the fire techniques strikes the enemy. The Killing Intent power is slightly weaker than the general killing intent used by ninja. The killing intent employed by this technique and applied to all fire techniques in the future, causes them to similarily to the one seen when Orochimaru uses his on Sasuke, it causes them to experience their own seeing and burning death. This Fel Fire technique can be passively activated whenever the user enters Sage Mode, and then it will affect all fire based techniques used by the user. The Fel Fire technique which in turn is passively activated stays active for the duration of the Sage Mode. This technique is automatically done simultaneously with the fire technique that it is boosting, and does not count as a technique per turn.
Note:
- Must have mastery over Sage Mode and Fire Element
- The same turn this is activated (passively), the user cannot perform Fire Jutsu as well as Sage Art Techniques
- The Fel Fire Jutsu does not affect the natural strength and weaknesses of the fire techniques

‡ Declined ‡ Killing Intent is already a powerful ability (depending on rank difference) that can only be used once. Effects like the ones you describe in this jutsu only occur when there's only a difference of 2 ranks or more. I had serious doubts about this, which is why I left it so long and is also why I can't approve this.
 
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SSW Imp

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(Katon: Rūsento Tokui-ten)- Fire Release: Lucent Singularity
Type: Offensive/Supplementary
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: After performing the Tiger handseal the user channels his Katon chakra to his hand and releases it out in the form of a small orb of intangible fire. While in the air it will not do any damage to anything, but when the orb makes contact with the ground, it spreads across creating a 6 metre diameter circle on the ground with the center being the orb of fire. On the users command the orb in the center will burst within the 6 metre circle creating a very bright flash while also hitting anything within the circumference of the circle. The light that comes from the orb bursting is bright enough to temporarily blind the opponent. The user can also get caught inside the jutsu if he uses it to close to his/her self, but the user is unaffected by the flash of light.
-May be used 3 time per battle
-Must be taught by SSW Imp
Picture for reference
You must be registered for see images

Declined - fire is fire, if someone hits it they will burn, can't just not hurt one second then hurt the next.

(Suiton : Mōshin)- Water Release: Leap of Faith
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: This jutsu was created to try to replicate the power and destruction of the Sea God Poseidon. After performing a string of two handseals, the user slams his hands into the ground and begins to channel chakra deep into the ground. When the users chakra reaches the groundwater, the water erupts in five areas on the ground before forming into 4 meter long tentacles that stand upright. Once the tentacles are formed, the user will jump into the air, and on decent slam their fist into the ground, making the five tentacles crash down onto the opponent. If the tentacles successfully crash down upon the opponent, they will wrap themselves around to restrict the movements of the opponent.
-takes a turn to reach the groundwater
-3 time usage
-Can only be taught by SSW Imp
-Video for reference
[video]https://giant.gfycat.com/ImmaculateAgonizingIlladopsis.webm[/video]

Declined - similar to existing jutsu.
 
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Chihaya

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(Futon: Ruminasu Matsuge | Wind Release: Luminous Lashes)
Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The way this technique works is that the user will manipulate their wind-based chakra and blink either both eyes simultaneously or at different times. The eyelashes of the user will act as tiny fans, sending extremely fast, tiny, sharp shards of wind towards the opponent. The wind blasts are about the size of a small, average-sized bullet... if not smaller. The user can blink as fast as they desire, or even faster than humanly possible as they can use the wind to speed their blinking, sending as many tiny, nearly unnoticeable luminous shards of wind towards their target. The size and translucency of the shards make them hard extremely hard to detect. The tiny winds travels insanely fast and have the power to pierce through tree's and blockades. The user can aim the shards by simply looking in the in the direction they wish for it to go. Anytime the user blinks, shards will be produced, unless deactivated by the user. To deactivate the shards the user must close their eyes for 3 seconds. Blinking both eyes at once will send two shards simultaneously. And as self explanatory as it is, blinking both eyes at different times will send the shards out at different intervals. With every blink, sends a shard.
Notes:
- Can only be taught by Chihaya
- The technique can only be used three in battle, with a one turn cool-down
- The technique lasts three turns
- While the blinking is activated, the user may not use any wind techniques higher than B ranking
- Blinking at extremely high speeds will logically limit the users eyesight

Declined - i don't see it being possible as an S rank as you can't release enough force and wind from blink. I can see it being a B rank and one shot per use.
 
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Pervyy

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‡ New Cycle ‡
The new cycle starts on 014/07/2016 (at 15:00 GMT +1) and ends on 21/07/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, we check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

5) Techniques I deem too long for no reason will be declined automatically.

6) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately. ALso, the blue rule will be enforced from now on, no need to tell us what to check, we will read the cjs, bold the changes. Any bits telling us what you've changed ect will result in auto declines.

Any pending or remaining customs will be checked as soon as possible.
 

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Awards
(Koton: Iiya Giri no Touzoku) – Steel Release: No Honor Among Thieves
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform three handseals and focus their koton chakra into the ground or a source of steel to create a single or a multitude of sentient assassins composed of the blackest steel. They can passively create and extend spiked or blunt weapons from anywhere (or everywhere) on their bodies, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt. Any weapon made via this method is physically attached to it's body but can be detached and thrown as a projectile. These weapons are equal to the assassin's in rank/damage while attached (since they're considered an extension of it's body) but when detached they're considered unranked/freeform weapons. The second ability is their capability to explode into countless sand-sized grains of steel that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The initial but momentary scattering of every individual grain means an assassin can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). This does not pertain to other sensory methods (e.g. Chakra sensing or Rain Tiger at will), the assassins can still be sensed in this state. All of the grains quickly move towards and converge on a new position before coming together to instantly form the assassin's body exactly the way it was (reformation takes no time at all). However, the reforming will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). The weapon creation ability doesn't count as a move but the movement ability does. Whether one, a few or all of the assassins use the movement ability, it will still only count as one of the user's three moves per turn.

Note: Lasts two turns
Note: Can only be used twice per battle and two turns between each usage
Note: No steel above S-Rank on this turn this is deactivated/destroyed

Declined - not being seen when they are S rank is just OP. Rain tiger at will can't sense location it only senses someone within the rain. I recomend lowering it to A rank, give a limit to the number you can make maybe 3 at a time, state the weapons reach short range you form. And if you have the jutsu i approved recently that allows the user to burst into steel grains, link that and use it as a reference saying the assassins can use it.
(Koton: Iiya Giri no Touzoku) – Steel Release: No Honor Among Thieves
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform three handseals and focus their koton chakra into the ground or a source of steel to create one, two or three sentient assassins composed of the blackest steel. They can passively create and extend spiked or blunt weapons from anywhere (or everywhere) on their bodies, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt. Any weapon made via this method is physically attached to it's body but can be detached and thrown as a projectile. These weapons are equal to the assassin's in rank/damage while attached (since they're considered an extension of it's body) but when detached they're considered unranked/freeform weapons. The second ability is their capability to explode into countless sand-sized grains of steel that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. All of the grains quickly move towards and converge on a new position before coming together to instantly form the assassin's body exactly the way it was (reformation takes no time at all). However, the reforming will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). The weapon creation ability doesn't count as a move but the movement ability does. Whether one, two or all three of the assassins use the movement ability, it will still only count as one of the user's three moves per turn.

Note: Lasts two turns
Note: Can only be used twice per battle and two turns between each usage
Note: Weapons reach short-range unless they’re thrown as projectiles

Approved - nice jutsu
(Koton: Roiyaru no Bukiko) – Steel Release: The Royal Armoury
Type: Offensive
Rank: A
Range: Short - Long (Mid-Long if the user doesn't want to sustain damage)
Chakra Cost: 30
Damage Points: 60
Description: The user will slam their hands on the ground and focus on the sky to open up a portal above the battlefield (similar to Sticky Earth Drop). From the portal, thousands of steel weapons of all types (e.g. kunai, shuriken, swords, etc) will rain down from within it at the speed of a fired arrow. The weapons are infused with the user’s koton chakra and when they strike the ground, they will “explode” into countless shards that will move outwards omndirectionally from the point of impact in the same manner as Steel Release: Malevolence of Mordred. The portal can be created to span a limited area or the entire battlefield but in the case of the latter, the user will need to defend themselves suitably throughout this technique’s duration.

Note: Lasts for three turns
Note: Can only be used twice per battle

Declined - lasting for three turns of an A rank barrage of exploding steel is too much

‡ All Pending ‡ Leaving for Pervy.
(Koton: Roiyaru no Bukiko) – Steel Release: The Royal Armoury
Type: Offensive
Rank: A
Range: Short - Long (Mid-Long if the user doesn't want to sustain damage)
Chakra Cost: 30
Damage Points: 60
Description: The user will slam their hands on the ground and focus on the sky to open up a portal above the battlefield (similar to Sticky Earth Drop). From the portal, thousands of steel weapons of all types (e.g. kunai, shuriken, swords, etc) will rain down from within it at the speed of a fired arrow. The weapons are infused with the user’s koton chakra and when they strike the ground, they will “explode” into countless bullets that will move outwards omndirectionally from the point of impact in the same manner as Steel Release: Malevolence of Mordred. The portal can be created to span a limited area or the entire battlefield but in the case of the latter, the user will need to defend themselves suitably throughout this technique’s duration.

Note: Lasts for one turn
Note: Can only be used thrice per battle

Approved - nice jutsu

(Koton: Senjin Shippou Kouhi) – Steel Release: Vanguard of the Silver Queen
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their koton chakra into either of their arms to create a crossbow along the length of it. The bow will be pre-loaded with several meter-long steel rods (up to 8) with sharpened tips that can be fired at targets of the same amount or less. The crossbow bolts can be released on this jutsu’s initial creation or at a later point and they will travel at the speed of an arrow fired from a compound bow. The bolts can be used like “Steel Release: Corruption of the Kingdom”, the celerity will be magnified trine as the moment they’re fired, the bolts will disperse into millions of steel grains that initially scatter outwards in every direction. The grains will then converge on one another once they get within striking distance of the opponent(s) and either congregate to form the original number of created bolts or combine to form one larger, more lethal bolt. Reforming the bolts’ original form will still be audible despite its speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). Reforming the bolts will happen without ceasing their forward movement and upon being reformed, they will strike into their target(s) and skewer through them. The user can restock the crossbow with up to the maximum of 8 bolts at the cost of 30 chakra and can only do this once every turn. To reform in time to strike they need to start reforming 2m away from their intended target.

Note: Crossbow lasts three turns .
Note: Can only be used twice per battle. Two turns between uses.

Approved - i made edits in the bold :)
 
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(Jiton: Satetsu Bunshin | Magnetic Release: Iron Sand Clone)
Type: Defense/Offensive/Supplementary
Rank: A-rank
Range: Short
Chakra: 30(-15 to reform)
Damage: N/A
Description: The user claps their hands and forms(up to three) magnetic fields to form into human-sized clones, made out of iron-sand. These clones are distinguishable from the original since they, like most metals, reflect light and gives a "shiny" surface. Other than that, the user and the clone(s) are completely identical. These clones are very tough, and have the ability to act as tangible and being able to reform themselves, if taking physical hits, just like regular sand clones. They can only do that up to A-rank attacks and are limited to reform once times per clone. However, if they are to be reformed, the user spends some chakra to do so as well as one of the move-counts of a turn from the user. This could be done anytime though and if they aren't reformed, they could very well act as a medium of iron sand(depending on what damage they took). These clones can perform iron sand jutsus that the user know. They are resistant to physical attacks up to C-rank and are able to reform from physical strikes at the cost of some chakra points above that(up to A rank, following strengths/weakness of magnetism). The clones are very tough, but they are also slow(one ranks slower than the user). If a clone takes more than A rank damage they will turn into piles of iron sand. The user needs to spend 30 chakra points for each time a reform is to be made.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Clones can use all Iron sand jutsus that the user knows.
Note: Maximum of 3 clones per battle.
Note: Clones can reform once(per clone) by taking up to A-rank damage following weakness/strength of magnetism. They shatter should they take damage above that, unable to reform.
Note: Reforming a clone spends a move from the users move-count.
Note: Can only be taught by Skorm.


(Jiton: Satetsu no Reisu | Magnetic Release: Iron Sand Wraith)

Type: Offensive/Defensive/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: N/A
Description: Skozu becomes and embodiment of iron sand by channeling magnetic chakra through herself. Similar to the Hozuki clans water replacement or concretions of the body through the use of doton. Skozu's body becomes iron sand in the process, and she can chose to partially transform her body or her whole body. Under the usage of this jutsu, Skozu can chose what parts of her body that will become iron sand, for instance, she can chose to make her legs iron sand or her arms iron sand without having to make her entire body iron sand. Transformed parts can be refined into sharp weapons, similar to the usage of the doton armor as Skozu is able to form her reformed parts to swords, axes, shields etc. She can also just let the transformed part be a small cloud of iron sand and thus prevent it taking physical damage. Much like Gaara's body of sand technique, although this is more advanced since Skozu can chose if to completely become iron sand or not. Should a transformed limb be used as a weapon, it will be able to reach mid range and deal up to A rank damage, following strength/weakness of magnetism. If Skozu's whole body becomes iron sand, she will be able to move around freely like a large spiky cloud of iron sand which can be defined as a dust cloud. While being completely made up by iron sand, Skozu can reform anywhere on the battlefield but she's unable to mold chakra while being dispersed as a cloud as well as taking physical damage. The cloud is similar in appearance to the world order jutsu, used by Sasori's third kazekage puppet in their battle against Sakura and Chiyo.

Note: Being transformed, Skozu becomes unable to mold chakra, unless she's only partially transformed. She can only use iron sand techniques while partially transformed.
Note: Transformation lasts for a maximum of 3 turns with a 1 turn cooldown between uses. Can be deactivated at will.
Note: Weapons and other formations of a transformed limb costs a move and are A-ranked.
Note: Usable four times per battle.
Note: Can only be used by Skozu Ironstorm.


(Jiton/Fuuin: Akuma no sandobokkusu | Magnetic Release/Sealing Arts: Devil's Sandbox)
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40(-100 to the target per turn, +100 to user per turn)
Damage: N/A(-10/turn inside barrier)
Description: This jutsu involves both an advanced sealing barrier as well as an advanced form of iron sand manipulation. The user starts of by clapping their hands and by doing so, erecting a barrier around their target. This barrier would cover the target in all directions, including above and under it. The barrier itself has no distinctive purpose but to act as a "prison" and locking away the target inside it. Along this barrier, it shares the same attributes of that of infinite embraces and manages to create an incredible amount of pressure inside the barrier. This pressure would force down a target, caught inside it, on their knees and being pressed towards the ground under them. As the barrier is erect, the user of the technique would force in a magnetic field inside the barrier by forming their hands into a triangle with all fingertips meeting. Iron sand from the users gourd as well as under the barrier would be attracted towards this magnetic field. This causes the barrier to "shake" because of the iron sand underground would forcefully attract itself towards the barrier. At will, the user of the technique will stomp the ground and cause the barrier to create openings to it. These openings are as small as sand corns and thus(with the disorienting effect of the magnetic field) will be hard to see. Through these holes, iron sand can slip in and cause lingering damage to whatever is inside the barrier by creating cuts and ultimately crush anything inside it due to its density. The victim of the jutsu will not be able to mold chakra above A rank while in this barrier, same as with multiple infinite embraces.

Note:
Can only be used by Iron sand users that has finished Fuuinjutsu training.
Note: Can only be used twice times per battle with a cooldown of 2 turns.
Note: Cannot use S-rank and above fuuin/iron sand jutsu as long as the barrier is erect.
Note: Barrier and magnetic field is of A rank each, making the total jutsu S-ranked. This means that the barrier can only be broken with A-ranked jutsu and above. Magnetic field also needs A-ranked jutsus to be countered/destroyed.
Note: Can only be taught by Skorm.

Note; i know you mentioned draining 50 chakra from the opponent, but i looked at infinite embraces, it drains 100 so yeah.. >_>


All declined - your note at the end is breaking the Red rule, telling us how to do our checks. If it's not in the jutsu itself, it's not relevant.

(Jiton: Satetsu Bunshin | Magnetic Release: Iron Sand Clone)
Type: Defense/Offensive/Supplementary
Rank: A-rank
Range: Short
Chakra: 30(-15 to reform)
Damage: N/A
Description: The user claps their hands and forms(up to three) magnetic fields to form into human-sized clones, made out of iron-sand. These clones are distinguishable from the original since they, like most metals, reflect light and gives a "shiny" surface. Other than that, the user and the clone(s) are completely identical. These clones are very tough, and have the ability to act as tangible and being able to reform themselves, if taking physical hits, just like regular sand clones. They can only do that up to A-rank Iron sand jutsua and are limited to reform once times per clone at the cost of one move per turn. Though this is only if they are not completely destroyed. If it by an A rank they would not be able to reform. However, if they are to be reformed, the user spends some chakra to do so as well as one of the move-counts of a turn from the user. This could be done anytime though and if they aren't reformed, they could very well act as a medium of iron sand(depending on what damage they took). These clones can perform iron sand jutsus that the user know. They are resistant to physical attacks up to C-rank and are able to reform from physical strikes at the cost of some chakra points above that(up to A rank, following strengths/weakness of magnetism). The clones are very tough, but they are also slow(one ranks slower than the user). If a clone takes more than A rank damage they will turn into piles of iron sand. The user needs to spend 30 chakra points for each time a reform is to be made.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Clones can use all Iron sand jutsus that the user knows.
Note: Maximum of 3 clones per battle.
Note: Clones can reform once(per clone) by taking up to A-rank damage following weakness/strength of magnetism. They shatter should they take damage above that, unable to reform.
Note: Reforming a clone spends a move from the users move-count.
Note: Can only be taught by Pendulum.

Approved - made minor edits

(Jiton: Satetsu no Reisu | Magnetic Release: Iron Sand Wraith)

Type: Offensive/Defensive/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: N/A
Description: Skozu becomes and embodiment of iron sand by channeling magnetic chakra through herself. Similar to the Hozuki clans water replacement or concretions of the body through the use of doton. Skozu's body becomes iron sand in the process, and she can chose to partially transform her body or her whole body. Under the usage of this jutsu, Skozu can chose what parts of her body that will become iron sand, for instance, she can chose to make her legs iron sand or her arms iron sand without having to make her entire body iron sand. Transformed parts can be refined into sharp weapons, similar to the usage of the doton armor as Skozu is able to form her reformed parts to swords, axes, shields etc. She can also just let the transformed part be a small cloud of iron sand and thus prevent it taking physical damage. Much like Gaara's body of sand technique, although this is more advanced since Skozu can chose if to completely become iron sand or not. Should a transformed limb be used as a weapon, it will be able to reach mid range and deal up to A rank damage, following strength/weakness of magnetism. If Skozu's whole body becomes iron sand, she will be able to move around freely like a large spiky cloud of iron sand which can be defined as a dust cloud. While being completely made up by iron sand, Skozu can reform anywhere on the battlefield but she's unable to mold chakra while being dispersed as a cloud as well as taking physical damage. The cloud is similar in appearance to the world order jutsu, used by Sasori's third kazekage puppet in their battle against Sakura and Chiyo.

Note: Being transformed, Skozu becomes unable to mold chakra, unless she's only partially transformed. She can only use iron sand techniques while partially transformed.
Note: Transformation lasts for a maximum of 3 turns with a 1 turn cooldown between uses. Can be deactivated at will.
Note: Weapons and other formations of a transformed limb costs a move and are A-ranked.
Note: Usable four times per battle.
Note: Can only be used by Skozu Ironstorm.

Pending - need to speak to Nk about this, not sure if it infringed are steel relase and sand release too much.

(Jiton/Fuuin: Akuma no sandobokkusu | Magnetic Release/Sealing Arts: Devil's Sandbox)
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40(-100 to the target per turn, +100 to user per turn)
Damage: N/A(-10/turn inside barrier)
Description: This jutsu involves both an advanced sealing barrier as well as an advanced form of iron sand manipulation. The user starts of by clapping their hands and by doing so, erecting a barrier around their target. This barrier would cover the target in all directions, including above and under it. The barrier itself has no distinctive purpose but to act as a "prison" and locking away the target inside it. Along this barrier, it shares the same attributes of that of infinite embraces and manages to create an incredible amount of pressure inside the barrier. This pressure would force down a target, caught inside it, on their knees and being pressed towards the ground under them. As the barrier is erect, the user of the technique would force in a magnetic field inside the barrier by forming their hands into a triangle with all fingertips meeting. Iron sand from the users gourd as well as under the barrier would be attracted towards this magnetic field. This causes the barrier to "shake" because of the iron sand underground would forcefully attract itself towards the barrier. At will, the user of the technique will stomp the ground and cause the barrier to create openings to it. These openings are as small as sand corns and thus(with the disorienting effect of the magnetic field) will be hard to see. Through these holes, iron sand can slip in and cause lingering damage to whatever is inside the barrier by creating cuts and ultimately crush anything inside it due to its density. The victim of the jutsu will not be able to mold chakra above A rank while in this barrier, same as with multiple infinite embraces.

Note:
Can only be used by Iron sand users that has finished Fuuinjutsu training.
Note: Can only be used twice times per battle with a cooldown of 2 turns.
Note: Cannot use S-rank and above fuuin/iron sand jutsu as long as the barrier is erect.
Note: Barrier and magnetic field is of A rank each, making the total jutsu S-ranked. This means that the barrier can only be broken with A-ranked jutsu and above. Magnetic field also needs A-ranked jutsus to be countered/destroyed.
Note: Can only be taught by Pendulum.

Declined - it's just a combo of cannon jutsu. Nothing creative here.
 
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Ańbu Juniør

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(Koton: Shukensha no Oukan) – Steel Release: Sovereignty of the Crown
Type: Offensive
Rank: D-S
Range: Short - Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Similar to the canon jutsu "Steel Release Technique", the user will use hand gestures rather than handseals to control any pre-existing steel on the field. This is almost identical in use to Mordred's ability in "Steel Release: Knights of the Round Table". This can be used on any steel as long as it's devoid of or infused with the user's chakra, essentially any steel that isn't infused with the opponent's chakra. This extends to advanced variants such as molten steel and steel dust. Any steel structures this is used upon can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. The user can only use this on steel devoid of chakra, their own techniques and steel techniques of the opponent infused with less chakra than this jutsu. For example, the user can use the S-Rank version of this technique (40 chakra) on an A-Rank Steel jutsu of the opponent (30 chakra). However, this cannot be applied to techniques which transform the opponent's actual body into steel, whether partially or fully.

Note: Can only be used four times in total
Note: No other S-Rank or above Steel in the turn the S-Rank version is used

Declined - multiranked isn't needed. And it should only be on steel the user has control off, not normal steel as alot of custom weapons are made of steel and so is their armor.
(Koton: Shukensha no Oukan) – Steel Release: Sovereignty of the Crown
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Similar to the canon jutsu "Steel Release Technique", the user will use hand gestures rather than handseals to control any pre-existing steel on the field. This is almost identical in use to Mordred's ability in "Steel Release: Knights of the Round Table". This extends to advanced variants such as molten steel and steel dust. Any steel structures this is used upon can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. The user can only use this on steel they created (can't be used on the opponent's techniques).

Note: Can only be used four times per battle
Note: lasts for the turn used.
Note: No other S-Rank or above Steel in the user's same turn

Approved - reduced the rank

(Koton: Kokuou Kurogane Ouza) – Steel Release: King of the Iron Throne
Type: Supplementary/Defensive
Rank: S
Range: Short (up to Long if created from a steel source)
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their chakra throughout their body or into a source of steel to create a clone composed of the blackest steel. It will be visibly composed of metal and the durability/properties of it's body will reflect Glory of Galahad exactly. Since it’s composed entirely of steel, the clone can use any steel technique that’s normally only usable during Galahad (e.g. Loyalty of Lancelot). The clone can use any technique the user knows as long as it's Fire, Earth, Steel, any combination of the two and any non-elemental abilities sans handseals. If the user merges with the clone through an ability like Kindness of Kay or Arrogance of Agravain, they will regain all of clone’s chakra and vice versa (it will no longer be divided between them) and will retain the capability to use two techniques at once. Essentially, the clone will still be active albeit inside their body or vice versa and will be capable of passively releasing any part/section of their body at any time (e.g. emerging from the user’s back up to their stomach). In the case of such a merging, the clone can still only use Fire, Earth, Steel, any KG/CE combinations of the aforementioned elements and any non-elemental abilities. The user however will retain their capability to use other elements and skills if previously unrestricted. Only one clone can be created per use of this technique and like all clones, it will last until destroyed.

Note: Can only be used once per battle
Note: No Steel, Earth or Fire above A-Rank for three turns once this is destroyed

Declined - cannon steel clones exist, not gonna llow stronger ones xd
 
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Nathan

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Updating":

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(Meiton: Oni Kasai) Dark release: Demon's Fire
Type: Offensive/Defensive
Rank: S-rank
Range: Short/mid
Chakra: 40
Damage: 80
Description:
The user performs Tiger → Goat→ Dog → Horse hand seals, then by releasing their dark chakra, the user (up to 5 metres around the user) is surrounded by blue flames that absorbs the chakra of anyone who touches it.
Note: Can only be used once per match.
Note: Can only be taught by Nathan.

X-Approved-X

EDIT: Good ones ^_^
(Meiton: Oni Kasai) - Dark release: Demon's Fire
Type: Offensive, Defensive
Rank: S-rank
Range: Short - Mid
Chakra: 40 (-20 chakra taken from person who makes contact with flames)
Damage: 80
Description: The user performs Tiger → Goat→ Dog → Horse hand seals, then by releasing their dark chakra, the user (up to mid range around the user) is surrounded by blue flames that absorbs the chakra of anyone who touches it. These blue flames have leeching properties, similar to the canon dark technique Drain Touch, these flames absorb 20 chakra from a person if they touch them.
Notes:
- Can only be used once per match.
- Stays on the field for three turns.
- This cannot be used as a medium for inhaling maw, this merely absorbs the chakra into the fire to allow them to keep burning.
- No dark release techniques above A-rank for two turns after this ends.
- Can only be taught by Nathan.

Declined - lasting 3 turns? You have blue flames around you for 3 turns that absorb almost all energy, as an update this is declined xd

(Iou Naikan Suru) - Judicious Introspection of the Inner Self
Type: Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 40 (-20 per turn)
Damage: N/A (-40 to the user) (+20 to taijutsu based techniques)
Description: This technique is very unique form of chakra application in which the user tremendously augments their brain's ability to function and carry out specific operations. This is a technique where the user focuses chakra into their brain using pinpoint chakra control and releases it at a steady and continuous rate. By augmenting their own brain the user is able to achieve various capabilities. Despite the name of this technique the user's intelligence doesn't increase but the utilisation of the knowledge that the user already possesses is utilised much more efficiently and their brain is able to preform complex operations that surpass a normal human's capability to do so. By the user augmenting their cerebral processes the user is able to use and open up different levels of their brain capacity. The more skilled the user is with this technique the more they can increase their brain's capacity. Early practitioners are able to access up to 20% where as more skilled users are able to activate up to 40%, and those who master this technique are able to activate 100% of their brains capacity to achieve a massive increase in ability. Typically this technique is used for combat, tactile, or problem solving situations and allows the user to execute plans with 100% optimal results.

While flowing chakra through the brain the user gains the ability to carry out multiple thought processes at once as well as being able to process a large quantity of information at tremendous speeds, have a more powerful memory, enhancement of all of their senses, and be able to understand complex techniques and situations in mere seconds.

Perception - The chakra present in the user's brain activate all portions of the brain including the areas of awareness and perception. The user is able to perceive all cause and effect relations. They can notably deduce the path leading to any effect, which allows them to plan, analyze, and take action with optimal results. In a confrontation the user can perfectly adapt to all factors before they even appear, achieving maximum efficiency in offensive, defensive, and strategy, ensuring optimal success as long as there is the slightest chance. The user can perfectly anticipate all variables and their opponents' every move.

The user's mind and senses can also process information at such speeds that time appears to have slowed down, allowing them to perceive what would normally be moving too fast to see and respond accordingly. By observing their opponent the user can intuitively read their body language, allowing them to anticipate their actions and respond accordingly, often allowing the user to predict their enemies attacks, which is said to surpass the Sharingan's ability to do so as well as also augmenting any other dojutsu perceptive abilities as well.

As such the user possesses a higher level of concentration allowing them to push their physical and/or mental capabilities to their maximum potential; obstacles become minor problems while objectives grow significantly easier to overcome. The user can notice, process and understand any or all details of any situation or environment no matter how small, allowing them to intuitively understand and solve any problem or situation no matter how difficult or impossible it may be instantly and with little effort.

In a tactile sense the user can create strategies and plans several steps ahead of the opponent. The user is able to elaborate complex plans and strategies and apply them in not just battle but any other activity that involves cunning intellect. Most of the users become very analytical and can understand or anticipate the enemies moves flawlessly.

Combative Properties - Because this technique is mostly used in combat situations this technique can allow the user to become a highly proficient combatant. The user can understand and analyze the opponent's style of combat and any flaws in the opponent's attack and defense. They can also use attacks that can automatically knock down the opponent or use the strength of the opponent to their benefit.

The user is cognizant of the opponent's and their own body and their limitations. The user has an incredible perception of surrounding environments using it to their advantage, and can copy or mix several types of martial arts and movements and understand how a special attack works in matter of seconds. This power can be enhanced by the users experience and improvement of skill. The user also gains an adoptive muscle memory which allows them to remember and copy any movement they observed as well as adapt to any combat situation or style and be able to perfectly counter it. Through pure observation the user can also instantly understand an opponent's method of thinking, fighting, and anticipating their movements. Users are able to find the opponent's flaws and weaknesses and take them down with little effort.

Notes:
- Those who are not careful using this technique can be subjected to harmful side effects such as severe migraines, exhaustion, or a slowed brain process making them severely weakened and vulnerable. If proper training is ignored these effects can become permanent. If to much chakra is forced into the brain and accelerated to quickly the brain may also go into cerebral arrest resulting the user's death
- Can only be used once per match.
- Lasts for four turns, and once turned on cannot be turned off.
- The user is able to pick at what percentage their brain capacity, but doing this. Still counts as being used.
- Once this technique wears off, the user is only able to use B-rank and below techniques for two turns.
- Requires the user to have medical knowledge to perform this technique.
- Can only be taught by Nathan.

Declined - chakra in the brain to increase so much, this just wont work in the RP the way you want it too. And to increase brain function like so it would need to be a med based jutsu in med forum i'm afraid.
 
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House

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Approved technique of (Hakke Shatā tamashī) 10 Quadgrams - The Sage of all Generation

(Hakke Shatā tamashī: Kita no gurētoarufabeāzu) 10 Quadgrams - The Sage of all Generation: Great Alpha Bears of The North
Rank: Forbidden
Type: Defensive/Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-10 damage to user)
Description: After activating "(Hakke Shatā tamashī) 10 Quadgrams - The Sage of all Generation", the user will calm his mind and enter a state of Chi and harmony. The user will bring his palms together while focusing on his breathing and simply focusing his attention on the ways of Gentle Fist, the very roots of it. Once a Sage stated if ever a user's mind wanders off while under this "meditative state" he will lose control of the technique. As he is entering this meditative state, every point of his body will release a burst of chakra and come back to surround him. As the sage brings his palms out into an 8 Trigram stance, the excess chakra will come forth on his arms and by his sides and start taking a form of actual bears that are standing side by side surrounding the user. The bears are advanced manipulated and shaped chakra, rivaling the size of massive scaled summons, standing viciously and biting towards the enemy, awaiting for the user to unleash. The bears are controlled upon the movement of the user's palms. Once the bears taken form, the user and the bears sprinting towards his enemies at great speeds to strike. If wished to be unleashed, the user thrusts his hands forward and the bears head forward from around the user and ram into the enemies and bites through the chakra points into their gut and neck and closes the chakra storage of the enemy. The enormous blast of chakra, similar to "Eight Trigrams Air Wall Palm" the user is essentially releasing a shape manipulated blunt of blast of chakra acting as two bears. As the enemy is being caught in this wide and massive scale wave of chakra, the bears will keep burying their teeth into the opponent's chakra points and dragging him into long-range while going into a spiral like manner, confusing the enemy. The advanced shape manipulated chakra that is shaped like two bears will leave a devastating effect on the opponent's internal organs and also on the area going through it.
Note:
~This will end the mode of "(Hakke Shatā tamashī) 10 Quadgrams - The Sage of all Generation"
~The user won't be able to mold any of the 5 elements above A-ranked the next turn.
~Can be taught by Dr. House
~Useable once per battle
~User won't be able to use gentle fist above B-rank for the next two turns.
~The jutsu puts so much strain to the users body, it'll put -10 damage per turn to the user.

Declined - I don't see what makes this F rank. Is it F rank just for the sake of being strong? Not enough restctions for an F rank, it just seems like twin lion fist IMO with bears.

(Raiton:Kyūkyoku no raitoningu to saishū-tekina hakai) – Lightning Release: Ultimate and Final Lightning Destruction
Show
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra cost: 50
Damage points: 100 (+30 If combined with water)
Description: This is considered the ultimate and final ground lightning attack. After performing two hand seals the user will place their hand on the ground converting their chakra into lightning. The user then sends an enormous bolt of electricity that cuts through the ground very deeply in the direction of the enemy, and has an effect up high from the ground surface. The shape of the bolt is a triangular with the base in the direction of the user and the tip headed towards the target. It causes devastating destruction on its way and generates enough heat and power to be capable of leaving a huge devastation behind, as creating a huge destruction. It's similar to lightning release: lightning destruction, but it's stronger.
Notes:
-Can be used up to 1 times in a battle.
-Only those who has mastered Raiton can use this.
-You can't use any other Raiton jutsus in the same turn, hence it will take up all your Raiton chakra
-Hence it puts so much strains on the user, the user will only able to perform this justu in that turn, thus only 2 jutsus in the next turn.
-No Taijustu and running in the next turn, to slight damage to arms and hands after use.
-If used, as a combination with water, as the charged rocks will brake up, creating a really strong charged mudish water wave.
-Thus the difficulty of this jutsu, only sannin and above can perform this.
-If the user uses it in mid range, the intensive strength of the jutsu will cause him -50 damage.
-Can be taugh only by Dr. House
Resubmitting an old technique:

(Raiton:Kyūkyoku no raitoningu to saishū-tekina hakai) – Lightning Release: Ultimate and Final Lightning Destruction
Show
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra cost: 50
Damage points: 90 (+30 If combined with water)
Description: This is considered the ultimate and final ground lightning attack. After performing two hand seals the user will place their hand on the ground converting their chakra into lightning. The user then sends an enormous bolt of electricity that cuts through the ground very deeply in the direction of the enemy, and has an effect up high from the ground surface. The shape of the bolt is a triangular with the base in the direction of the user and the tip headed towards the target. It causes devastating destruction on its way and generates enough heat and power to be capable of leaving a huge devastation behind, as creating a huge destruction. It's similar to lightning release: lightning destruction, but it's stronger.
Notes:
-Can be used up to 1 times in a battle.
-Only those who has mastered Raiton can use this.
-No s-ranked lightning or higher in the next turn
-If used, as a combination with water, as the charged rocks will brake up, creating a really strong charged mudish water wave.
-If the user uses it in mid range, the intensive strength of the jutsu will cause him -20 damage.
-Can be taugh only by Dr. House

Update declined.

(Jūho : Akusei Pāmutoraiaru) Gentle Step: Malignant Palm Trial
Type: Offensive/Supplementary/Defensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: Based on the principle of closing and opening chakra points, the user starts letting out raw chakra from all of his points around himself having an invisible cloud of raw chakra within mid range of him. The raw chakra that's been released constantly by the user being manipulated to have attributes of shutting down or opening chakra points of whatever is within their space. Soon as their target enters within short range, the target will feel massive pressure being placed on their chakra points, having great difficulty to channel their chakra due to the massive effect of the raw chakra cloud they're in on short range. The nature of the chakra will either close or open their chakra points forcefully, leaving their target with the feeling of weakness and having an abnormal control over their chakra due to having an immense pressure on their chakra points. For example, if they try to perform a simple chidori it will disipate in a burst of light or if they try to create an armor it'l just fall apart due to the inability over chakra control. Once the target manages to get away from the user's range, it'll take a turn to return to their full chakra control.
Note:
-Only affects A-ranked and above.
-Can only be used 2x
-Last for 2 turns and must wait two turns to use again
-No s-ranked or higher Gentle Fist after this technique deactivated.
-Taught by House
-Has to be Kage or higher to use this due to the expertise needed

Approved - made edits
Resubmit:

(Jūho : Akusei Pāmutoraiaru) Gentle Step: Malignant Palm Trial
Type: Offensive/Supplementary/Defensive
Rank: S - Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Based on the principle of closing and opening chakra points, the user starts letting out raw chakra from all of his points around himself having an invisible cloud of raw chakra within mid range of him. The raw chakra that's been released constantly by the user being manipulated to have attributes of shutting down or opening chakra points of whatever is within their space. Soon as their target enters within short range, the target will feel massive pressure being placed on their chakra points, having great difficulty to channel their chakra due to the massive effect of the raw chakra cloud they're in on short range. The nature of the chakra will either close or open their chakra points forcefully, leaving their target with the feeling of weakness and having an abnormal control over their chakra due to having an immense pressure on their chakra points. For example, if they try to perform a simple chidori it will disipate in a burst of light or if they try to create an armor it'l just fall apart due to the inability over chakra control. Once the target manages to get away from the user's range, it'll take a turn to return to their full chakra control.
Note:
-Only affects A-ranked and above.
-Can only be used 1x
-Last for 4 turns

-No s-ranked or higher Gentle Fist after this technique deactivated.
-Taught by House
-Has to be Kage or higher to use this due to the expertise needed

Declined - as S rank the principle of he jutsu becomes too strong
 
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ReXii

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(Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. This technique pulls the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.

~Notes~
- Usable 3x per battle
- Must be taught by ReXii

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(Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while grabbing the opponents shoulder and flipping him directly over the users shoulder using both his legs and arms to supply force in to the throw crashing his opponent in to the ground with tremendous force enough to shatter the floor and winding him along with breaking his ribs, certainly proving fatal if extra force was applied. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 20% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. Should he survive the attack of course. This technique slams the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.


~Notes~
- Usable 3x per battle
- No S rank tai the same and following turn
- Must be taught by ReXii

Both approved - changed the ranks on both as i felt they were too high and altered restrictions.

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[Doppurā karambit] - Doppler's Karambit
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The karambit is inspired by the claws of big cats. As it was weaponised, the blade became more curved to maximise cutting potential. The karambit is held with the blade pointing downward from the bottom of the fist, usually curving forwards however occasionally backwards. While it is primarily used in a slashing or hooking motion, karambit with a finger ring are also used in a punching motion hitting the opponent with the finger ring. Some kerambit are designed to be used in a hammering motion. This flexibility of striking methods is what makes it so useful in self-defense situations. The finger guard makes it difficult to disarm and allows the knife to be maneuvered in the fingers without losing one's grip.
The short Filipino karambit has found some favor in the West because such proponents allege the biomechanics of the weapon allow for more powerful cutting strokes and painful "ripping" wounds, and because its usability is hypothesized as more intuitive, though there continues to be debate about this matter. This particular Karambit comes in a set of two and is used in the same way as a traditional karambit. This allows the user to perform handseals even while holding the weapon thanks to the ring system functionality. Additionally the blade enables normal taijutsu punches to be augmented with killing force, becoming the exclamation point on the end of a sentence as it were. Finally it's true ability lies in the chakra steel the weapon is created from the blades themselves have the ability to create absorbing type barriers (In the style of my storm of tefnut technique) in which the user will be able to generate barriers around the blade itself, the barriers are malleable and can be shaped to be sharp or blunt for offensive or defensive purposes. What is unique about the barriers however is that as aforementioned they are capable of absorbing chakra, they directly absorb the chakra from the user if needed or ideally from an opponent via direct contact, the blades barriers can grow in proportion to the amount of chakra absorbed activating the barriers costs a move slot and they begin with the ability to block any technique of B rank or below. However for an increasing chakra cost the barriers around the blade can be enhanced to increase in rank, this increase of chakra is proportional to the strength of the barrier, for every 20 chakra absorbed the barrier can increase in rank to A rank and below after one turn, all the way to S rank and below. The barriers are clear and opaque barriers looking similar to glass almost and they do reflect light, the barriers can be extended up to 40 inches if desired making the weapons size similar to a Nodachi style katana in length. Due to the extended length the Karambit can be considered a sword for all intents and purposes past a certain size.

Notes:
- Can only be used by ReXii and those he permits.
- The barrier ability can only be used four times per battle and costs a move slot each time.
- Each barrier can be regenerated if it's not totally destroyed. I.E an A rank barrier when struck by a B rank will become a B rank barrier that can be regenerated by sacrificing chakra.
- The blades are indestructible.

Declined - needs work on how the abilities work. If you want it as a barrier or absorbing, i'll allow it based on one cannon jutsu but maybe fasts. So 5 elements seal on each, absorb one jutsu of each element through releasing the seal. Creating a barrier from a bladed weapon is a no. I'd think about it for a shield CW but this just seems like it's for the sake of having a barrier

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Note: Completely overhauled the custom weapon so there wasn't a great deal to bold. Also expanded on the description of the taijutsu and added images for more clarity.
[Doppurā karambit] - Doppler's Karambit
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The karambit is inspired by the claws of big cats. As it was weaponised, the blade became more curved to maximise cutting potential. The karambit is held with the blade pointing downward from the bottom of the fist, usually curving forwards however occasionally backwards. While it is primarily used in a slashing or hooking motion, karambit with a finger ring are also used in a punching motion hitting the opponent with the finger ring. Some kerambit are designed to be used in a hammering motion. This flexibility of striking methods is what makes it so useful in self-defense situations. The finger guard makes it difficult to disarm and allows the knife to be maneuvered in the fingers without losing one's grip.
The short Filipino karambit has found some favor in the West because such proponents allege the biomechanics of the weapon allow for more powerful cutting strokes and painful "ripping" wounds, and because its usability is hypothesized as more intuitive, though there continues to be debate about this matter. This particular Karambit comes in a set of two and is used in the same way as a traditional karambit. This allows the user to perform handseals even while holding the weapon thanks to the ring system functionality. Additionally the blade enables normal taijutsu punches to be augmented with killing force, becoming the exclamation point on the end of a sentence as it were. Finally it's true ability lies in the chakra steel the weapon is created from the blades themselves have the ability to create chakra shrouds around the weapon based on the base five elements, by using variations of the canon fuuinjutsu that seals jutsu, the user can seal an opponents jutsu up to A rank, each blade holds an elemental seal of each nature, once the jutsu is sealed inside the user can release the jutsu in the form of an elemental chakra shroud around the blades that contains the same damage output as the jutsu absorbed additionally the blades have one additional seal that stores raw chakra of A rank and can be released at any time to enhance the blades with A rank damage, this raw chakra is manipulated in a similar way to the rasengan and behaves in a neutral manner to elemental chakra, once the shroud is released it can be extended up to 40 inches if desired making the weapons size similar to a Nodachi style katana in length. Due to the extended length the Karambit can be considered a sword for all intents and purposes past a certain size.

Notes:
- Can only be used by ReXii and those he permits.
- The absorbing ability can only be used four times per battle and costs a move slot each time. Costs another move slot to release the chakra again which lasts for that turn.
- The user may only have one elemental shroud released at any given time.
- The blades can only be destroyed by S ranks and above.

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Approved - made changes to tone it down
(Taijutsu: Tetsu no shatsu) - Body Technique: Iron Shirt
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is used as a defensive ability when faced with both slicing and blunt forced attacks, though it works primarily against taijutsu it can also block kenjutsu and some ninjutsu techniques. By adopting a horse stance and thoroughly grounding their body the user will lay in wait for an attack to land. The moment before it does the user will tense the entirety of the muscles in his body allowing him to deflect the blow. If used against taijutsu it can block techniques up to A rank damage and cause recoil damage for half the damage directed against the user, this will cause a numbing effect against the opponents limb making it paralyzed for two turns after this techniques usage. If used against blunt force techniques such as earthen pillars it can block techniques up to A rank and will destroy or disperse the technique usually if they're solid based or simply block them if it's a liquid. Against cutting techniques of any nature however it can only block abilities up to B rank and will not recoil damage in any scenario.


~Notes~
- Usable 3x per battle
- May only be used by those who have mastered basic taijutsu.
- Must be taught by ReXii

Declined - With slicing it wont work. I see where you're coming from, but A rank? it's too much. Like i get the principle but it's just not going to be that powerful in rp terms

(Doton - Meikai no ken) Earth Style - Fist Of The Underworld
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The sister technique to ashes to asset this is a unique earth style jutsu based on chakra flow abilities. This particular technique focuses on the unique aspect of some earth release jutsu, namely those based on liquid mud, such as Jiraiya's technique he used vs Orochimaru. By forming this mud the user is capable of applying the mud to his limbs or any weapons he uses. By activating this jutsu the user is able to release the mud during taijutsu or other weapon attacks. Though this costs a move slot each time the mud is released. By using the momentum behind physical attacks the user of this jutsu is capable of sending streams of liquid mud from the seals to augment the range of the attacks and cause increased damage in close range. However as to prevent the user suffering from his own jutsu, the mud from this seal can only be caused to petrify with a subsequent technique this technique must be a higher ranked earth technique due to the strength of the chakra stored in the mud release and it's density. In regards to scaling each time the jutsu is used, the user may release an amount of mud with a maximum range of mid. If it was to travel in a straight line from the user to mid ranged. A total of 15 meters, this can also be used to form the mud in to smaller patterns that instead have wider ranges provided they follow the initial dimensions. This mud behaves in an adhesive manner sticking to enemy targets and lowering their movement speed by 15% and preventing them from moving five meters or more under their own volition or with techniques such as body flicker.

~Notes~
- Once activated remains active for the rest of the battle.
- Each time the mud is used it costs a move slot.
- Must be taught by ReXii

Declined - i feel this clashes with the c.e too much
 
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