Custom Jutsu Submission - III

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Urda

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(Yōton: Akuma no Gōmon Fīrudo) - Lava Style: Devil's Torture Field
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 each turn it is sustain on the field)
Damage: 60
Description: Yōton: Akuma no Gōmon Fīrudo is a ninjutsu the utilize the Lava Element. After performing the Snake seal and slamming both their palms on the ground, lava in the ground is converted into rubber in the form of a creature to emerge to the surface. Brought to life with chakra, this sentient creature is of rubber material with a round, ball-shaped, floating in the air, controlled at will with the user's chakra. Being able to act freely on the field, it can search out the target. On the outside surface, dozens of gun barrels are protruding from it. Hollow in the inside, it is filled with hot lava to be fired from the gun barrels, which shoot large lava bullets at any direction. The lava bullets have the power to penetrate human flesh and destroy a barrier.

~ Can only break B-rank Barriers and below
~ Last 5 Turn (until canceled by the user)
~ Usable 3 Times per battle

Declined - if it's made of rubber it can shoot rubber bullets at best. Remove the bit about barriers. Last for 4 turns make, 2 uses, 2 turns between uses.

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(Yōton: Akuma no Gōmon Fīrudo) - Lava Style: Devil's Torture Field
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 each Turn it is sustain on the field)
Damage: 60
Description: Yōton: Akuma no Gōmon Fīrudo is a ninjutsu the utilize the Lava Element to create an aerial weapon to bombard your enemy from the sky. After performing the Snake seal and slamming both their palms on the ground, lava in the ground is converted into rubber in the form of a creature to emerge to the surface. This creature is a weapon controlled and fueled with the users chakra to float in the air above the target. It is made of a rubber material with a round, ball-shaped. Its face is rather distorted and there is a chain around its neck expressing the intense pain and sadness of a trapped soul. On the outside surface of its body, dozens of gun barrels are protruding from its belly, pointed down below on the target. Inside its cavity, rubber aligning the walls are assimilated into small, compact rubber bullets to be fired from the gun barrels. Although it lacks inaccuracy, these rubber bullets have a high rate of fire with a widespread range that has the power to pierce flesh. As its body is being absorbed for ammunition and rapidly firing on the target, it diminishes the size of the creature until no more. Due to the degree of chakra control, the user is restrained from firing excessively and reduce to firing within a 2-minute interval.
Note: Only usable by a Dodai Biography


~ Last 4 Turn (until canceled by the user)
~ A 2 Turn Cooldown is in effect after firing
~ Usable 2 Times per battle
~ Only taught by Anubis

Declined - rank/damage/range of firing bullets?


(Yōton: Gomudakkī) - Lava Style: Rubber Ducky
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Yōton: Gomudakkī is a sensory ninjutsu that utilizes the Lava Element. The user strings together 5 seals and slams their palm on the ground to convert lava into rubber, causing rubber ducks to rise to the surface. Brought to life with chakra, this small sentient creature is commanded to monitor the movement of the target(s). Producing five in total, these ducks search the battlefield to locate the target(s). Once they spot the target(s), they sound the alarm - making a loud squeaky noise - to alert the user. They disappear when their usefulness has been fulfilled.
Note: Only usable by a Dodai Biography

~ Last 2 Turns (or until canceled by the user)
~ Usable 3 Times per battle
~ Only taught by Anubis

Approved - very... unique haha

(Yōton: Bane Ningen) - Lava Style: Spring Human
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+10 increase to Taijutsu)
Description: Yōton: Supuringu Haru Būtsu is a ninjutsu that utilizes the Lava Element to transform part of their body into rubber, in the shape of springs. Concentrating lava chakra into the legs and changing it into rubber to form coils, it grants the user amazing jumping and bouncing power, which can be used to launch himself at incredible speeds, in order to deliver attacks enhanced by a high magnitude of momentum. Due to the reactive force of bouncing off solid surfaces, the user can break apart the said surface. By applying this ability to other portions of the body, such as the arms, it can release strong, longer-ranged punches. The user can also turn his abdomen into a spring, which grants him more flexibility. The weakness of this technique lies within the self-propulsion by turning the legs into springs: the user can only be propelled in a straight direction, making it easy for the opponents to predict the trajectory and counterattack. Furthermore, the user needs something solid to bounce off of, thus the direction is based on the geography of the battlefield; that being said, this also leaves heavy collateral damage depending on how the user decides to bounce. However, such weaknesses do not apply when the power is used to launch a spring-loaded punch or kick.
Note: Can only perform Rubber and Lava Release, along with its affiliated nature affinities: fire and earth-based techniques, while this technique is active.
Note: Only be used by Dodai Biography

~ Doubles the speed of the user while active
~ Last 4 Turns (or until canceled by the user)
~ Unable to perform S-rank Techniques while this technique is active
~ Unable to perform S-rank Techniques the next Turn
~ Usable 2 times per battle
~ Only taught by Anubis

Pending - need permission from beifong or matt, they have a steel version of this.

Declined - say it increases your speed to x 1.5, lasting 3 turns tops.
 
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Daemon

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Chaos - Ranmyaku
Type: Puppet
Rank: S
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: Chaos is a muscular dark red four-armed fiend puppet with wings sprouting from his back and demonic faces on his knees. He has a long, spiked tail and several horns, the most prominent of which are two red horns that curve into the air. Chaos wears a loincloth with another face on it, and a red amulet, as well as razor shark 3 layered shoulder pads. Within the slits of these shoulder pads, Chaos can produce 100 chakra things. Chaos also fashions fierce talons on his feet. Chaos stands at 195 cm tall or 6 ft 4 inches. His spikes tail, talon and horns are all coated in Sasori's poison. Instead of being made completely out of wood, Chaos's entire body is manufactured with the same material that Hiruko's shell is made of as well as a light and durable metal. The weaving and intertwining of these two materials allows Chaos to defend against A rank and below jutsu. Chaos can use his spiked tail to strike up to mid range. The faces on his knees and loin cloth can spit out a poison gas cloud. Sasori is capable of switching his core into this puppet. When he does, Sasori's voice becomes deeper and more demonic. Only when Sasori switches into this puppet he is able to retract pieces of this puppet body back together if struck anywhere else but the heart. Chaos' wings are flexible and are lined with a chakra paper, the same chakra paper Naruto used during his training. This allows Sasori to focus elemental chakra within the wings and with a flap of them being able to release a power blast of that element. For example, Sasori can focus fire chakra within the wings and flap them sending out an extremely power blast of fire that can render a forest into nothing but ash and charcoal. This is an S rank ability. Chaos, being unique to other puppets, has 5 slots where Sasori's core can go into. To conceal his true core, Chaos has 4 exact replica hidden throughout his body. One slot is located at the left side of Chaos' chest where an actual heart will be located. The second slot is placed between the two joints of Chaos wings on his back. Another replica core and a potential core slots hidden by his loin cloth. The Fourth slot located behind on the of the faces on his knee. The final core spot is located behind a compartment that opens up in his shoulder. Each of these fake cores are filled with fake blood/organs so when they are hit it gives the illusion that the opponent chose the right one. Once every turn, Chaos can substitute the original core with the fake core using the same principles as Kawamiri(without the flashy smoke of course) as well as change the positioning of the real core should the opponent figure out the location of the real one.


Declined - its nice but a bit too much. No A rank works on you? It should be like if it's hit by more that one A rank it's destroyed. The blasts being S rank is too much. Just needs toning down



Updating:

(Akahigi: Chika Kindachi) – Red Secret: Underground Kings
Rank: S
Type: Puppets
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The Underground Kings are a series of 7 puppets owned by Sasori of the Red Sand. These puppets are a collection of grey puppets that all have gold crowns on their head and each of them have unique weaponry and techniques. Each puppet is draped in an akatsuki cloak with inverted colors(red Cloak with black clouds). Each of the puppets have a name: Rei, Ichi, Ni, San, Shi, Go and Roku. These puppets belong to the 298 puppet collection Sasori has accumulated and only uses them in dire times.

Rei: Rei is a puppet the size of a average human in height (176 cm). It is a slender puppet modeled after a female body. It has long Red synthetic hair with dark blue pupils. Rei's arms are covered in what seems to be "dragon scales" with a single command, Sasori is able to open up the compartment in a similar fashion to the chakra shield technique but in reverse direction. "Zero" is written on the flaps of the openings. Through the users chakra, She is able to release a burst of raw unfocused chakra. This blast is A rank in strength, reaches up to Mid range and counts toward the allotted moves per turn. Further into her weaponry, with one command the palm of Rei opens and releases a sharp blade that is the length of a katana at great speeds jutting out out like it was compressed by a spring.

Ichi: Ichi is a short puppet standing at 132.62 cm. Because of the puppet's small stature, it can be maneuvered quickly, moving twice as fast as any normal puppet would. Ichi is a young boy with short red hair and covered in an inverted akatsuki cloak. Ichi's arms can extend to mid range and have a flexibility towards them allowed them to be wrapped around enemies and restrain them. With the formation of one handseal, Ichi opens his mouth and reveals a pipe from his mouth with a diameter twice as wide as the pipes Sasori contains in his palms. This pipe can release a large compressed sphere of wind that can reach up to long range and deal A rank damage (This counts as one move). Much like normal puppets, his head just snaps on and can be rotated on its axis, 360 degrees.

Ni and San: Ni and San are twin puppets that function as one entity. Witnessing the kekkei genkai, souma no Kou, these puppets are summoned together under one body that can be separated into two. With the motion of a handseal the user can detach this two from each other by disconnecting their joints from each other and using his chakra strings to control these parts and form then into individual puppets. This counts as a move. These puppets,however can be summoned separated meaning if one wants to put them together it would require a move. While separated, Ni and San are rather large puppets with the bulky bodies. Their hands are plated with a thick piece of metal to increase their impact with physical hits. By focusing lightning chakra throughout the puppets, their fists become electrically charged due to the metal in their hands retaining that lightning. When the lightning chakra is focused into them, their hands give off a distinctive blue,erratic hue. These two puppets are meant to be used for close quarter combat to overpower the opponent. Their punches have enough force behind them to level a large boulder(40 damage; 60 only with lightning chakra added). Focusing lighting chakra into their fists also count as a move per turn. While combined the user cannot imbue them with lightning chakra. These puppets are large in stature standing at 193 cm.

Shi: Shi is the most unique puppet out of the Chika Kindachi. The puppet moves like a beast of burden, crawling on all its limbs much similar to Hiruko. Out of the side of the puppets body, two arms protrude from each side totaling 4 extra limbs(8 limbs in total of the whole puppet.) With the command of the puppeteer, Shi's mouth opens revealing a summoning tattoo on its mouth labeled "Explode." By channeling chakra throughout the puppet and activating that symbol, a carpet of numerous explosive tag balls are released from its mouth. All these explosive tag balls detonate at once creating a large explosion spanning up to mid range equivalent to A rank damage. This counts as a move. Much like a spider, daggers are placed in the middle of all its palms. This can be used for two applications: 1) as a defense measure to attack the opponent if they get to close. 2) The daggers can dig into the surfaces of objects and keep the puppet still securing it to that surface like a spider. These daggers can be shot at an opponent but it loses its ability to cling onto surfaces.

Go: Go is a tall slender puppet made out of black wood giving it a completely back appearance. Go does not have any facial features as he just has a blank face with no details on it; a clean slate. Much like Shi, Go has extra limbs but only found on his upper body. He has 4 arms, two on the front his his body and two on the back of his body much like the Tempestuous God of Valour. Each of these hands contain wire strings in them that can be shot out towards the enemy to bind them. As the wires are shot out, they are lubricated with a highly flammable oil that resides on the very edge of the exit. With the one movement of a chakra string, a compartment located within the wrist of the puppet. It reveals a small pipe that produces a small fire that is large enough to hit the wires and ignite them. This combo is of B rank damage and counts as a move. Once the wires wrap around their target, the puppet can firmly retract the wires to firmly grip and restrict the target(in some cases using the razor sharp wire to cut through flesh or other rather soft materials.)

Roku: Roku is a rather short puppet standing at 165.1 cm tall. Unlike other puppets, Roku's design is closely modeled after Sasori's even being the only puppet to contain a slot for Sasori's heart container. Roku is a puppet without any artificial hair on its head. He has 6 eyes two on the front, two in the back and one to either side of his head. After transitioning to this puppet, Sasori has two turns of blurry vision with slightly (3/4 normal) decreased tracking speed while adjusting to his new field of vision. With a flick of a chakra string, dual swords come out of his sleeves, both of them with jagged edges. A metal tail his hidden by his akatsuki cloak. It is an exact replica of the one that exists on Sasori's Hiruko puppet but the tail itself is black while the linking is gold. This tail can extend and attack the opponent from almost all ranges(Short-Mid). Focusing Earth chakra into this puppet will cause its body to harden giving it protection against B-Rank and below jutsu. This counts as a move.

Can only be taught by Daemon.
Can only be used by a Sasori bio
The user can summon 1 specific puppet from the set (Similar to the Sasori's Parent's jutsu). When summoning an individual puppet, the user is allowed to have another puppet in use as well as having full access to one's arsenal. While all 7 are on the battlefield at one time, no other puppets can be controlled as well as being limited to Puppetry techniques and taijutsu.

Approved
 
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Houdinii

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(Raiton: Furea Tomonari)-Lightning Release: Flare Resonance
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: (+5 to every lightning jutsu)
Damage: N/A
Description:
This is a useful technique that alters the nature of the users lightning techniques slightly although it holds no direct offensive power. Through this technique the user will increase the current and vibration of the lightning jutsu they create to obscene levels, causing friction between the energy itself and making the individual bolts clash against their neighbour. By doing so this skyrockets the heat within and surrounding the bolts of electricity to unprecedented heights, this insane amount of heat causes the air itself around the lightning to combust, generating a unique although limited flame mingled with and around the lightning.

The result wreathes the users lightning in a thin veil of flame that does not alter the lightning's offensive power in the slightest. However the flame has supplementary uses due to its heat and combustion properties, it is able to spread to and consume completely anything that is flammable, after which it will always disperse totally. Any target object, material, etc that can be set alight can become victim to this flame however this does not include Ninja's bodies themselves as the flame lacks enough power. To consume a target the lightning must come into direct contact with it to spread the flame.

The flame would burn away the flammable target it comes into contact with rapidly before it fades away. This is due to the nature of the thin flame which is fuelled by both the heat from the lightning and the users own chakra. For without these two sustaining factors the flame would disperse instantly and harmlessly, which prevents the enemy from utilising the flame for their own purposes. To use this jutsu the user would simply have to pump more chakra into their lightning techniques, allowing them to alter their lightning when they wish.

Note:
~Must be stated in the users bio or at the beginning of the fight
~Can only be taught by Houdinii

Declined - clashes with a jutsu i own

Updating:


~Updating for clarity, slight changes

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked(40 damage), this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 3 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above S rank while this is active
~Can only be taught by xHoudinii

Declined - the second to last note is pointless with your change. Above S rank means you can't use F ranks, and lets face it, how many F rank water jutsu are there for you to throw around anyway?

Updating:



~Updating the notes for clarity

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

Approved - but you didn't really change a thing o_O

"~Can only be used twice
~Whenever the golems act it will cost one of the users moves per turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems up to at most 8 golems for S rank strength.
~Can only be taught by xHoudinii"
 
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McRazor

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Shīhōsu Geijutsu: Tatsunōtoshigo no misuti noroi | Seahorse Arts: Misty Curse of the Seahorse
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: By using its chakra, the seahorse can manipulate its water source in order to materialize mist around the opponent. Although not dense enough to block vision, alike the hidden mist jutsu, this mist is very humid thus also very conductive which makes it dangerous for the opponent to use lightning jutsus while the mist is around him due to the danger of electrocuting himself. While the mist is in play, fire jutsus would also be affected, being damped as they appear due to the excessive humidity. However, the regular strengths and weaknesses apply, meaning that fire jutsus that are equally strong (A rank) or even stronger (S rank) than the mist would overpower the mist. Once materialized, the mist encompasses an area of 5m around the opponent in every direction, forming a half-dome of 10m in diameter.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used three times per battle

‡ Declined ‡ Mist doesn't conduct electricity.
Shīhōsu Geijutsu: Tatsunōtoshigo no bunshi noroi | Seahorse Arts: Molecular Curse of the Seahorse
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: By using its chakra, the seahorse can manipulate its water source in order to form small chakra infused water molecules around the opponent. Although not dense enough to block vision the water molecules form a very humid atmosphere thus also very conductive which makes it dangerous for the opponent to use lightning jutsus while the water molecules are around him due to the danger of electrocuting himself. While the water molecules are in play, fire jutsus would also be affected, being damped as they appear due to the excessive humidity. However, the regular strengths and weaknesses apply, meaning that fire jutsus that are equally strong (A rank) or even stronger (S rank) than the water molecules would overpower them. Once materialized, the water molecules encompass an area of 5m around the opponent in every direction, forming a half-dome of 10m in diameter.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used 3 times per battle

Declined - it's similar to existing jutsu

Ototon/Suiton: Ekitai kyōki | Sound/Water Release: Liquid Madness
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Liquid Madness is a combination technique that bases its principle on the fact that sound travels faster through the water than through air due to the dense packaging of molecules. After a simple handseal, the user will perform a raising movement with his right hand while shape manipulating the gathered water chakra. A halfdome made of dense water will materialize from the bottom to the top, around the opponent with width of 10m and height of 5m. The water is dense enough to constrict the opponent and since it quickly forms around his legs first, it constricts him in the place. In a fluid motion after raising his right hand, the user will punch through the air with his left hand, releasing a powerful blast of high frequency sound chakra in the form of a swirling soundwave that will hit the halfdome. As soon as it gets in contact with the water, it disperses within a moment, in an unfocused manner throughout it, damaging everything caught within the water. Due to the high frequency, the soundwave has a lot of destructive power, but since the water is not a solid it is unharmed by the sound and only used to amplify its power by spreading it faster and more violently. Each part of the technique is A ranked and they comply with their strengths and weaknesses in regards to other elements. It is worth to notice that the water forms so fast that it finishes its materialization by the time the user fluidly swings his left hand in order to release the soundwave. This is the reason why the technique is so fluid and easy to perform.
Note: Can't use S rank Sound and Water techniques in the same turn
Note: Can only be used 2 times per battle
Note: Counts as 2 moves per turn

Approved - nice
Note: Only McRazor can teach this

Ototon: Mizu no kami no hakai | Sound Release: Disruption of the Water God
Type: Supplementary
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: N/A
Description: Disruption of the Water God bases its principles on the fact that chakra infused soundwaves of high frequency can also be made into soundwaves of high density using shape manipulation, giving them enough disruptive force to disrupt water techniques. To perform the technique, the user needs to assume a battle stance and clap his hands while gathering and shape manipulating sound chakra. As the user claps his hands, he releases the gathered sound chakra in a focused omnidirectional burst from his hands only, using the clap of his hands as the initial sound in order to spread the technique. Due to the high frequency and high density, the soundwaves can be seen as an almost white ripple that ravages through the air as it spreads around the user and it can be seen as a ripple in the water once it gets in contact with it. As the soundwaves get in contact with bodies of water, due to their high frequency and high density, the soundwaves disrupt the bonds between the water molecules, essentially separating the compact bodies of water into bodies of water composed of separate and independent water molecules. Due to this separation, the momentum that the bodies of water have beforehand as a unity gets disrupted and negated rendering the water useless. In this state, the water would stop its course, dissipate and scatter on the ground, logically. Once a water technique is disrupted in such a manner, it can easily be used as a water source and further shape manipulated into other water techniques. Logically, this technique can only affect water techniques up to its own rank.
Note: Can't use S rank Sound techniques in same and next turn
Note: Can only be used 2 times per battle
Note: Only McRazor can teach this

Declined - clashes with existing jutsu
 
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Kamishiro

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(Mokuton: Fuzen Bunshin) - Wood Release: Partial Clone
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: This technique is a derived technique from the normal Wood Clone technique, however it somewhat follows the same principle. The use would create a wood clone using his wood skills from his body, however the difference is that the wood clone(s) wouldn't emerge fully from the users. The wood clone(s) would just partially emerge up to stomach level and therefor they wouldn't have any mobility to it. (It would be slightly similar to the Soma no kou twins). The best thing about the clones is that they don't have a specific size, they can be as small as a normal cat and as big as the user's body (up to the stomach level). Although the clone(s) would be attached to the user, each of the clones have a different chakra circulation than the user. That is because there would be a layer of wood at the end of the clone's stomach enclosing the posterior end of the stomach, isolating the clone(s) bodies from the user's. These wood clones would have the same abilities as the normal wood clone along side with the ability to gather natural energy for the user which was the main purpose of them when they were created by Hashirama. However, they can also do as much as any wood clone could do, using only Senjutsu, Wood, Earth and Water.
Note: Follows the same rules as normal clones
Note: Can only be used 3 times with each time for up to 4 clones. However, following the clones rules, at any given time, the maximum is 4.
Note: Each clones gives off additional 3 turns of SM, in addition to the normal base turns of SM.

Note: Clones used to gather natural energy has to be made of in a visible size

Declined - you had to be greedy xd 12 clones, 3 turns a time, 36 extra turns of sage mode? xd
(Mokuton: Fuzen Bunshin) - Wood Release: Partial Clone
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: This technique is a derived technique from the normal Wood Clone technique, however it somewhat follows the same principle. The use would create a wood clone using his wood skills from his body, however the difference is that the wood clone(s) wouldn't emerge fully from the users. The wood clone(s) would just partially emerge up to stomach level and therefor they wouldn't have any mobility to it. (It would be slightly similar to the Soma no kou twins). The best thing about the clones is that they don't have a specific size, they can be as small as a normal cat and as big as the user's body (up to the stomach level). Although the clone(s) would be attached to the user, each of the clones have a different chakra circulation than the user. That is because there would be a layer of wood at the end of the clone's stomach enclosing the posterior end of the stomach, isolating the clone(s) bodies from the user's. These wood clones would have the same abilities as the normal wood clone along side with the ability to gather natural energy for the user which was the main purpose of them when they were created by Hashirama. However, they can also do as much as any wood clone could do, using only Senjutsu, Wood, Earth and Water.
Note: Follows the same rules as normal clones
Note: Can only be used 3 times with each time for up to 4 clones. However, following the clones rules, at any given time, the maximum is 4.
Note: Each clones gives off additional 2 turns of SM, in addition to the normal base turns of SM. This can be used to gain an extra 10 turns of sage mode maximum
Note: Clones used to gather natural energy has to be made of in a visible size
Note: Although the clones are isolated from the chakra system, they can use the original bio as a medium to transfer chakra for Earth and Wood usage or any other technique requiring contact with the ground.

Approved - added something

(Ninpo: Jinkakuka) - Ninja Arts: Impersonation
Type: Supplementary
Rank: Rank of the technique Applied
Range: Self
Chakra: Chakra of the technique Applied (-10 per turn for sustaining it)
Damage: Damage of the technique applied
Description: A really unique technique that is rather different than the rest of Ninjutsu techniques. Unlike most other Ninjutsu techniques, this technique wasn't designed for the sole purpose of itself, rather, it depends on attachement of another technique to it, which when applied, gives this technique it's perporties. Basically, this technique could be regarded as an advanced Leech All Creation technique. While Leech All Creation technique allows the user to merge with a passive material in order to avoid or hide, this technique has a similar principal but with a different application. This technique takes on a technique of the user's (that he has learnt previously) that has a specific appearance (Can't be a water stream or anything, it has to be a technique with a specific structural appearance e.g the earth golem)and does one of the two things. One, the user uses this technique to perform the applied technique, causing it to be created from his body (e.g Creating the stone golem from his body instead of the ground). The creation of the structure would appear as an extension for the user's body so that the user would end up at the core of the structure. Whatever the element would be, the user wouldn't be harmed at all from the creation or contact of such element while he is in the center of it(i.e Fire) and that is because, while the user exists inside such structure, a coat of chakra is put on his exterior so that no contact should be made with such element. But that is only if this element was energy based. If it is solid element, the user would be in a state similar to the Leech All Creation technique, in which case he would be merged with the structure and can mover in and out from it. The other usage is that the user would turn his body into the structure itself (e.g would become the wood golem) gaining all the properties the structure would have as well as strength/weaknesses. This technique while mainly used for support of the structure, it was also created for techniques that requires a certain source (Wood, Earth, Water, etc...) but this source doesn't exist, so the user takes on the liberty of creating the technique from his body. In any usage, the user can passively exert himself out of the structure and stand on it to control it as if it was created normally from such source. While the user is inside the structure in any of the usages, the user can't only use the structure's limbs, but he can also use it's senses for his usage (e.g If the structure has eyes, he can use it.) Although, he doesn't really have to because much like Leech All Creation, he would be in aware of his surroundings.

Note: Can only be used 3 times per battle
Note: Can only use the element of the technique applied and the elements that constitues it if any, as long as the user is inside it, however, if he gets out of it and control it from outside, he can use any other element normally.
Note: This technique is regarded as a template for the applied technique, in which case it takes on it's move slot, timeframe, chakra, damage, rank and range. The other technique would be just added as an attachment to this as a reference.
Note: Once created, the structure would be self-sustained and can act on it's own with orders from the user, but the user can still chooses to control it himself, but in this case, the user won't be able to perform any technique meanwhile he is control the structure
Note: The user's body and the structure would be in a link as long as the user is inside. So, if there is a technique that requires eye contact, spitting, exhaling, or anything that the user wouldn't be able to do while being inside, the structure would do it for the user.
Note: Can only be taught by Kamishiro
Note: Lasts until the structure is destroyed
Note: Can't use S-rank and above techniques of the same element at the same turn

Declined - great idea but hell no. When you mentioned wood, i thought of the buddah, then you in the center being untouchable... and so much more for other elements.

(Mokuton: Fumetsu Dearou) - Wood Release: Undying Will
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Being a solid element, when wood clashes with another element, there are always reminants of it lying around, whether it would be burnt reminants from clashing with fire, destroyed shuncks from clashing with lightning or anything really. With this technique, the user can turn such useless reminants to a much useful creation. By focusing his chakra into such reminants, the user would be able to change their preporties as well as cluster them together. By changing the preporties, the user would turn the wood from it's normal state, into sawdust. They user can then attack, defend, or support himself by creating any sort of creation with the sawdust, acting similar to the Sand element due to the new nature. Of course, it would still have the same strenght/weaknesses as normal wood, but the the attacks/defenses or just creations of the sawdust would appear much similar to sand.

Note: Can only be used thrice per turn
Note: Once the user turn the wood into sawdust, he can passively manipulate it while performing other techniques three times per usages
Note: Can't use S-rank and above wood techniques at the same turn
Note: Can only be taught by Kamishiro

Declined - it's a good idea. But wood is mostly hit by fire or lightning which destroys it rather than cutting through it to make sawdust. So it would be more like wood chips. Also sawdust is so useless, has no solidness to it, i'ts so light, you'd be better off making it wood chips in that way.
 
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Never

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(Futon : Kōha geirufan) - Wind Release : Hardliner Gale Fan
Type: Offense
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Cost: 40
Description:
The user manipulate wind chakra so that it gathers in their legs, they ill then proceed to back flip, the wind in their legs capable of making them faster and higher when they back-flip. When they back-flip they release an arc shaped gust of wind from the back-flip path of their legs that shoots at their opponent. The user doesn't have to actually make the backflip jump, since the gust of wind propels them anyway, making them backflip without them actually needing to do the action, meaning there doesn't need to be any solid ground for them to jump off and can be performed whilst airborne. And so because it can be done airbourne the jutsu can be performed twice in rapid succession to get even high and to emit arcs of wind one after another.

-Can only be taught by LonelyAssassin

Approved
 
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Vegeta

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( Katon: Reiji no shakunetsu ) - Fire Release: Scorching Rage
Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20 (-5 second turn)
Damage: 40
Description: The user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Must be taught by -Vegeta
- Lasts 2 turns

Approved
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Updating
(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Type: Supplemental/Attack/Defense
Rank: A
Range: Short/Mid
Chakra: 30 (-15 per turn to maintain)
Damage: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must know my Scorching Rage and it must be used on the same turn
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks
- Must be taught by -Vegeta


Approved
Approval link
Updating
(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 second turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived, and will fade away at the end of the turn. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters.
~Notes~
- Lasts 2 turns
- Can only be used 2 times per battle
- Scorching Rage can not be used again for 3 turns
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.
- Must be taught by -Vegeta
- Firing off the fireballs or stream will use up the entirety of the cloak/aura

Approved
 
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Cyber

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(Girugamesshu) Gilgamesh
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Gilgamesh is a pair of Gauntlets and boots.The Gauntlets reach the users forearms, the boots reach the middle of the users calves with saw like blades on the inside and outside the the users ankles (see pictures below). The Gauntlets are excellent heat conductors and allow the user to coat them in fire (b rank) to augment their taijutsu. The boots hold electric properties, being able to conduct electricity very well. The boots hold a second ability, that is being able to make the saw blades (located on the ankles of the boots) spin and coat them in Lightning chakra, giving them A rank cutting power. Protects the users legs or arms from 1 rank per match, after which they will be destroyed.

Restrictions
☆ Can only use 1 ability per turn
☆ Can only use each ability thrice per battle
☆ Can not use abilities in consecutive turns
☆ Must have Lightning and Fire completed to use
☆ Abilities count toward one of the users 3 moves per turn


Approved - made edits
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(Taijutsu: Puraudomearī) Body Art: Proud Mary
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (- Long (Mobility)
Chakra: 20
Damage: 40
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose , Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and honestly odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning.

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Restrictions
☆ Can only be used twice per battle
☆ Can not use Taijutsu above B rank in the same turn
☆ Can not be used in consecutive turns

Approved - nice jutsu
 
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(Raiton: Noba Bakudan) Lightning Release: Nova Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will perform a short sequence of 4 handseals, unless they mastered raiton of course, before focusing lightning based chakra into their dominant hand to the point where it creates a visible ball of lightning with sparks flying off. Once done the user has three ways to use this technique one of which being to swipe their hand while releasing the ball causing it to split into 3 slightly smaller balls of condensed lightning that will spread out and converge on a single target or strike multiple targets with the power of a A-rank raiton technique. The second option is to simply push the ball of lightning forward towards the opponent at a moderate pace which explodes upon contact releasing some of the energy all around the epicenter of the attack equal to B-rank in damage, this lasts for about 3-4 seconds after the initial explosion. The third and final method is to boost the speed to nearly the maximum a raiton technique can travel at, requires 1 tomoe sharingan minimum to track, by expending some of the explosive power for that of speed. This version will simply speed towards the opponent in a straight unaltered line before exploding in a small concentrated area not exceeding 2 meters(6 feet).
Notes/Restrictions:
-Can only be taught by Sonnelion
-Each variation has enough power to incinerate anything it touches due to the heat being generated
-Can only be used 3 times per match
-Requires 1 turn cool downs
-Each variation can only be used once per match

Declined - similar to existing jutsu

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0:52 - 0:54




(Ninpo: Kokorono Saisei) Ninjutsu: Rebirth of The Mind
Type: Supplementary/Defensive
Rank: D - S
Range: Short
Chakra: 10 - 40
Damage: N/A [+10 to user for S-rank]
Description: The user will first clap their hands together before focusing chakra all throughout their body. Once done they will then use the chakra to cause a sudden surge in their chakra network allowing them the ability to break free of the Genjutsu once they realize it is a illusion of course. Naturally the amount of chakra used can vary depending on the level of Genjutsu the user is faced with ergo the varying chakra levels and rank.
Notes/Restrictions:
-Can only be taught by Sonnelion
-All variations below A-rank require one turn breaks between use and can be used as long as chakra is available
-A-rank version can be used 4 times with one turn breaks
-S-rank version can be used 2 time with one turn breaks

Declined - DNR... this might seem like a long shot, but you jutsu made Kai... a cannon jutsu o_O

(Jigoku No 10 Ringu) Ten Rings of Hell
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: N/a [+40 per ability][+20 passively]
Damage: N/a
Description: These are a set of ten special rings created by a blacksmith under the order of a made ruler who wanted more power no matter the cost. Each ring has different powers and are crafted from strong and special metals that interact with chakra differently per ring.

Ring of Limbo
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This ring is composed of chakra metals making it very durable. The ring has a passive ability of constantly monitoring the user's chakra system and will alert them if something is out of wack by the runic design growing brighter, the brighter it gets the stronger the influence or rank of the technique. The only other ability of this ring is the ability to ,once per match, completely dispel a genjutsu active on the user although once done the ring will be inactive for one turn before activating again.

Ring of Lust
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This ring is composed of carved black iron along with chakra metals that make the ring very durable. The ring's only ability is to cast a relatively weak, B-rank, genjutsu by using the users chakra. This will be activated after the user points the red gem at the opponent and chakra is added which will cause a bright red light to flash triggering the genjutsu. The genjutsu cast will give the opponent what ever he/she lusts after whether it be revenge or just money but following this the opponent will fall from the ground falling beneath them. They will fall onto hard ground where they will be assaulted by a strong storm that will blow them into several walls unless broken of course. However in reality the opponent will be standing still with dilated eyes. This ability can only be used 6 times with 1 turn breaks between use.

Ring of Gluttony
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This ring like all the others are made of chakra metals and steel making it very durable. The rings only ability is the ability to "eat" physical and energy based attacks. The way it works is the user will push their arm forward while focusing chakra into the ring a projection of sorts equal to A-rank will appear a couple feet from the ring's position, this is composed of the chakra inserted into the ring. The mouth has a back to catch the debris if their is any, but the mouth will either remove the dangerous part of the enemy's technique or it will contain it completely in the mouth before disappearing/fading dropping whatever remnants of the enemy technique at the user's feet. This ability can only be used 3 times with 1 turn breaks.

Ring of Avarice
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The only ability of this ring is to use the user's chakra to generate great downwards force created by using the wind element to create a strong gust of wind, but to the untrained eye it will look like gravity. The main purpose behind the ability is to replicate transferring the weight of wanting so much off of one's shoulders to another. The gust of wind is equivalent to a B-rank futon jutsu although it doesn't do damage just slow the opponent's movements or stop them completely. This ability simply requires 2 turn breaks between use.

Ring of Anger
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This rings ability is to use the user's chakra to create a stream of flame that can be used in varying ways such as propel the user in a direction or simply do damage. The stream of flame comes from the screaming skulls mouth and is equal to a D-rank Katon element technique. This ability requires 1 turn breaks between use.

Ring of Heresy
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This ring only has a passive ability of strengthening Katon based techniques that come in contact, or require handseals, with it but only by +10 damage. This is achieved by using the stored chakra that is being passively absorbed from these rings.

Ring of Violence
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This ring only has a passive ability and that is to boost both ninjutsus damage and kenjutsu by +10 by using the rings stored chakra which was being absorbed by the rings passively. This boost doesn't apply to ninjutsu released from the mouth.

Ring of Fraud
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This ring's only ability is a passive one which is to boost Genjutsu's effectiveness/damage by +10. This boost doesn't apply to the genjutsu ability of this weapon.

Ring of Betrayal
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This ring only has one ability and that ability is to send physical elemental attacks, such as earth element projectiles, back at the opponent within reason. This is achieved by the user generating a thick completely solid rope made from chakra which is connected to the ring's jewel. This rope will be wrapped around the attack before the user more or less spins with the attack causing the enemies technique to change trajectory. This rope is equivalent to a S-rank ninjutsu technique and can only be used 2 times with 2 turn cool downs.

Ring of Atheism
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This ring only has one ability and that is the ability to release a large blast of lightning energy that does little damage but simply numbs the target for one turn if it lands/hits. This blast is released from eye sockets of the skull in a cone type of shape that can reach up to mid-range with a maximum width of 12 feet. This is equivalent to a S-rank raiton and as such can only be used 2 times with 2 turn breaks in between use.
Notes/Restrictions:
-Can only be used with permission from Sonnelion
-Only one ring ability can be used at a time following their rules placed on them.
-The passives are activated once the user activates the rings by sending chakra into them
-Activating any ability counts towards one of the 3 jutsus allowed per turn



Declined
 
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ReXii

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(Taijutsu: Koushoku Senkou ndāwārudo no fumidai ) - Taijutsu: Yellow Flash Underworld Springboard
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the lower body, flipping forwards he pushes his body weight down using both hands on the attacking limb, pushing his opponents offensive limb down in to the ground, while Minato himself will twist his body and line both feet up with his opponents upper sternum, before using them as a launch pad for a variation of his unique body flicker in which he will kick his opponent with both feet powerfully in the upper sternum launching himself up to ten meters away and leaving his opponent sprawling and winded, causing said opponent to lose 20% of his speed and reactions for two turns due to being winded.Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique. This technique is essentially an enhanced version of the movement style Minato used to rescue the child Kakashi from the Iwagakure shinobi's attack. Except with this version Minato relies not only on the fast movement to get close and escape, but to harm his opponent while facilitating his movements.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used four times
-Only teachable by ReXii

Declined - like other jutsu of yours i've checked, don't give % instead say about them losing ranks to their basic speed and give good reasoning why.

(Hiraishin: Fantomuburēdo no gurandogēto) - Flying Thunder God: Grand Gate Of The Phantom Swords
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A (Freeform level damage if the swords land on opponent)
Description: This technique is a unique take on the howling phantom swords ability. Having learned the use of the howling phantom swords ability Minato noticed it's one drawback was the lack of speed in summoning the initial swords along with the lack of range they could be summoned at. Hoping to put this weakness aside Minato devised a unique way to summon weaker versions of the Aqesiro swords from the Armigers Arsenal variant of the howling phantom swords. During a battle Minato will place a unique version of his FTG seal on any object that can hold the seal, having done so he will make a single handseal, opening a unique version of his space time barrier technique. This barrier instead of absorbing techniques is actually designed to release them, and that is exactly what it does. This technique will release one thousand versions of the Aqesiro blades, that will cover the entirety of the battlefield even if used on ground level the huge dimensions of the seal can cover an entire battlefield releasing the blades within one third of a meter of each other capable of filling the battlefield entirely. These blades function in exactly the same manner as Aqesiro and have the same abilities. However the strength of the blades are considerably weaker with each blade only being able to withstand D ranked damage compared to a single full Aqesiro being able to handle S ranked damage. Other than that the blades are entirely the same, including the special ability of Aqesiro.
Notes:
-Can only be used by those who have learned howling phantom swords and armigers arsenal and have a bio capable of using FTG
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

Declined - if you're going to reference something, link it. Also DNR, this is OP

(Hiraishin: Akatosh No Taron) - Flying Thunder God: Talon Of Akatosh
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This technique is a unique take on the space time barrier technique. However is used on a far smaller scale but requires a lot less preparation time. The ability relies on the user making a physical attacking motion to open a localized space/time barrier around him, that can vary in size from roughly the same size as a persons body to being pin sized, depending on the users needs. The barrier is opened by making a swinging motion and once opened will absorb matter in the same way as the space/time barrier technique. However this techniques advantage comes from it's ability to create quick openings for the user, for example by slashing a small barrier in front of a great majestic fire annihilation the user will only absorb enough in the barrier to allow him to have created something akin to a door that he himself can fit through in the majestic fire annihilation. The technique is a lot more subtle thanks to it's small scale meaning on larger techniques the opponent would be unable to notice that the barrier is opened unless he had a visual dojutsu capable of seeing chakra. Unlike the space/time barriers original version techniques that enter this barrier can not be redirected at will, instead they are simply lost in the space/time continuum for all eternity. Making this technique weaker, and smaller scaled than the space/time barrier but at the same time much faster and more effective in certain situations.
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai or even the users limbs.
-May only be used thrice per battle
-No forbidden ranked jutsu the same turn this is used
-The technique essentially behaves as a shield against techniques capable of stopping any kind of jutsu including streaming type techniques since the space/time shield will remain active as long as the user wishes.
-Only teachable by ReXii

Declined - i can't allow variations like this
 
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Ańbu Juniør

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Re: RP Chat Thread

(Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description:The user will perform the Horse → Dog → Ox → Snake handseals and channel earth chakra into their sword(s) before thrusting it into the earth. This will cause countless earthen swords four feet in length to rise from the ground across the battlefield with either the blades or hilts facing skyward, and leaving only a small area around the user undisturbed. When this technique is used with the blades facing upwards, they will emerge with such devastating force that they would be able to impale a large summoning creature. The blades are then able to be shoot skyward to attack aerial targets at the user's will. The blades will then fall back upon the field due to gravity but they will fall with the blades facing downwards and lodge themselves in the ground. This provides the user with an virtually unlimited supply of weapons that can be thrown at the opponent or used to fight in close combat, but since traces of the user's chakra remains in the earthen swords, only the user will be able to dislodge them from the earth. The created blades crumble after three turns

~Can only be used twice per battle.
~No S-Rank or above earth techniques in the same or next turn.
~Must wait four turns before it can be used again.

‡ Approved ‡ Nice technique.
Updating:

(Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords
Type: Offensive
Rank: S
Range: Short - Mid (Long range if fired)
Chakra: 40
Damage: 80
Description:The user will perform the Horse → Dog → Ox → Snake handseals and channel earth chakra into their sword(s) before thrusting it into the earth. This will cause countless earthen swords four feet in length to rise from the ground across the battlefield with either the blades or hilts facing skyward, and leaving only a small area around the user undisturbed. When this technique is used with the blades facing upwards, they will emerge with such devastating force that they would be able to impale a large summoning creature. The blades are then able to be shoot skyward to attack aerial targets at the user's will. The blades will then fall back upon the field due to gravity but they will fall with the blades facing downwards and lodge themselves in the ground. This provides the user with an virtually unlimited supply of weapons that can be thrown at the opponent or used to fight in close combat, but since traces of the user's chakra remains in the earthen swords, only the user will be able to dislodge them from the earth. If left lodged in the ground the created blades crumble after three turns. As an alternate form of releasing the swords from the earth, the user can point in any given direction and have the blades tilt towards it. Once this is done the blades will then be fired in that direction and will be capable of reaching up to long range.

-Can only be used twice per battle.
-No S-Rank or above earth techniques in the same turn.
-Must wait Three turns before it can be used again.

Approved

(Kōton: Babiron No Sōjō Geitsu) Steel Release: Layered Gates Of Babylon
Type: Defense
Rank: Forbidden
Range: Short
Chakra: 100
Damage: N/A
Description: The user gathers an immense amount of steel chakra and channels it into the earth through his legs, which in turn causes the ground in the user’s immediate vicinity to be converted into black steel. After the ground has been converted the user will clap his hands together in order to have multiple (4) layers of thick steel rise from the ground and surround him completely in a dome like manner, which takes the form of a Aurochs. The dome will have a split down the middle and can be opened on the user's command, and it is strong enough to withstand the destructive force of S-ranked techniques and remain undamaged. Employed as the ultimate defense, Babiron no sōjō Geitsu can be used to defend against any F-Ranked attack following elemental weaknesses and strengths. After protecting the user from an incoming attack the corroded layers of steel will peel away from the split in the middle of the dome and fall away from the user.
*Note: Lasts for one turn
*Note: Can only be used Once per battle.
*Note: No steel technique can be used in the same turn.
*Note: Only B-rank and below steel techniques can be used for the next three turns

Approved
Updating:

(Kōton: Babiron No Sōjō Geitsu) Steel Release: Layered Gates Of Babylon
Type: Defense
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: The user gathers an immense amount of steel chakra and channels it into the earth through his legs, which in turn causes the ground in the user’s immediate vicinity (5 meters all around) to be converted into black steel. After the ground has been converted the user will clap his hands together in order to have multiple (4) layers of thick steel rise from the ground and surround him completely in a dome like manner, which takes the form of a Aurochs. The dome will have a split down the middle and can be opened on the user's command, and it is strong enough to withstand the destructive force of S-ranked techniques and remain undamaged. Employed as the ultimate defense, Babiron No Sōjō Geitsu can be used to defend against any F-Ranked attack following elemental weaknesses and strengths. After protecting the user from an incoming attack the corroded layers of steel will peel away from the split in the middle of the dome and fall away from the user.
*Note: Lasts for one turn
*Note: Can only be used Once per battle.
*Note: No steel technique can be used in the same turn.
*Note: Only B-rank and below steel techniques can be used for the next two turns.

Approved

(Koton: Goutan no Bors) – Steel Release: Boldness of Bors
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their koton chakra throughout their legs to transform their feet into steel before coiling the balls of their heels into highly compact wires which form springs. To the naked eye the springs don’t differ from the user’s original heels in form or appearance barring the obvious conversion into steel. The springs can compress to the extent the user can propel themselves in any direction at the speed of an arrow fired from a compound bow. The initial transformation and the compression of the springs happens quickly enough for this jutsu to be capable of dodging techniques. This technique’s use constitutes both the transformation and the initial movements made with it, meaning dodging techniques with the use of this jutsu is perfectly feasible. However only the initial use of this jutsu can be used to evade techniques. While this is active, the user is capable of running and tracking up to the aforementioned speed but can only use Earth, Fire, Steel, any KG/CE combinations of those elements and any non-elemental abilities. Whenever the user wishes or when this technique expires, the reshaping of the user’s limbs will be reversed before the transformation into steel is undone.

Note: Lasts for a maximum of one turn
Note: Can only be used six times per battle
Note: This technique can be used during Galahad or with steel armor variations like impervious armor
(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated
(Koton: Shippou Kokuou Shin'en No-su) - Steel Release: The Silver King, Abyssal of the North
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique can only be used during Glory of Galahad. The user focuses his koton chakra throughout his body to unwind his steel form into thousands of ductile wires. These wires are coiled into highly compacted springs and compressed to the extent they don’t differ from the user’s original body in form or appearance. He will also reshape his body to bring forth certain changes, some cosmetic and some mechanical. The shape of the user’s upper body will remain largely unchanged barring minor cosmetic changes. His shoulders will become broader and his chest will become reminiscent of medieval armor. His visage will change to resemble a mask more than a face. Several pairs of horns will grow from his head and the shape of his hair can only be described as being akin to flame. Every edge of the user's body will also become "sharp" like a sword (e.g. the edge of their arms or in-between their fingers). The newfound elasticity in both the joints and tendons will allow him to store and return four times as much elastic energy per step compared to the average shinobi. As such, the user’s sprinting speed will be quadrupled and they will gain the ability to cover distances of thirty to fourty meters in a single leap or bound. While this is active, the speed of “Steel Release: Boldness of Bors” will increase proportional to the user's new speed (multiplied by four) as it will become applicable to all of the user’s joints and tendons in addition to the balls of their heels. They will also become capable of using it in the same way as a standard chakraless Taijutsu technique as the preparation component of Bors is voided by having the body already transformed into steel and composed of wires. Regarding the user’s upper body, he will become capable of extending and retracting his arms at the speed of an arrow fired from a compound bow. The enhanced speed of the user’s strikes allows him to launch hooks, jabs, straights and other hand-based motions at an even greater frequency than normal. The springs never undergo complete rarefaction, so the reach of the user’s strikes is not lengthened in any way. The increased elasticity of the user’s entire body will also grant them the ability to mitigate damage sustained from Taijutsu strikes. In this state, the user’s steel form develops a certain propensity to both absorb shock and impact, effectively halving the damage they sustain from any Taijutsu. However, use of this technique comes with a grievous drawback and renders the transformation into steel irreversible. This means when Galahad ends, the user will become an inanimate statue (effectively killing him). This technique will always last a minimum of four turns and so if Galahad has one, two or three turns remaining, it's duration will be extended accordingly. For example if Galahad has two turns left, it's duration will be extended by two turns. If Galahad has one turn left, it's duration will be extended by three turns.

Note: Lasts until Glory of Galahad ends or 4 turns maximum
Note: Can only be used once per battle and when this ends, the user will collapse, exhausted unable to battle, in some cases, they will even die (users choice)

Approved - made edits

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Deviation

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(Ranton: Donryū no Ikari) - Storm Release: Storm Dragon's Fury
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+1 Rank if A-Rank and below; +10 if S-Rank and above)
Description: By concentrating his Storm-type chakra in any specific are of his body and precisely compressing it, the user coats the area (hands, feet, head, arms, legs, etc), greatly enhancing his taijutsu (+1 Rank if A-Rank and below; +10 if S-Rank and above). Because of the level of concentration and potency of the storm chakra, the user can only maintain it for so long, lasting three turns per battle/event and affecting his ability to use high level techniques two turns after (S-Rank and above).
Note: Can only be used twice per battle/event
Note: Lasts for four turns while active
Note: Unable to use Storm, Lightning, and Water techniques above A-Rank for two turns after usage

Declined - the last note isn't really needed, you should say while active you can only use storm lightning and water, but because it's only A rank you don't need such drawbacks.
 
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RuckenTM

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Resubmitting with some Updates from Archive:

(Metamateriaru no kōgaku meisai to shinigami sukaru) --- Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: S-class
Range: Short
Chakra Cost: N/a (-40 to sustain per turn)
Damage Points: N/a (-20 to User's health per Elemental Ninjutsu used per turn)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered from the maker, meanwhile its also referred as to many names; the exceptional Reaper's skull, the mantle of Death’s hair, and Interdivisional Camouflage. Besides the endless nicknames, it’s called the "light distortion camouflage" the reaper skull of the dead's calling by the creator whom simplified to MOC. Made by a Uchiha prodigy, Illumi, and a Master Engineer, Duke, this suit’s highly unfathomable and contemporary superior mechanisms couldn't be taught but rather only be made by Illumi and fixed by Duke.

The whole cape can only be accessed, when the user places on the skeleton mask with red eyepieces (still capable of allowing the opponent to see their eyes). When placed on, it draws chakra from them immediately activating its ninjutsu and wears down onto the user with a dark optical camouflage mantle coating around them from head to toe. This cloak is created with a thin metamaterial that can conform to irregularly shaped objects and render them invisible in wavelengths of light. The scattering the incoming light using a very thin metamaterial – a material whose physical structure, rather than its chemical composition, allow it to manipulate light making them partially or fully invisible to the naked eye whenever they want.
Usually, when light bounces off a three-dimensional object, the light is scattered and the wavefront gets distorted, which is what allows us to see the object’s angles and curves. The new and improved cloak is covered with nanoantennas made by tiny material blocks of different sizes that can counteract that distortion, making it seem to an observer like the light is coming from a flat surface. A cloak made out of this metamaterial, just 80 nanometers thick, with the same cloak, it could be used, theoretically, to also perform the opposite feat: turning a two-dimensional image into a three-dimensional one, for that's only what is within its range. Because of the substances its made of absorbing optical wavelengths of light, they actually do make what they’re covering seem darker than their surroundings, which can be a dead giveaway.​

Once they place on the mask and the red glowing will appear then after, which symbolizes the activation. This suit is powered with the chakra of the user, as they're powering the whole skull and cloak with it. Through the skull mask's eyepieces, the user will be able to see levels of concentrations of chakra in an object or person with colors, similar to that of infrared vision. This allows the user to perceive layers of chakras as they'll be able to tell the amount of chakra within the preceded area. Meaning, if they're in a chakra fog, they'll be to tell the amount of chakra within a given place in time; i.e just like when you close your eyes and have a someone flash a flashlight right past you. Users also through observation and making an hypothesis, they'll be able to predict the chakra power rank of the jutsu.

These lenses however only “see” chakra as it radiates off of an object. It may “see” the chakra coming from a house, but it can’t see into the house because the lenses picks up the house’s exterior chakra-thermal concentrations first. In fact, the thermal imaging doesn’t even see through glass because the glass has its own chakra-thermal concentrations (if any). Chakra-thermal concentrations can't "see" through clothing. This is although, if, for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses and indicate to user that someone may be carrying a chakra item.

While this skull is powered with the chakra of the user's cerebral, nervous system, the stress with the chakra flow of their body is under a major strain of control. This leaves the user feeling so disengaged from your surroundings, that they wonder whether or not they're actually in their body. This effect is so powerful that they'll be experiencing a state of mind which is like they're actually someone else, watching their body walk through life, while they're like-floating in it much like a ghost trapped in a body of another.

The point of that is to present the idea of how it would appear within the body of the user. While the flow of their chakra would be manipulated by the mask to follow strictly, that any fluctuation of their chakra would not be feasible.​

Being in that state has its advantage, for the user becomes immune to Genjutsu equal to or below S-ranks. Sadly, this still toils, their health as this makes the user unable to mold effectively an advanced form of chakra control (elemental ninjutsu), that entails to defining one's chakras into an innate of any-kind of chakra nature without harming themselves mentally (as if like they're suffering from severe migraine headaches). For whenever that happens, the mask releases a cooling steam from the skull, this helps remove the sweat within the mask.

Notice --- The color scale will be as like the Infrared vision, for enormous chakra amount of concentration in an object to less amounts.

Note --- The attire is flame Resistant clothing, but is NOT fire proof. The whole attire is quite durable and extremely hard to rip apart/ breaking of the skull.

Notice --- Costs 1 move slot: to remove the mask (stopping to sustaining it) which ultimately ends the weapon to being active, Or when to activate the weapon (wear it), while also to becoming invisible, and finally activating /deactivating inferred vision (due to the fact Doijutsu users will be hindering themselves from peeking into their opponents chakra system while inferred vision is active).

Note --- While as they're invisible, their chakra within the cloak happens to influence their scent, changing it to the any-type as that of the field surrounding the them. Additionally, the cloak prevents the user from being detected by sound, for it hinders the opponent's by coating the user in the chakra that muffles short-range sounds/ movement from them.

Analogy:
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When perceived through the eyes of a Doijutsu user, they'll be able to see that their opponent's chakra follow is irregular as of someone within a Genjutsu. Farther to complicate things for the opponent is that they'll be two forms of colors if that user has through the sharingan. However, when forming elemental ninjutsu that user will see a straggle within their chakra flow as through their going against a natural flow of their chakra.
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As they're in stress, even when casted a Genjutsu upon or after an elemental jutsu, This action will always occur as long as they have the skull on.

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Whenever they can to choose they can appear/disappear on will, However, it seems to hold a delay and if the opponent is a doijutsu user this is rendered more-less a waste of a move.

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What the users see through the chakra-thermal concentration lenses, it appears as their area's chakra is displayed not as like the sharingan vision.

Declined -its still way too long and remove all the coding, make jutsu look nice in your cj thread no here

(Kuchiyose no Jutsu: Obi) - Summoning Technique: Obi
Type: Supplementary
Rank: S-class
Range: Short
Chakra: 40 (-10 to initiate scale distortion)
Damage: N/A
Description: Obi (三尺帯, Obi), like all other snakes, is an inhabitant of the Ryūchi Cave and the personal summon of Illumi Uchiha. In stark contrast to Manda, a snake of similar size to it, Obi seems to be the silently mannered and mission orientated to its summoner, as shown when he is summoned he addresses Illumi instead as "Lumi" and questions what his dutifully is to be without any other delay to all his orders. Obi is a large yellow snake with yellow eyes who easily towers over even the tallest of humans and is easily comparable in size to the largest of summons. Like many snakes, Obi possesses large infrared-sensitive receptors on its snout which, coupled with its perfected sense of smell/taste (using its tongue it can "taste" the air, which allows for an amazing sensitive sense which mixes both smell and taste) and his above average eyesight, allows him to be an extremely precise and acute fighter, capable of easily search and find its prey, even if camouflaged or hidden. As a snake, Obi is extremely fast and nimble, successfully moving through an entire forest of trees, while evading possible counters of attacks. The movement speed (it can run and move at three times the running speed of a normal Kage rank ninja) and its resilience to damage (immune to A-Ranks) as well as the physical power it possesses (its physical blows and attacks are A-Rank) are its main skills since it lacks the ability to use any-elemental ninjutsu. When Illumi makes a single handseal and streams chakra through its scales, the scales distort rays of light when stared upon which does evoke motion sickness, perceptual effects of disorientation, eye straining, and decreased postural stability the longer they're to stare (ineffective upon Doijutsu users). This happens due to Obi's natural scales happen to have microscopic uneven textures that can normally with light act as a complex camouflage mechanism. Obi is well known to other snakes of his unique scales and is feared by other snakes. His ranked highly among his fellow serpents and known as a squad leader back at Ryūchi Cave.
Note --- Lasts for 2 turns.
Note --- Can only be summoned once and by Uchiha Illumi biography.
Depiction:
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Declined - no matter how good your eyes are without seeing chakra you wont be able to see someone in camo. Snakes don't have hands for seals. And distorting light to cause motion sickeness is a no. Basically all the red needs to be reworked

(Doton: Chikyūno Hari) – Earth Release: Muddling Needles
Rank:
A-class
Type: Offensive, Defensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user does 3 handseals (Ram → Snake→ Tiger) and creates several small portals in an area of the users choice, which quickly drips down onto their opponent in solidified sharp forms of earth-mud needles that puncture the opponents body at the users aim. The mud needles are very heavy and thick as well as adhesive, making it impossible to move if caught. A single Mud-earth Needle is equal to A-rank, 2=B-ranks, 3=C-ranks, and 4= D-ranks.
Note: Can only be used twice per battle.
Note: The mud needles can only be made 1m away from the opponent.
Depiction:
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Approved - made edits.
 
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Pyro NB

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(Katon: Ra wa abatā) - Fire Style: Avatar of Ra
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40(-5 per turn)
Damage: N/A(80 if target makes physical contact)
Description: The user weaves three hand seals and floods 7 of the eight inner gates with Katon chakra. This creates a heat wave like aura around the user accompanied by streams of white smoke. Having the EIG constantly flooded with Katon chakra will increase Katon jutsu by 1 rank(except S-F ranks). The aura does in fact, give off heat and is hot enough to evaporate suiton and melt doton jutsu B-rank and below(within reason). The aura also provides the user with greater taijutsu abilities by burning anything it touches. The user while in this form can only use Katon jutsu as they are now the embodiment of the sun God. This can only be accomplished by Hyuga who through opening and closing tenketsu can micro-manage the chakra protecting them from physical harm but at the cost of the speed and power increase of an EIG master. EIG masters who activate this jutsu retain their speed and power buffs.
Notes:
~Can only be used by EIG and Hyuga bios
~Can only be used twice
~Lasts for 2 turns
~No A-rank or above katon following turn
~Has a 3 turn cooldown
~Can only be taught by Keji

Declined - clashes with everything from basic fire, to scorch, to talking about gates with no training..
(Futon: Horusu no Reisu) - Wind Style: Wraith of Horus
Rank: S
Type: Offensive
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user waves their giant/war fan while channeling chakra into it. As the fan crosses their body they will launch a large blast of wind that once mid range from the user shapes into a large peregrine falcon. This falcon will then ram into the target grasping it in its beak and ascend into the sky. Once high enough the falcon will begin to dive bomb crashing into the ground at breakneck speeds crushing the target.
Notes:
~Can only be used twice
~Has a 2 turn cooldown
~Must have war/giant fan
~Falcons speed is 1.5x the users
~No S-Rank or above futon the following turn
~Can only be taught by Keji

Approved
 
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Inch

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(Hyoton: Natsu no Yuki)-Ice Release: Summer Snows
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Summer Snows it a technique thought up in order to allow the user to create ice in temperatures and situations that are not normally suited for it. By continuously focusing an additional 10 chakra points per jutsu, the user will alter the way they form ice techniques in order to cause them to form at a default lower temperature. This allows the user to circumvent attempts to prevent stop others from blocking ice jutsu from being used through methods that alter the freezing point of water, such as imbuing the area with salt or fire. These sorts of method seek to prevent Ice Release from working by lowering the freezing temperature of water, thus causing the Yuki's normal method of state manipulation to fail. This technique, however, allows the user to account for that difference by affording more chakra to the state manipulation aspect, allowing the user to start their ice jutsu off with a far lower temperature than is normal. It is important to note, however, that this default lower temperature does not make the ice any more resistant to fire or other heat related techniques, as not actual strength is being added to the jutsu.
Note: Lasts until cancelled by the user, though it will continue draining additional chakra as ice jutsu continue to be used.

Declined - give it a limit, either it activates with a jutsu you create or lasts 3-4 turns with 3 uses.

(Genjutsu: Ichi Jisekaitaisen no Noroi)-Illusionary Art: Curse of the Great War
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: To perform this technique, the user performs three hand seals and casts the enemy into a genjutsu in which their sense of touch will be severely afflicted. The user will pick a spot on the target's body which will be the target of this jutsu. The chosen spot will be afflicted with a severe itch; however, the user will also manipulate the target's sense of touch in such a manner that their mind will not consciously perceive this itch, effectively negating touch sensory in this spot without creating a sense of numbness or any other irregularity. Resultantly, once the target is idle with either of their hands, they will begin intensely itching the spot without noticing, as their body is being left to deal with the itch independently of the mind. Because the target's sense of touch in this spot is still being manipulated to cause them to believe nothing is wrong, they will not experience the pain that normally tells them to quit itching, and so they will continue itching until they claw their way straight through to the bone beneath this spot, at which point the severe pain the body is feeling (even if the brain can't notice it) will finally serve to break the genjutsu, leaving the target with a massive gouge and a sudden surge of pain.
Note: This jutsu can still be noticed visually and through other means, just not through touch.
Note: Should the target notice the effects of this jutsu but not dispel it, they will still absentmindedly scratch the spot when their hands are idle, as the nervous system/sense of touch is completely overridden.
Note: Usable thrice per battle with a two turn cooldown, though no other genjutsu above B-rank can be used this or the next turn.

Declined - you can't decide how an opponent will react in the genjutsu.

(Hyoton: Chanpion no Komando)-Ice Release: Champion's Command
Type: Offensive, Supplementary, Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform four hand seals and focus their chakra into a snowstorm of their creation (any technique which causes snowfall will do). Once this has been accomplished, the user will be able to begin using this chakra as a means by which to control the snow falling the blizzard to accomplish a myriad of purposes. By condensing the falling snow particles, the user is able to create small tools, pillars and shields of highly condensed snow, which they will then be able to freely direct. This condensation is a visible process, as a large amount of snow is gathered to form the tools. Although these tools are made of snow, they are extremely dense and act as a solid in any shape, meaning that a knife created from this jutsu would cut you just as well as a steel one. Because a lot of snow is required to achieve this density, the larger a tool the user creates, the longer it will take to form.

Alternatively, the user can manipulate the strong wind currents of the blizzard to combine with the snow to form snow-saturated gusts of highly variable uses and powers. The powerful sweeping wind currents of the blizzard will be focused to the user's purpose and loaded with so much snow that they act almost as a solid, yet without losing the fluidity of the actual wind. The user can shape these snow gusts into vortexes, blasts, or non-harmful swirls as they see fit. The formation of these snow-saturated gusts is also a visible process.
Note: Both snow tools and snow gusts must be created at least three meters away from the target to have any offensive effect as they must gain momentum to really be damaging.

Declined - useage limits?
 
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Same/Suiton: Takara ▽ Shark/Water Release: Treasure
Type: Offensive/Supplementary/Defensive
Rank: A-Forbidden
Range: Short-Long
Chakra: 30 (+20)
Damage: 60-90 (+40)
Description: Same/Suiton: Takara ▽ Shark/Water Release: Treasure is a water release technique, developed by Mand'alor the Indomitable, using properties from the shark contract to form a water armor that absorbs nearby moisture in the air to grow to in power to an exponential degree. The user would channel their water chakra throughout their entire body, surging the chakra outwards to form an armor of water, covering their body from head to toe (still allowing the user to breathe). The water produced by this technique has an absorption quality to it much similar to (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. The water has the innate ability to leech moisture and water from nearby sources or the air's moisture itself, using that water to grow in size.

First Form: Adroit ▽ On the first turn of producing this water armor, it would be considered A-ranked and have little to no abilities barring the minute water absorption capabilities (from chakraless sources of water/moisture in the air). The main function of the water armor at this time is to bide it's time and absorb. It does however hold the potential to defend against A-ranked elemental techniques neutral to water (sixty damage points for reference). After one turn of wearing this armor, it would have absorbed enough moisture from the surrounding sources and moisture to evolve into it's second form.

Second Form: Animistic ▽ After one turn of use, the water armor evolves and grows. Due to the gathering of moisture from nearby sources of water, it would now become big enough to make the user appear ten meters tall, replicating a knight's features, capable of defending up to S-rank elemental techniques neutral to water before dissipating (eighty damage points for reference). Still maturing but gaining power, the armor has an upgrading sapping ability opposed to it's former form. If a water technique the opponent produces comes within short range of the armor, it would begin leeching moisture from the incoming technique, reducing it's damage by one rank (if A-rank or above), or absorbing it completely (if B-rank or below). This ability can only be used once during the two turn phase of this armor. Another ability this armor has during the second phase is the manipulation of it much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, extending the tools up to ten meters from the body using advanced water manipulation. This is an offensive technique, having S-ranked strength, and can only be used once for this phase. After the second turn of the Animistic phase of the armor, it would develop and mature into it's final form, Baleful.

Third Form: Baleful ▽ On the fourth and final turn of sustaining this armor, it would enter it's final form and be considered a forbidden leveled technique in defense. During this short period of time, the user would have the option to passively and instantly channel twenty more chakra into the technique, amplifying it's absorption capabilities to a much higher level opposed to just absorbing moisture. The armor, growing exponentially to half the size of a boss summon, would now be able to absorb a single attack neutral to S-rank water (A-rank elements strong to water and F-rank elements weak to water), and transfer those jutsu's properties onto the armor itself (without putting the user at risk of damage). This absorption would add forty points of damage to an attack if using the armor as a means to attack the opponent, due to the water's exponential size and traits. For a means of offense, the armor can be manipulated much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, having up to a long range reach purely from the size and amount of water being manipulated as well as forbidden ranked damage (ninety for reference). Due to the sheer concentration it takes to perform this technique, the user can only use two moves in the moveslot during the Baleful stage of the armor as an added restriction. After the fourth turn is over, the armor would disperse, leaving the user exhausted. The user wouldn't be able to form over A-ranked techniques for two turns.​

▽ Can only be taught by Penguin
▽ Must specialize in Water Release to learn
▽ Must have learned Shark Ninjutsu
▽ Lasts four turns in total
▽ Adroit sustains five chakra, Animistic sustains ten chakra per turn, Baleful sustains twenty chakra
▽ Can only use suiton ninjutsu and non elemental abilities whilst sustaining the armor
▽ Can be used twice per conflict, and must wait one battle before re-use

‡ Declined ‡ Pretty sick technique. Quite powerful but it isn't entirely unreasonable. Since this has the potential to be Forbidden Ranked, add some kind of hefty restriction once this ends. The restrictions need to be pretty heavy if you want a +40 damage boost. Also, the bolded. Does this mean solely when the armour is used to attack or can you create a technique from the armour that possesses this damage boost? Clarify that.

Ikarusu no Naizō ▽ Innards of Icarus
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 if used with offensive intent)
Description: Mand'alor Indomitable created a very basic supplementary technique to be used in the ninja world, aiming to trap his targets instead of damaging them. Instead of reverse summoning the user and opponents into a cave or a belly, the user would expend thirty chakra and summon a layer of shark flesh over the surroundings up to mid range. From there, the shark flesh can be manipulated by the user to trap certain individuals. Alternatively, the user can form a hand seal to cause the shark flesh to protrude spikes, damaging anyone nearby.

▽ Can only be taught by Penguin
▽ Can only be used three times per conflict
▽ No shark ninjutsu above A-rank during this move

‡ Approved ‡
 
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'Kurapika

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(Doton: Tekusuchā) - Earth Release: Texture
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 30
Damage Points: N/A
Description: The user infuses the earth throughout the battlefield with his doton chakra, which independently from further input by the user, will manipulate it's surface, giving it an extremely rough texture meant to increase friction. If a part of the earth is separated from the ground, the rough layer will spread quickly to cover it entirely.
This jutsu has two positive effects. The first being increasing the destructive power of any jutsu that involves the clashing of masses of earth by one rank. The second being increasing the difficulty of running for the opponent. This doesn't effect the user as the surface will loosen up among contact with the user's feet.
Note:
- Can only be canceled by reusing the jutsu.
- Only lasts for three turns
- Can only be used twice per battle (reuse for cancellation does not count)

Declined - the boosting by one rank doesn't make sense as it's only a bit of shape manipulation.



(Fūton: Kami no oshi) - Wind Release: Divine Push
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Using his chakra, the user will manipulate the currents of wind, making them suddenly combine and push downwards from above the opponent with severe force, pinning him to the ground and crushing his bones.
The effect of this jutsu halts gradually over the span of two turns due to it creating new currents that the wind continues to blow in after. Its size is determined by the user, but an area of effect bigger than ten metres wide will reduce its destructive force.
A side effect of this technique is the creation of a dust storm if used in areas of low vegetation.

- The user cannot use any other wind techniques for the following turn
- Can only be used thrice per battle

Declined - clashes with existing jutsu

(Doton: Tekusuchā) - Earth Release: Texture
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user infuses the earth throughout the battlefield with his doton chakra, which independently from further input by the user, will manipulate its surface, giving it an extremely rough texture meant to increase friction to its greatest theoretically possible extent. If a part of the earth is separated from the ground, the rough layer will spread quickly to cover it entirely.
This jutsu has two positive effects. The first being that it adds 20 damage points to Doton techniques involving a direct impact of masses of earth. This is because the more friction the surface has, the more of the force moving the mass is delivered on impact.
The second being that it will cause the opponent's shoes to tear up and his feet to start bleeding from the increase in grip. This doesn't effect the user as the surface will loosen up among contact with the user's feet.
Note:
- The boost only applies to attacks the involve a direct clash
- Can only be cancelled by reusing the jutsu.
- Only lasts for three turns
- Can only be used twice per battle (reuse for cancellation does not count)
- Can only be taught by Kurapika

Declined - seems you didn't really read what my last check. DNR


Made a complete rewrite of the second jutsu, trying to make it more distinguished.

(Fūton: Kami no oshi) - Wind Release: Divine Push
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Through manipulating the current of wind, the user will create a downwards pushing cylinder shaped whirlwind that pushes anything within it to the center of its base on the floor where if a human stood he would get completely crushed by the pressure.
Once the turn is over, the whirlwind continues in the field due to the change in wind currents in the area while continually extending upwards, however losing two ranks to its force due to the absence of the users' chakra. The width of the jutsu cannot have a radious greater than 15 meters, but can be narrowed down at will by the user to the point of giving it a piercing prospect.

A side effect of this technique is the creation of a dust storm if used in desert terrain.
Note:
- The user cannot use any other wind techniques for the turn immediately after.
- Can only be used thrice per battle.
- Can only be taught by 'Kurapika


Declined - similar to existing jutsu

(Doton: Sogeki) - Earth Release: Sniper
Rank: A
Type: Offensive
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: From any point within the terrain, the user will manipulate the ground make a bullet made of stone launch at any direction at extremely high speed and accuracy. This bullet's size and shape can be manipulated at the will of the user, but not changed after launch due it being void of chakra.
Note:
- Can only be taught by 'Kurapika

Declined - similar to existing jutsu
 
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(Katon: Amon's Gekido) - Fire Style: Amon's Rage
Type: Attack
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user similar to the ash burning pile technique spews out a short range stream of ash. He then performs the snake hand seal causing the stream to split into 6 clouds which remain adjacent and parallel to each other leaving a small passage in between. The user then takes a fire infused shuriken and throws it with great accuracy between the clouds which converge upon the shuriken ingiting and making the shuriken into a medium sized firery disk. Which travels at the opponent and slashes and burns.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

Approved

(Katon: Infurēshon) - Fire style: Inflation
Type: Attack
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user removes a single shuriken then blow flammable gas onto the shuriken similar to mist blaze dance. But unlike that technique, the user performs the boar → ram handseal molding the flammable gas around the shuriken into the form of a translucent clone. The shuriken appears to float unnaturally inside the body of the clone. Who can immediately runs at the opponent in a fashion the user deems. It will appear like a simple shuriken flying at the opponent. But then once in range of the opponent the user snaps his finger causing the clone to combust and ignite into a medium sized fireball which engulfs the opponent in fire upon contact.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

Declined- state it counts towards the clone limits, any spark will detonate it ect..

(Doton: Mugai Tsūkō) - Earth Style: Safe Passage
Type: Supplementary/Defense
Rank: S Rank
Range: Long
Chakra: 40
Damage: N/A
Description: One of Gecko's signature techniques. Meant to be used in conjunction with Hiding like a mole. After changing the below earth into fine sand the user doesn't dig in immediately. Instead the user performs two hand seals and focuses on a singular target area. After clapping his hands from that point and where the user is currently standing harden and extremely dense Earth will start to create a tunnel connecting from the two points around the fine sand which the user then drops in to and begins to tunnel. The trade off for gaining protection while underground is the user's sensing of the above is blocked out by his own chakra. So he is essentially blind while underground.
Note: Can only be used once per battle
Note: Can only be used in conjunction with hiding like a mole and techniques linked to it
Note: Can only be taught by Gecko

Declined
 
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(Senjin Kchuysei: Mizuchiwa) - Grand Sage Summoning: Mizuchiwa
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will slam his hands together for the summoning. This summons Mizuchiwa, Grand Sage of the Eels. Not much is known about the Grand Sage. It's believed that Mizuchiwa was once a human, turned into an Eel in a failed attempted of using Nature Energy. However with him not turning to stone, it's also possible that he was never a human to begin with. Other's speculate that he uses a form of transformation technique to maintain his appearance. What is known about the Grand Sage is that he demands respect from all other Eels, even the summoning boss "Ouja". He is highly regarded as the wises of the Eels and lives deep within Unagi Cove. His main fighting abilities are his hand to hand fighting skills and proficiency in Lightning Element. Being capable of using all Lightning and Taijutsu techniques the user knows up to A-rank. His speed is comparable to a sage ranked Taijutsu master and moves twice as fast while within or on water. His strength is easily comparable to that of the Monkey King Enma as the two once fought a fierce battle long ago.
Note:
-Can only be summoned once per battle
-Summoning lasts five(5) turns
-Requires Eel Contract

Declined - double speed in water is too much, should only be 4 turns on the field.
Eel Contract:
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(Senjin Kchuysei: Mizuchiwa) - Grand Sage Summoning: Mizuchiwa
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will slam his hands together for the summoning. This summons Mizuchiwa, Grand Sage of the Eels. Not much is known about the Grand Sage. It's believed that Mizuchiwa was once a human, turned into an Eel in a failed attempted of using Nature Energy. However with him not turning to stone, it's also possible that he was never a human to begin with. Other's speculate that he uses a form of transformation technique to maintain his appearance. What is known about the Grand Sage is that he demands respect from all other Eels, even the summoning boss "Ouja". He is highly regarded as the wises of the Eels and lives deep within Unagi Cove. His main fighting abilities are his hand to hand fighting skills and proficiency in Lightning Element. Being capable of using all Lightning and Taijutsu techniques the user knows up to A-rank. (this does not include custom fighting styles) Being the Grand Sage, it's only natural that he holds the knowledge to the Eels unique Ninjutsu, being able to preform Eel related attacks. (does not include summoning animals) His speed is comparable to a sage ranked Taijutsu master. His strength is easily comparable to that of the Monkey King Enma as the two once fought a fierce battle long ago.
Note:
-Can only be summoned once per battle
-Summoning lasts four(4) turns
-Requires Eel Contract


Approved

(Ototon: Shindou Tensei) Sound Release: Divine Vibration
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage points: 90
Description: One of the most lethal and dangerous sound techniques ever created. Divine Vibration causes catastrophic destruction to surroundings while it's backlash can be devastating to it's user. The user will first focus a massive amount of chakra into their throat and release it as a massive 180° blast of slicing sound waves. These sound waves resonate and different frequencies causing them to clash violently as they spread outwards. This not only seems to shred flesh but also seems to bend reality as it liquefies mater. This is caused by the vibrations as they shift mater on the atomic level, causing atoms to destabilize and fuse together. This technique will also cause great strain to the users voice box and chakra network preventing them from using high levels of chakra as well as talking for an extended period of time.
Note:
-Can only be used once per battle
-Cannot preform sound techniques for six(6) turns
-Cannot preform techniques above A-rank for three(3) turns
-Can only be taught by Serpent

Declined - this is not sound release. Nor is it possible in our rp.
 
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Imperfect

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Permission for VCJ, and to make a CJ based on it: .

Link to the VCJ itself: .

(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (- Long for projectile weaponry)
Chakra: 10 (Activation) 5 (Per Weapon) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more creative, controlled and specific manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the arsenal, so the user shapes the portal to take the same shape as the selected weapon, and only that weapon can "fit" through the portal, like cutting a key for a lock. Since these portals in the shape of the desired weapon are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their arsenal in this state. Each individual weapon the user wishes to summon requires them to expend a small amount of Chakra to create an individual portal and incorporeal shape for the selected weapon. The amount of weapons the user can maintain at any given time is limited to a min of 2, and a max of 8 weapons, but they can draw from the virtually infinite arsenal of the Munitions Bunker, summoning different styles of weapons from the same kind of weapon (Examples are given in the VCJ). Once the user has selected and summoned their weapons, and have their "Arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned from the Munitions Bunker, being pulled through the S/T Portal the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous form as a Summoning Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows for a bow, which are unaffected by this limited range. In more situational circumstances however, such as an opponent's tool colliding with a weapon from the arsenal, would cause the weapon to temporarily be summoned, reacting to the external presence/ force, thereby deflecting the tool, before undoing the summoning and reverting back to it's previous state instantaneously. The user can change the weapons they have currently "lined up" with this technique by "selecting" a different weapon and moulding the portal to "fit" that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with in some other fashion. Due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

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‡ Approved ‡

(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: Created by an elusive "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a hybrid defensive and supplementary Taijutsu technique which focusses on the concept of "Shock Absorption", and it's usage to enhance the user's own Taijutsu. Usually the first thing that comes to mind when a "shock absorber" is mentioned is some form of plush material, like a cushion, or a material that can "push back" get force is exerted on it, but the human body also has it's own natural Shock Absorber. The body's muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they contract. For example, if the user defends from a standard punch using their open hand, catching it in their palm, the triceps contract to absorb the shock from the force exerted by the incoming fist. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control the majority of their body's muscles in such a way that they can contract the muscles in any given area that is being attack, and contract the surrounding muscles in a way that they can completely absorb it, in addition to "diverting" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their fist, contract the muscles in their hand and arm, down their torso, and into their leg, absorbing the shock and diverting the incoming force to their leg. Naturally this technique is more beneficial for users with a "Mesomorphic" build/ body type, or in other words have large amounts of muscle mass, however, even users with an "Ectomorphic", or those with a lankier build/ body type, build can greatly benefit from this Jutsu, and the potential application of absorbing and redistributing shock from a physical attack.

Note: This technique can be performed a max of 4 times per battle. Additionally, the user must wait at least 1 turn between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Approved ‡
 
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