Custom Jutsu Submission - III

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Matt

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(Koton: Kuroi Kokuou Kagai Roppou) - Steel Release: The Black King, Maleficent of the South
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique can only be used during Glory of Galahad. While transformed, the user will activate an ability not unlike Kindness of Kay. His metallic body will become a "void" or more accurately a "black hole" as the user becomes capable of passively "absorbing" and incorporating other structures of steel into his being. This ability is activated when contact is established with an entity made of steel (technique-made or devoid of chakra). The user will then merge with the entity as seen with many Earth Release techniques, the only difference being it enters the user’s body rather than vice versa. Due to this, the user can only merge with things equal to or smaller than them in size. Essentially, they will be incapable of applying this ability to anything that exceeds their body in size. When used on a weapon or tool (such as kunai, shuriken, swords, etc), the structure will pass into their body and lay dormant for the most part until the user wishes to call it up. The user can passively release the entity at any time e.g. if it’s a sword, the user can bring it forth from any point on their body at any time. Depending on whether the user merges with a technique or an object devoid of chakra, the effects of this technique will vary. Merging with steel structures devoid of chakra will only increase the user's size while it remains in their body and offer no additional benefits, barring the previously mentioned ability to release the weapon/tool at any time. When the user merges with a technique, there will be a few additional benefits. If the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active. If a technique has lasts for a duration shorter than Galahad, it will be passively maintained inside of their body until Galahad ends while merged/combined with the body. For example, if Galahad lasts for four turns and Knights has three turns left, the duration of Knights will last until Galahad ends while the two are combined. This passive maintenance essentially means techniques which previously required active maintenance, chakra to sustain or those which restricted the user's elements/abilities will no longer require or do so. However, the main benefit imparted by the assimilation of techniques is the defensive boost it provides. Each technique the user merges into their body will bolster Galahad's immunity by 20 damage points. The user can only merge with a technique once per turn and cannot use this on the opponent's steel. This merging will also boost the potency of all of the user's future steel jutsu by +10 per technique merged with/absorbed. 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
Note: Can only be taught to one person.
Note: Can only be used once per battle and when this ends, the user will die.

Declined - so the boosting just needs to say + 1 rank to defensive. I wont allow it to extend durations for such things. There is just too much that can be done with such stacking of abilities. I know you say you die, but 4 turns with this, absorb one F rank steel jutsu with epic potential? Or use a steel jutsu where you convert something even more useful to steel.
(Koton: Kuroi Kokuou Kagai Roppou) - Steel Release: The Black King, Maleficent of the South
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique can only be used during Glory of Galahad. While transformed, the user will activate an ability not unlike Kindness of Kay. His metallic body will become a "void" or more accurately a "black hole" as the user becomes capable of passively "absorbing" and incorporating other structures of steel into his being. This ability is activated when contact is established with an entity made of steel (technique-made or devoid of chakra). The user will then merge with the entity as seen with many Earth Release techniques, the only difference being it enters the user’s body rather than vice versa. Due to this, the user can only merge with things equal to or smaller than them in size. Essentially, they will be incapable of applying this ability to anything that exceeds their body in size. When used on a weapon or tool (such as kunai, shuriken, swords, etc), the structure will pass into their body and lay dormant for the most part until the user wishes to call it up. The user can passively release the entity at any time e.g. if it’s a sword, the user can bring it forth from any point on their body at any time. Depending on whether the user merges with a technique or an object devoid of chakra, the effects of this technique will vary. Merging with steel structures devoid of chakra will only increase the user's size while it remains in their body and offer no additional benefits, barring the previously mentioned ability to release the weapon/tool at any time. When the user merges with a technique, there will be a few additional benefits. If the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active. If a technique has lasts for a duration shorter than Galahad, it will be passively maintained inside of their body until Galahad ends while merged/combined with the body. For example, if Galahad lasts for four turns and Knights has three turns left, the duration of Knights will last until Galahad ends while the two are combined. This passive maintenance essentially means techniques which previously required active maintenance, chakra to sustain or those which restricted the user's elements/abilities will no longer require or do so. This absorption cannot be applied to the opponent's techniques or Forbidden Ranks and it can only be used on techniques which are equal to or smaller than the user in size. The user can still merge with techniques larger than them through Steel Release: Arrogance of Agravain and have all of it's effects apply to Black King. However, the main benefit imparted by the assimilation of techniques is the defensive boost it provides. Each technique the user merges into their body will bolster Galahad's immunity by 10 damage points (e.g. immunity to B-Rank Lightning becomes immunity to 50 damage lightning after one absorption). The user can only merge with a technique once per turn and so this means they can absorb a maximum of four techniques in the span of four turns (provided the opponent doesn't interrupt them in any way). This merging will also boost the potency of all of the user's future steel jutsu by +10 damage per technique merged with/absorbed. 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 four turns
Note: Can be used with Silver King and Excalibur (but not both at the same time)
Note: When galahad ends, the user will collapse, exhausted unable to battle, in some cases, they will even die (users choice).

Approved - but if i see this abused, that will change. I'll be watching O_O
 
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Shady Doctor

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Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra Cost: N/A (+10 to Snake summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species will take the place of generic snakes used in snake summonings such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

Declined - I can't just let you add a jutsu that replaces all cannon snakes in the jutsu. That's just too much. It would be like me having a jutsu that turns all cannon toad jutsu into a poisonous version of toads, it's just not right or fair. You can make summons and jutsu based on this sub family, as it seems really interesting, but to replace all snakes in cannon jutsu with these is too much.

Updating. Originally approved

Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts Until the clouds have been dispersed or until destroyed with 2 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn

Will leave this for NK as he checked the original

‡ Update Approved ‡
 
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21 Savage

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(Shikuropusu) - Polyphemous
Rank: S
Type: Offensive
Range: NA
Chakra: 40
Damage: NA
Description: Polyphemous is a rather bulky puppet around fifteen feet tall. Noticeable characteristics about this puppet would be how it only possesses
one eye. Also, in its left hand it holds a spiked club which it will be able to use in battle for a variety of purposes. Polyphemous is not dressed in much clothing except for a torn cloth that runs mid way across its chest. Due to its frame and structure Polyphemous holds the ability to use its body parts such as its arms in an offensive way to harm enemies crushing them. The eye in the middle of its forehead is a rather large object, being around three feet in diameter, and has a purpose other than being a cosmetic design. With the spiked club it holds in its hand it is possible for it to swing it at enemies or objects in order to cause lethal damage rather than just blunt damage. The club is equal to an A-rank tool, and Polyphemous can propel and swing the club around up to Mid-range by detaching sturdy strings connected to its arm holding the club in order to gain a further reach, and attack objects or enemies that are further away. It is also possible for the user to manipulate the spiked club in order to fire off the spikes in a forward manner causing for the needles to attack all enemies up to Mid-range where the club is aimed, and is equal to a B-rank technique. After the spikes have been launched the club will automatically refill itself with the excess spikes located inside of the club itself. On to the eye of Polyphemous, the user is capable of propelling its eye up to Mid- range in order to attack the enemy. After contact has been made with a target, with the help of the explosives such as paper bombs and circular balls covered in explosives tags that are coiled around inside of the eye, it will then set off into an explosion at the target. Due to the weight of the eye and resources needed it can only be use a limited amount of times, and afterwards when it does it’s eye will replace after a amount of time with the help of a valve that connects its stomach to its head. Lastly, due to the puppets immense structure it holds the ability to destroy up to C-rank structures including substances such as earth.
• Can only be taught by Thaal Sinestro
• Eye technique can only be used three times with a turn cool down until the eye is replaced.
• Can use all basic puppetry moves.
• Spikes can only be launched four times
• Using the spiked club, needles, physical strength , and Eye technique all cost a move.

Declined - S rank puppet which can constantly swing A ranks with it's clubs, shoot it's eye and release spikes, smash through C ranks, and not really any drawbacks at all?

(Babiron no tate) - Shield of Babylon
Rank: S
Type: Defense
Range: Short
Chakra: 40
Damage: NA
Description: This is a technique that the user can Only use when they have at least four puppets on the field. Along with the need of the user manipulating four puppets they will have the puppets scatter in four different directions forming a sort of square shape with the puppets at four different angles of the square they are forming with their body. All of the puppets are spaced out so that they are forming a square with the user and anything nearby inside. Now that the puppets are all in formation the user has each up the puppet’s hold out their hands to use the basic puppetry move known as the chakra shield. As they hold out their hands they will protrude from the hands four points which protrude into a shield that can have chakra molded into it. With their chakra threads the user will then channel their chakra threads generating chakra from their hands which ends up spreading out into an advanced chakra shield that forms into a square shape. Since the puppets are in formations it causes for the puppets to cover just about every external angle. Also each puppet will be placed on the inside of the barrier as well. A weakness of the barrier would be how it does not protect the user from attacks from the ground but only external type attacks. The user has also worked their chakra into an advanced form molded with great care so it enables the shield the ability to take up to S-rank damage as well as considering the amount of puppets used in the process strengthening the technique as a whole. Let it be noted that this is an entire shield of chakra from all angles due to the user spreading their chakra through out the area.
• Can only be taught by Thaal Sinestro
• Can only be used when four puppets are out
• Can only be used twice
• No S-rank jutsu next turn.

Declined - clashes with existing jutsu

(Kimera) - Chimera
Rank: S
Type: Offensive
Range: NA
Chakra: 40
Damage: NA
Description: The reason this puppet was so special is because of how it has characteristics of several animals put into one body. Due to some of the features it was made up of it gave this puppet an advantage over others. Most people when they witness this creature on first sight are shocked by its appearance almost thinking it’s the real thing. There are many Chimera’s out there so he decided to model this one after one the that had most interested him. This Chimera had four legs with two hind legs in the back that resemble goat legs. The goat legs in the back almost look as if they are ready to pounce or jump, and they can with the springs located in both of its back legs allowing for it to jump to long range in any way the user desires. Growing from its abdomen would be an extendable snake with a bluish tint that has the reach of up to Mid-range. From inside of the snakes mouth it is possible for it to release a small circular ball which would hold a grayish smoke bomb that covers everything up to mid-range. Using the snake’s mouth the user can cause for the snake to fire a large array of senbon up to C-rank strength and, can be fired for as long as the user has chakra to sustain it but, if sustained more than one turn it takes up one of the user’s move next turn. On its neck would be a long pair of finely modeled goat horns It is possible for the user to manipulate the horns in order to defend the puppet from incoming attacks or to place them down so that the puppet could possibly charge and penetrate a target with C-rank strength and defense. Also, Chimera has three heads growing from its neck: A Lion on the left, A goat in the middle, and a dragon’s head on the right. Each of the heads has a special ability to be used during battle. The Lion head is capable of releasing an thin, adhesive, Mid- range mud from its mouth which would entangle enemies in a sticky substance if not dodged, and is equal to a B-rank technique. The dragon’s head is capable of opening its mouth to release a scorching hot fire from its mouth with reach of Mid-range, and the power of an A rank fire.Then, there is the goat’s head which had the ability to release a thin blast of compressed air with the ability to easily blow or destroy sturdy objects up to Mid-range with A-rank strength. The user while controlling the heads can twist their head like a knob while using their ability in order to turn the blast into a thin or thick blast version. All of the heads have the ability to release a blast due to a small circular valve located along the lining of their throats which offered for a place for the attacks to be launched. Lastly, from each of their heads they have the ability to launch forward a thin, elastic, sticky, tongue that has the ability to entangle enemies, or to be used as a grappling hook, and is equal to D-rank which can reach up to Mid-range. It is possible for the user to use some of the puppets mechanism at the same time like firing senbon or the elastic tongue.
• Can only be taught by Thaal Sinestro.
• Every attack or ability counts as a move.

Declined - just jumping to long range? Just like that? You've over strectching the abilities of puppets and how they work, tone this down.
 
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Summer

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I actually made this for Python a while back but not sure whatever became of it.

Shoton Mugendai Ishi/ Crystal Infinity stones
Type:Supplementary
Rank:S rank
Range: short-mid
Chakra:60 (+ 30 to replenish a stone after usage)
Damage: (+20)
Description
These gems are something that are unique to Guren alone. She had a medic ninja implant special crystal gems implanted into numerous spits on her body . The gems are all unique having five in total. Guren can only extract power of two gems at the same time. Each gems has a unique characteristic that allows her to unlock certain features of power that are unique to her.

Omoi Ishi/Mind stone
This Prism yellow gem stone is able to receive Guren's crystal chakra and in turn compress it and fire it from the prism at the enemy. This will send out a precise stream of a heat blast. This heat blast has S rank damage power is as fast as sound when fired.
This stone will be implanted into the skin on Gurens forehead.
Note: can only be used twice per battle

Isei Ishi/Power stone
This gem is an oval purple gem stone that allows her to release her to lighten any form of crystal Jutsu making it faster. Similar to how light weight earth Jutsu works this gem once ignited with chakra will be able to make all her Jutsu faster by removing some weight from the crystal structures.
This gem is located between your shoulder blades.
Note:The effect of this Gem can only be used twice per battle. This ability will last a full turn once activated.

Aether Ishi /Aether stone
This is a unique red stone that is in oval shape. This stone is quite different from the others as once this gem is ignited with chakra the enemy can no longer sense Guren. This stone works by utilizing the natural sunlight on the battlefield and refracting it around the user, through use of the gem. This will allow the user to camouflage themselves.
Note:This gem stone will be inserted into Guren's non dominant hand and will remain active for up to three turns as long as you feed it chakra.
Can only be used twice per battle and requires a one full turn cool down.

Genjitsu Ishi/Reality stone
This is the last of the precious gem stones that is orange in color and possibly the most convenient one of them all. This stone is unique from the other stones as once every three turns the stone can produce up to three crystal clones without the need of the jade mirror Jutsu. The clones will originate out from the reality stone and be able to access crystal Jutsu up to B rank. The clones will remain active the same as other clones. These clones can only use crystal ninjutsu and will abide by the same rules as the original user. Can only be used once per battle.
This stone is imbedded into the users chest and will be more easily visible.

Notes:
+Can only use two stones in the same turn.
+ cannot use the stones for all three moves.
+ power stone cannot be used with S rank and above Jutsu
+ can only be used by a crystal user
+ stones must be medically imbedded into the user.

‡ Declined ‡ A fire blast that moves at the speed of sound? Really? :|

You also need Python's permission to resubmit this and if you obtain it, you need to quote his previous submission.
 
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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
(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 2 ranks to his base speed and reactions for two turns due to being winded the winded effect is caused by being kicked directly in the upper sternum which literally knocks the air out of your chest and makes breathing much more difficult for a short time. 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 3 times, using this twice wont stack, it will just extend the duration of said effect.
-Only teachable by ReXii

Approved

(Bukijutsu: Koushoku Senkou Bureidodansu ) - Bukijutsu: Yellow Flash Blade Dance
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack directed at his person, using his unique triple pronged kunai to facilitate the counter. As the opponents offensive limb approaches Minato, he will quickly make a motion to dodge the attack, which can be any type of relevant movement ability such as ducking, sliding or sidestepping etc. While performing the evasive motion Minato will use his triple pronged kunai to his advantage, digging the blade in to the opponents offensive limb and aiming to sever an area of muscle or a tendon to cause some minor damage but considerably crippling damage in regards to the opponents movements in future. Any limb struck by this technique will be unusable for three turns entirely and even when gaining use of it again the opponent will be unable to facilitate certain motions. I.E if an arm was the target the opponent will be unable to string more than four handseals per turn, if the target was instead the leg the opponent will be unable to move more than four meters under their own volition each turn and will lose access to the body flicker technique. This technique can only be used by Minato Namikaze and requires his unique triple bladed kunai for usage, as the kunai's design is ideal for the crippling blows delivered by this technique in comparison to a normal single pronged kunai.
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 it needs to be more specific, one way of dodging, it's a jutsu not a style, so it has to be clearly laid out in how it will work. Tone down the effects a bit too.

(Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning, fire and wind. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop nine of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually, leaving 3 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a triple elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire wind and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also deafen the opponent for two turns after it's usage and easily rupture the ear drums leading to a loss of balance and general reactions dropping the opponents speed by 3 ranks from his base speed and effecting his reactions in the same way.
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.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

Declined - sorry this is way too much, 3 blasts of elements from all around, not many could counter this.
 
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Alyx

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(Genjutsu: Shureedingaa no Neko)Illusion Technique: Schrödinger's Cat
Type: Supplmentary
Rank: S - Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: Schrödinger's Cat is one of those techniques to be described as "easy to learn but hard to master" due to the amount of potential it carries. The user will make two hand seals , casting an illusion onto the enemy. Upon activation, the user will pick a single object that is currently within the "awareness" of the enemies basic five senses. This can range from a simple kunai to a giant animal , thus allowing a wide range of choices but only one can be the object of target. Once done, the user will have the ability to manipulate how this object is perceived by the enemy and or how it interacts with other things nearby , which can be done in a variety of ways such as removing the "sound" of flying kunai, cause the enemy to taste the raw metal of the kunai, kunai phasing through a rock etc. The possibilities of Schrödinger's Cat is soley based on the users imagination. If the object of choice is some how removed from any the perception of the five senses (such as the object being hidden or moving to far) the genjutsu will automatically end after one turn. The user can continuously manipulate the illusion as long as it remains active.

*Can be used two times per battle, lasting three turns within each use*
*Can't be used again after the illusion ends, requiring a two turn cool down*

Declined - you word it differently but scorps has a genjutsu that can do this anyway playing with the senses. And other various illusions do the same thing, though nice try with the application of that analogy.
 
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Six Paths

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(Futon: Mattaku no kōhai) | Wind Release: Utter desolation
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will make half a tiger hand seal, and use wind release in the vicinity of the opponents lightning techniques. With the hand seal being complete, around the lightning based attacks, the user will have a thin layer of wind release coat the said technique in their will. We know by the natural strength and weaknesses that lightning fails against wind because wind is a natural insulator, so the lighting disperses in the surroundings. But, before the said effect of dispersion happens, the lightning needs to turn from a focused form, into an unfocused burst of electricity, which allows it to disperse in the first place. This technique itself, stops one step prior, with it hitting the said wind techniques, and through the usage of very small threads of wind release inside the hollow structure of wind, will “break” the solid shape of lightning, and make it into unfocused lightning release. This would render the opponents chakra in the lightning based attack useless, but along with that, takes away power of the said technique, by one rank respectively. As this step is completed, the opponents lightning will be fully in control of the user, and with that completed step, the wind will begin rotating in a desired rotation which the user can create on his free will. We have seen instances of the lightning being able to rotate like in the example technique of Lightning Release: Thunder Dragon Tornado. Once the vortex of wind was given control, the lightning will continue circulating it in return, allowing the user full control of now a vortex of unforced electricity, which has properties of basic unfocused lightning release elements, like numbing and paralyzing effects on the target.
Note: Can only be used 3 times
Note: Must have Mastery of Wind
Note: The Overpowered technique can be kept active for 2 turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical techniques

Declined - sorry but i can't allow wind to be used in this way to take control of lightning, i just don't see it as possible.
 
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Silico

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(Jiton/Fūin: Kurochō | Magnetic/Sealing Arts: Black Butterflies)
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50(-25/turn)
Damage: 90(-10 to user, -15/turn)
Description: Skozu forms her palms into a butterfly sign and presses the front of her palms towards her chest to release a torrent of miniature magnetic fields that attracts iron sand from any source available. These sources of iron sand will then shape into real-sized butterfiles. Due to the iron sand's normal texture, which is black, they are known as black butterflies and their numbers can vary beyond thousands on the field. Due to the strong magnetic fields that are spread out through the area are so small they can easily confuse opponents by playing their brain activity a prank, similar to other uses of magnetism. Whilst not being very dramatic, these magnetic fields can easily cause headaches and loss of focus. When the black butterflies has spread out through the field, they will surround the target and cause cutting wounds while messing around with the target's brain. As they do that, a kanji formula will form on the backside of Skozu's hands, the kanji for explosion - 爆. This kanji will then appear on the butterflies's wings and activate a sealing trap formula that will make them explode violently in an omnidirectional blast, spreading razor sharp iron sand around with a huge impact. Due to the large number of the black butterflies, the aftermarch is that of a natural disaster and even affects the ground under the target. The explosion kanji is similar to that of the sealing trap explosion, but not reacting on chakra but more reacting to the users will to detonate the butterflies when the opportunity seems fit. The explosion doesn't necessarily need to take place on the same turn as the technique is used. Due to the heavy explosion, the user needs to be atleast mid-range away from the blast. Opponents suffer a -15 damage per turn when being inside the swarm of black butterflies but -90 damage when they detonate. The black butterflies will form a huge amount of usable iron sand even after the explosion to be used for future moves.

Note: Usable once per battle.
Note: The swarm will stay on the field for a maximum of 4 turns before exploding automatically.
Note: The user becomes unable to perform iron sand jutsus above S-rank for 2 turns after this jutsu is used.
Note: Can only be used by Skozu Ironstorm.

Declined - first of all this isn't really an F rank jutsu. And the explosions seals like that doesn't even make sense. Not only that for F rank jusu using seals you need med mastery and admin permission or uzumaki for 6 months. Not only this but at the pink, your iron sand can't relate to basic magnetism much like the 3rd kazekage cant:

Third Kazekage's Abilities:

He has the Magnet Release KG and uses it for his trademark Iron Sand techniques
He cannot use the generic applications of Magnet Release
He can gather Iron Sand from the ground for his techniques but also bring his own with him.
(Jiton/Fūin: Aian Yuki | Magnetic/Sealing Arts: Black Snow)
Type: Supplementary/Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-20/turn, -100/turn to the target)
Damage: (-10/turn, -60 on crush)
Description: Skozu would lift her palms upwards facing the skies and unleash a magnetic field that would drag along all present iron sand from her gourd, ground and ontop of it as well. This sand would then cover the entire sky and blacking out the sun and or the moon. She'd then close her fists and let the iron sand fall gently downwards from the skies, like snow. This iron sand will cover everything on the field and be heavily magnetized. Almost acting like a genjutsu, the strong magnetic forces in the technique will corrupt the minds of the opponent(s) and reflect multiple images of the user of the technique, allowing to fool the opponent but chakra sensors and dojutsu users aren't very affected. The main purpose of the technique is to drain the opponent's chakra, as long as they are coated with the black snow they have their chakra drained away and are only able to focus chakra to A-ranked levels. The drained chakra isn't given to the user of the technique though but is used as a fuel to resume the continuum of the technique, which means the technique won't end as long as it drains chakra from the opponent. This chakra draining is considered A-rank in strength. This isn't all. The user of the technique can, at any time snap their fingers and have the black snow attract towards itself, allowing for a strong crushing move with A-ranked damage. This can, however be split into multiple targets, for example, two targets would be equivalent of B-ranked damage/each, three would be C-ranked and so on. A maximum of 6 targets can be crushed. The (-10) damage/turn is substantial for multiple targets though. This crushing effect can be done at anytime by the user but not in the same move as the black snow is formed. As the black snow is falling, the user is unable to perform iron sand techniques due to the fact all of the iron sand on the field is used for the technique. They are, however, able to use other techniques.

Note: Usable thrice per battle, with a two-turn cooldown.
Note: The user becomes unable to perform iron sand jutsus while the black snow is active.
Note: Can only be used by Skozu Ironstorm.

Declined - same thing i quoted above. Falling sand is fine, but the genjutsu messing with brains stuff is a no.

(Jiton: Shitsuryō Kōka | Magnetic Arts: Mass Effect)
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30(-10/turn)
Damage: N/A
Description: The user plants their open palm on the ground to channel magnetic chakra into it, gathering a very fine and small amount of iron sand while at the same time concentrating another magnetic field inside the target of the same polarity of that of the iron sand used for the technique. This means that the iron sand will indefinately get sucked inside the target, but due to the second magnetic field that is concentrated inside the target, the target will have their brain activity fooled and thus shuts down the system that regulates pain. This, the target will notice and think is the main property of the technique but only to be fooled. The very fine iron sand is strong enough to pierce through armor of the same rank of the technique, following S/W of iron sand/magnetism. While this iron sand doesn't at all damage the target, they become puppets towards the user of the technique as the iron sand is in their bodies. This also works for other structures or obstacles of course, and thus lets the user manipulate solid constructs as well. One of the downsides in this technique is that it requires lots of concentration and the user is only able to "puppeteer" one target at a time. A stinging sensation is felt by the target(if living) when controlled by the user of the technique, who is able to freely manipulate the target at will. However, as the user of the technique manipulates the target, they cannot perform any other techniques other than iron sand ones, as they constantly need to channel magnetic chakra into the target in order to keep it at bay. The "commands" by the user isn't made by any gestures but rather what they think about doing with the target acquired.

Note: Usable four times per battle, with a full-turn cooldown.
Note: Lasts for 4 turns.
Note: The user becomes unable to mold any other chakra type whilst controlling a target.

Declined - DNR, this is not iron sand really.
 
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McRazor

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Shīhōsu Futon: Yūjūfudan'na shāpunesu | Seahorse Wind Arts: Indecisive Sharpness
Type: Defensive/Offensive
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: 60 (+10 when combined)
Description: By using their wind chakra, the seahorse or the user have the ability to create a protective swirling layer of wind around himself or the seahorse, respectively. The protective wind layer has both a defensive and offensive purpose. It assumes the shape of rigid and sharp scales that form around the protected entity and due to the sharp nature of wind, they have the ability to inflict deep wounds when in contact with soft skin tissue and various other soft materials. As the scales are formed, they constantly keep swirling around the protected entity at a formidable speed, which makes them lethal for anything that gets in range. Due to the tangibility of wind, the scales don't block vision. Regarding the offensive purpose, depending on the situation, the protected entity has the ability to combine the wind with a water technique. However, using the wind to combine with water ends its defensive purpose. The technique and its defensive purpose last for 3 turns it can only be used once, offensively, within those three turns, after which the technique would need to be used again in order to cast the protective swirling wind layer. When combining with water, the wind would envelop the water technique and swirl around it, giving it added lethality and cutting power equaling +10 damage. Since the water has the momentum, and the wind is only used to augment the water, the range of the wind in its offensive purpose depends on the water technique. Another way to use the sharp protective scales offensively, is to shoot them outwards in all directions, as they swirl around the protected entity. As they are shot out, they reach up to mid range and, following the strengths and weaknesses of wind release, easily cut through weaker objects and techniques.
Note: Must have sign the Seahorse contract
Note: Can only be used 2 times per battle

Declined - you need to stated adding water to it counts as a move, releasing them counts as a move, would take the user and the seahorse to combine the water and wind as you can't use two elements at once

Ototon GenFuuinjutsu: Shadō Ashiato | Sound Illusion Sealing Arts: Shadow Footsteps
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Shadow Footsteps is a complex technique that involves multiple fields of specialization in order to achieve its effects. To simplify the technique, in its essence it is a seal placed onto a paper tag that is attached onto kunai or shuriken with the purpose to release a sound that induces an illusion when activated. The paper tag looks like a regular explosive paper tag to any observer, but instead of the usual inscription it has the kanji for shadow (影) and footstep (足). Within the seal, the user has sealed a portion of his own sound chakra that is programmed to release the sound of a series of loud, running footsteps as the seal is activated. The key to activate the seal is simple. The thrown kunai or shuriken has to, basically, hit something (the ground, a tree, a wall, the opponent, etc) in order to activate the seal and to release the sealed sound chakra. The purpose of sealing the sound chakra into a seal and then throwing it away is to take advantage of the wast battlefield and the fact that the user can't be anywhere on the battlefield at the same moment. This technique allows the user, however, to produce sounds from all around the battlefield even when he's stationary in order to confuse the opponent and scare him into believing that he's being attacked by shadow clones or summons without ever seeing their actual creation. As the sound chakra is released as loud footsteps and the opponent hears their sound, he would be placed into an illusion. Within the illusion, the opponent would start seeing shadows blazing across the ground of the battlefield at great speed and the user would vanish from his sight in the chaos of the blazing shadows. The shadows would be paired with the sounds released from the seal in a true multidimensional fashion. This means that the opponent would see the shadows and hear their footseps from multiple directions, making it hard to concentrate and to focus on a single target. This confusion and chaos allows the user to take advantage and strike freely, while his real location and intentions are hidden from the opponent. The seal can be previously placed on the users arsenal but it needs to be stated in the biography. Although the user has the ability to throw a maximum of 4 weapons with attached seals with one usage of the technique, they wouldn't cast multiple illusions on the opponent simultaneously, nor would they increase the power of the illusion. Instead, each activation of the seal would cast over the previous illusion, essentially refreshing the illusion. This means that there can only be one active instance of Shadow Footsteps at any given time. Also, casting any other illusion while this one is active would end it because this illusion isn't susceptible to layering.
Note: Can't use other A rank Sound, Fuuinjutsu or Genjutsu in the same turn
Note: Can only be used 2 times per battle with two turns between uses
Note: Can only be taught by McRazor

Approved- made edits, brilliant idea
Ototon: Gyaku Nagare | Sound Release: Reverse Flow
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This is a very unique and powerful technique because it requires the user to maintain a continuous stream of sound waves in order for the technique to work properly. The core of the technique works by striking an already created water technique with a powerful but low frequency sound wave. In particular, the sound wave can be either 23 or 24 hz, which is barely what the human ears can hear. The 23 hz frequency forces the water to act as if its flow is reversed which tricks the opponent into believing that the users technique has backfired at him and giving the opponent false sense of security, while in reality the technique is following the laws of physics and rampaging towards the opponent. In the case of the 24 hz frequency, the technique seems as if it completely stopped with the purpose of confusing the opponent. The technique is not an illusion but its main purpose is to act as one and to effectively confuse the opponent into believing he is placed in one. The user can alter both his or his opponents techniques but it's risky to alter opponents techniques because of the possibility to get hit before being able to counter. This technique can be executed fairly easy thus able to be used in conjunction with a previous water jutsu but with the requirement of one handseal.
Note: Can affect water techniques up to and including A rank
Note: Can only be used twice
Note: Only McRazor can teach this



 Declined  Questions: One) how do you produce this sound? Do you hum? Do you whissle? Do you sing? You say you need to produce continous sound waves, ok. But you fail to say how you do this. Two) I don't understand if this affects your water technique or your enemies perception of it. Is this an illusion or is this something that affects water itself? Because if it affects water itself, its not making any sense for me. I never saw this as possible. If you have proof that sound can do this, please link it in resubmission.​
Ototon: Gyaku Nagare | Sound Release: Reverse Flow
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This is a very unique and powerful technique because it requires the user to maintain a continuous stream of sound waves in order for the technique to work properly. The core of the technique works by striking an already created water technique of the user with a powerful but low frequency sound wave. In particular, the sound wave can be either 23 or 24 hz, which is barely what the human ears can hear. The best way to employ such a soundwave is to hum the sound because it requires the least amount of effort and allows the user to continue battling. The 23 hz frequency forces the water to act as if its flow is reversed which tricks the opponent into believing that the users technique has backfired at him and giving the opponent false sense of security, while in reality the technique is following the laws of physics and due to its momentum, rampaging towards the opponent. In the case of the 24 hz frequency, the technique seems as if it completely stopped with the purpose of confusing the opponent. The technique is not an illusion that is induced with chakra but rather a physical phenomena that happens when water is subjected repeatedly to such soundwaves. Since it's not an illusion, its main purpose is to act as one and to effectively confuse the opponent into believing he is placed in one. The user can alter only his own water techniques. This technique can be executed fairly easy because all it requires is a hum, thus being able to be used in conjunction with a previous water jutsu but with the requirement of one handseal.
Note: Can affect water techniques up to and including A rank
Note: Can only be used twice
Note: Only McRazor can teach this
Note: While humming it takes up one of the users three moves per turn to control the water

Approved made edits

 
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Kai NB

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(Fūton: Shūmatsu Sokudo) — Wind Release: Terminal Velocity
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique involves the user focusing his chakra throughout the air within the terrain. While focusing his chakra in the air, it generates a sort of field of intangible wind chakra. Most of the chakra is focused within a short-range radius of the user, with less chakra the further the technique chakra spans out. This type of chakra is dormant in the air and reacts based to the physical movement of immense foreign chakra bodies (people). At any time, when there is a significant boost in speed coming from another user (Leg Weight Removal, Eight Inner Gates Activation, Custom Speed Boosting Techs, etc.) the chakra will detect it and the technique will automatically activate, serving it's true purpose. The dormant wind chakra found all throughout the air will condense around the detected area and forcibly harden into a solid state of wind and apply pressure to slow it down, capping it at the current speed it was at. This causes the target to become locked in a state of terminal velocity, capping its current speed. Trying to overwhelm the state of terminal velocity will work against the target, as the more they attempt to overwhelm it, the more air condenses to counter in response. As the chakra is made from the user, he won’t be affected though. As the jutsu is in effect, the wind naturally gathers material from its terrain, such as water or dust. This can simply be used to assist in inhibiting vision or other small obstacles, but does not actually damage the target in any significant way. Besides that, the user is able to forcibly control the amount of wind in a specified local area with their chakra control at any time. So, the user can make the wind condense even more in a local area, essentially inhibiting movement in that specific area. By doing so, the user can effectively stop the target's movements from happening, such as halting a punch or kick. Naturally, the user would have to preemptively focus the chakra in order to prevent their movement from occurring. Finally, as there is naturally a more condensed focus of wind chakra within short-range of the user, there is much more force brought by the wind. However, because the chakra originated from the user, it naturally allows the user to maintain their speed. This results in everything within short-range of the user to move slower than him for as long as the technique remains active.

Note: Can only be used once
Note: Technique lasts 3 turns after activation
Note: Can only use the localized effect of this technique 3 times
Note: Using the localized effect of this technique costs as 1 of the user's moves per turn
Note: During the turn this technique activates, the user can not use Wind Release techniques

‡ Declined ‡ I'm inclined to allow this but you need to elaborate on the effects of capping the opponent's speed at it's current level. Do they just keep moving with the inability to stop? Wouldn't something like this require them to be mid-air rather than moving across the ground?
(Fūton: Shūmatsu Sokudo) — Wind Release: Terminal Velocity
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique involves the user focusing his chakra throughout the air within the terrain. While focusing his chakra in the air, it generates a sort of field of intangible wind chakra. Most of the chakra is focused within a short-range radius of the user, with less chakra the further the technique chakra spans out. This type of chakra is dormant in the air and reacts based to the physical movement of immense foreign chakra bodies (people). At any time, when there is a significant boost in speed coming from another user (Leg Weight Removal, Eight Inner Gates Activation, Custom Speed Boosting Techs, etc.) the chakra will detect it and the technique will automatically activate, serving it's true purpose. The dormant wind chakra found all throughout the air will condense around the detected area and forcibly harden into a solid state of wind and apply pressure to slow it down, capping it at the current speed it was at. By that, the wind simply starts by preventing the victim(s) from exceeding a maximum speed higher than their base max speed. However, if the those caught in the wind slow down at any time, they prevent themselves from increasing their speed again. This makes it important for the victims to constantly remain moving. This causes the target to become locked in a state of terminal velocity, capping its current speed. Trying to overwhelm the state of terminal velocity will work against the target, as the more they attempt to overwhelm it, the more air condenses to counter in response. As the chakra is made from the user, he won’t be affected though. As the jutsu is in effect, the wind naturally gathers material from its terrain, such as water or dust. This can simply be used to assist in inhibiting vision or other small obstacles, but does not actually damage the target in any significant way. Besides that, the user is able to forcibly control the amount of wind in a specified local area with their chakra control at any time. So, the user can make the wind condense even more in a local area, essentially inhibiting movement in that specific area. By doing so, the user can effectively stop the target's movements from happening, such as halting a punch or kick. Naturally, the user would have to preemptively focus the chakra in order to prevent their movement from occurring. Finally, as there is naturally a more condensed focus of wind chakra within short-range of the user, there is much more force brought by the wind. However, because the chakra originated from the user, it naturally allows the user to maintain their speed. This results in everything within short-range of the user to move slower than him for as long as the technique remains active.

Note: Can only be used once
Note: Technique lasts 3 turns after activation
Note: Can only use the localized effect of this technique 3 times
Note: Using the localized effect of this technique costs as 1 of the user's moves per turn
Note: During the turn this technique activates, the user can not use Wind Release techniques

‡ Declined ‡ Look at the coloured. Sorry I didn't catch this last time but the trigger for this is illogical. How and why would it react to someone removing weights? How would it detect the activation of EIG? or the use of the lightning armour? There's no way to group or classify these techniques. You might know they're speed boosts but there's no universal trigger for them.
 
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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 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: 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 user's 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: It fires 4 rounds of rubber bullets with C-rank damage.
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

Approved - eddited


(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.
(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

~ Increase the speed of the user by x1.5 while active
~ Last 3 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

Approved

(Yōton: Kūfuku Buta) - Lava Style: Hungry Pig
Type: Offensive, Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60 (+20 damage after augmentation)
Description: Yōton: Kūfuku Buta is a ninjutsu the utilize the Lava Element. After performing a single hand seal, lava underground is converted into rubber to create a giant pig head that emerges to the surface (in front of the user) to consume Fire or Wind Release Jutsu. The absorbed Jutsu augments the power of the pig head (that swells) and with another hand seal, it is fired towards the target, where it explodes with a 5-meter blast radius.
Note: Can only absorb B-rank and below Fire and Wind Jutsu.
Note: Only usable by a Dodai Biography

~ Usable 4 Times per battle
~ Only taught by Anubis

Approved
 
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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.
(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.
Note: Can only be used twice per battle/event
Note: Lasts for four turns while active

Approved - but if i was you, take a look at me power of a dragon cjs, they are more useful and similar to this.

(Katon: Gisei) - Fire Release: Immolation
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30 (+5/10 when splitting technique)
Damage: 60
Description: Upon his choosing, the user manifests a circle pattern with several markings on a surface. Through careful concentration, he wills the fire to manifest in an explosion, burning everything in the circle. By utilizing his chakra on the released fire, he can choose to manipulate it to latch onto one opponent and cause that flame to erupt as well. As a whole, the user can either cause one massive (within the confines of reason) explosion of A-Rank strength or split the technique into two, as an initial explosion on the ground and the one latched onto the opponent. For the secondary application of the technique, the user can determine which explosion causes which damage by choosing which one to fuel more chakra to however the technique itself will always equal to A-Rank. For example, he can cause the initial explosion on the ground to explode at a C-Rank strength but give the latching fire B-Rank strength. While it is up to the user on how he wishes to carry out the technique, he is still required to specify which part will have the higher strength and will expend extra chakra to cover the potency, meaning, when splitting the technique, C-Rank will cost 15 points and B-Rank will cost 20 equaling to 35 chakra or two B-Ranks which equal to 40 chakra. If the user fails to specify which application, it is assumed he is using the non-splitted version. When using as one massive explosion only, the erupting fire is able to lift the opponent into the air.
Note: Can only be used three times per battle
Note: Technique requires a one turn cooldown in between usuage

Declined i get what you're trying to do, but placing it on an opponent is OP, and just the way you've done it in general isn't really unique
 
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-Haku Yuki-

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(Futon: Kaze Baburu)-Wind style: Wind Bubble
Type: Offensive
Rank: F-rank
Range: Short-Mid
Chakra: 60
Damage: 90
Description: Said to be the ultimate wind style ninjutsu, The user will clap his hands and form a bubble of wind around himself and the enemy. The wind,through,suction, will pull them each to opposite sides of the bubble slamming them into the wall of wind altough this causes sharp cuts and bleeding it will not kill either person. From here the wind bubble will begin to spin going at great speeds cutting and tearing apart the skin and muscle of both people and launch both out at fast speeds crashing them into the ground at long range. After the jutsu has finished the wind will disperse into a gentle breeze that can be felt hundreds of miles away but does no damage.
Note: Pulls jutsu to the walls of the bubble aswell, to either the left or right away from the people inside.
Note: If the user does not defend himself as well he risks death
Note: Can only be used once
Note: No wind jutsu in the same turn or the turn after
Note: No F ranks for 2 turns

Declined needs more restricting



(Futon: Kaze Heki)-Wind style: Wind Burst
Type: Offensive/Defensive
Rank: S-rank
Range: Short-long
Chakra: 40
Damage: 80
Description: The user will inhale deeply until their chest puffs up so large it rips their shirt open. As the user inhales this air he will infuse chakra into his chest and stomach aswell as the rest of his body but not as large quinaities as in the chest and stomach. The user will rotate the wind inside. The wind will then release from the users ears when he closes his mouth, this will block anything attacking him from his sides but if he rotates while releasing this jutsu the attack could go 360 blocking everything weak to wind around the user.
Note: Temporary hearing loss comes with this jutsu, the user will regain his hearing after 3 turns.
Note: No wind jutsu in the same turn
Note: Only 1 other jutsu can be used in the same turn
Note: Can only be used thrice

Approved - i laughed reading this but it's brilliant xd

(Futon/Suiton/Doton: San Heis Maria,Rose,Sina)-Wind/Water/Earth style: Three walls, Maria,Rose,Sina
Type: Offensive/Defensive
Rank: S-rank
Range: Short-long
Chakra: 40(-10 per turn)
Damage: 80
Description: The user will slam his hands on the ground and summon a large wall 25 meters tall made of earth in long range, then user will then slam his right hand on the ground summoning a wall made of wind in mid range 20 meters tall and finally the user will slam his left hand on the ground summoning a large wall made of water in short range 15 meters tall.The walls are circular and go all around their respective ranges with the user at the center of the final wall. Each wall is as strong as an S rank. If the user chooses the walls can collapse and cause a tidal wave of water wind and earth that goes in all directions when he does this the walls have weakened and the tidal wave is only S rank with all 3 elements combined.
Note: Can only be used twice
Note: Walls last until broken
Note: Walls can be used as a source for jutsu, but only for the user as he constantly pumps his chakra into the walls.
Note: No Earth, Water or Wind jutsu in the same turn.

Declined - you don't have YY so you have to do this in stages, making the wall of earth is fine, that will stand up on it's own after, but as soon as you summon the wind, you will then release your control of it to form the water and then there will be no wind wall, making that part useless.
 
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Omega

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Referncing Original


(Kuroi XIV) - Black XIV
Type:Weapon
Rank:S
Range:Short (Mid once seperated)
Chakra: (30 to activate each system) (-10 per turn)
Damage:N/A
Description: This sword was originally created for the use of smoke ninjutsu users, but its full potential was realized as it underwent a massive overhaul in design and purpose to help in more general ways. By using its unique container like make up, along with its ability to separate and still function, this blade became a very useful and unique weapon. Black XIV is a large sword that is about the size of an average adult male. It is made out of hard tempered steel making it quite durable (Can be destroyed by S rank elemental attacks). Its general ability is that the blade is able to separate into 15 parts which can be operated up to mid-range of the user via mental command. Each part is the size of a small triangular box. Its edges are sharp enough to cut through objects; however, the different parts of the blade were modified to aid the user in greater ways.

System Ares -On command the user will release four parts from the main blade. Each part will attach to one of the user’s wrists, or one of the user’s ankles. Essentially they serve as ankle and wrist bracers. (This is possible as these parts are designed to open up, and close around the limbs. The container like design aids in this process.) Once the blade parts are attached to the user, they will begin to absorb the user’s chakra, but what makes this special is that the blade parts will store the chakra that was absorbed from the user for later use. When the user performs a taijutsu, or kenjutsu based technique, the blade parts will release the stored chakra back into the user to enhance the user’s physical abilities thus powering up the attack. To achieve a certain level of power, the user can choose to store more chakra over time to gain more power for a technique. For illustration, each turn while System Athena is activated, Hollow takes away 10 chakra points from the user which results in a +5 for taijutsu/kenjutsu. Now if the user does not use a taijutsu/kenjutsu based attack, or decides to build up the stored chakra rather than using it right away, the 10 chakra points absorbed remain in Hollow’s storage. Next turn, Hollow absorbs 10 more chakra points from the user and stores it within itself for later use. It now possesses a total of 20 points of stored chakra. If the user opts to use the 20 stored chakra points to augment an attack, the extra amount of chakra will result in +10 damage for said attack. The maximum amount of chakra that Hollow can store is 40 chakra points resulting in +20 damage for taijutsu or kenjutsu. After the maximum amount of chakra is stored, it begins to release excess chakra as it takes in more from the user keeping the max number at 40. (NOTE: The stored chakra can only be used for one technique per turn.) Since Hollow is constantly draining the user’s chakra, if a foreign chakra enters the user, thus entering Hollow, while System Athena is activated, the attached Hollow parts will cause a spike in the user’s chakra to remove the error in the system as it can only take in chakra from one person. (only works for genjutsu up to A rank).

System Athena-The user will summon up to 8 parts of Hollow III that will be used for defensive, or supplementary purposes. When System Aegis is activated, the user will allow them to absorb his chakra as he uses them as a medium to erect multiple barriers. The eight Hollow III parts will hover around the user and a 1 meter pink cuboid barrier will be erected around each blade. When the user is attacked he can use these cubed barriers to defend himself and maneuver them up to mid-range. Moreover, the user may also opt to use these barriers as a platform to escape hazardous terrain, or gain an advantage over the enemy. (The user is capable of standing on the barrier.) 1 barrier protects against a D rank technique. Two barriers protect against a C rank technique. 4 protects against B rank technique, and 8 protect against an A rank technique. Since the user is consistently fueling these parts with chakra the barriers will be erected once again should they be destroyed, albeit after 1 turn.

System Hades-System Hades consists of one part of Hollow III at its base. It is perhaps the most important part of Hollow. Part 0 is marked with the kanji symbol Rebirth, and is able to passively recreate a copy of a destroyed part of Hollow. Each replaced part will cost 10 chakra points, and only four parts can be recreated at one time. Recreating a destroyed part does not cost a move. Once system Hades is activated the process of recreation will not stop until all parts of Hollow III have been repaired.

-Activating each system costs a move
-Must know Fuinjutsu
-Ability to separate only extends to Mid range.
-Can only be taught by Omega

Declined - Ares part where you release chakra into it then gain it back for a boost, not gonna allow that.

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Referncing Original


(Kuroi XIV) - Black XIV
Type:Weapon
Rank:S
Range:Short (Mid once seperated)
Chakra: (30 to activate each system) (-10 per turn)
Damage:N/A
Description: This sword was originally created for the use of smoke ninjutsu users, but its full potential was realized as it underwent a massive overhaul in design and purpose to help in more general ways. By using its unique container like make up, along with its ability to separate and still function, this blade became a very useful and unique weapon. Black XIV is a large sword that is about the size of an average adult male. It is made out of hard tempered steel making it quite durable (Can be destroyed by S rank elemental attacks). Its general ability is that the blade is able to separate into 15 parts which can be operated up to mid-range of the user via mental command. Smoke as well as smoke bombs can be shot/released from Black XIV. Each part is the size of a small triangular box, and its edges are sharp enough to cut through objects; however, the different parts of the blade were modified to aid the user in greater ways.

System Ares -On command the user will release four parts from the main blade. Each part will attach to one of the user’s wrists, or one of the user’s ankles. Essentially they serve as ankle and wrist bracers. (This is possible as these parts are designed to open up, and close around the limbs. The container like design aids in this process.) In exchange for the user's chakra, an invisible, spherical barrier is erected around the user. While in this barrier, the light that hits it is refracted so that the users image is always displaced approximately 2 meters from his actual location. This makes it impossible to attack the user with attacks that require pinpoint accuracy as they will only hit the displaced image, and not the user. In a close ranged encounter it also makes it difficult to evade his attacks since the image seen, is not the actual location of the user. Since the blades are constantly absorbing the user's chakra, if any foreign source enters the user's body, the blades will automatically create a spike in the user's chakra to fix the error in the system. This is not to say that it can tell if there is foreign chakra, but it cannot absorb two different chakra's at once. The spike follows the same rules as kai.

NOTE: It is worthy to note that the following is not an ability outside of its normal functions, but due to the actual form, the user has a certain benefit. Since the user can control the separated blades mentally, should the user become paralyzed/immobilized, the user can simply use his ability to mentally control the movement of the blades in order to move his body despite being immobilized. While doing so, the user can perform non-elemental taijutsu involving the legs and arms by using this ability while under the effects of immobilization.

System Athena-The user will summon up to 8 parts of Black XIV that will be used for defensive, or supplementary purposes. When System Aegis is activated, the user will allow them to absorb his chakra as he uses them as a medium to erect multiple barriers. The eight Black XIV parts will hover around the user and a 1 meter pink cuboid barrier will be erected around each blade. When the user is attacked he can use these cubed barriers to defend himself and maneuver them up to mid-range. Moreover, the user may also opt to use these barriers as a platform to escape hazardous terrain, or gain an advantage over the enemy. (The user is capable of standing on the barrier.) 1 barrier protects against a D rank technique. Two barriers protect against a C rank technique. 4 protects against B rank technique, and 8 protect against an A rank technique. Since the user is consistently fueling these parts with chakra the barriers will be erected once again should they be destroyed, albeit after 1 turn.

System Hades-System Hades consists of one part of Black XIV at its base. It is perhaps the most important part of Black XIV. Part 0 is marked with the kanji symbol Rebirth, and is able to passively recreate a copy of a destroyed part of Black XIV. Each replaced part will cost 10 chakra points, and only four parts can be recreated at one time. Recreating a destroyed part does not cost a move. Once system Hades is activated the process of recreation will not stop until all parts of Black XIV have been repaired.

Restrictions/Notes:
-Can only have one system active at any time.
-Activating each system costs a move
-Must master Fuinjutsu
-Ability to separate only extends to Mid range.
-Can only be taught by Omega

Declined no rank or anything for the use of the first ability, and auto counter all gen? yeah noooo

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Hahaoya|Mother
Type: Attack/Defense/Supplementary
Rank:Forbidden
Range: Short-Long
Chakra:50
Damage:N/A(-10 for exhaustion)(+20 to targets)
Description: Mother is a very strong, and dangerous smoke based jutsu. The user will begin to release smoke all around the battlefield similar to the Blinding Smokescreen jutsu, however, the user will take it a step further and form it into a large, buddha like being that entraps both the user, and the enemy, within itself. It spans short-long range while reaching up to 30 meters in height. To those inside the large smoke being, it will seem as if they are simply in a endless abyss of smoke, unaware they are within a sentient being. Like the Blinding Smoke Screen jutsu, if the enemy remains in the mass of smoke and inhales it for 3 turns they will pass out. What makes this jutsu dangerous is the sentience given to the smoke. The being can perform smoke ninjutsu that the users knows up to A rank by using itself as a smoke source. The user is also able to use smoke ninjutsu by using the being as a source for his attacks as well. The being will continue to reform unless an attack is strong enough to completely destroy/disperse it. If the enemy finds a means to survive within the smoke ninjutsu, the smoke user will pass out after six turns if the technique is not ended.

Restrictions
-Can only be used by smoke bios
-Must be taught by Omega
-Can only be used once
-Cannot use S rank smoke ninjutsu during this turn or next turn

Declined - A long range smoke buddha is super strong? Please. You're just making this F rank for the sake of it, nothing that defines an F rank is this and you really think i'd llow you to make something that's atleast 25m radius for it's base.
 
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Ańbu Juniør

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(Nezumi Kuchiyose no Jutsu: Shu , Suraisu-fū) Rat Summoning Technique: Shu, The slicing wind
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and red eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including S-Rank Kenjutsu techniques. One of Shu's abilities allows his to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but does not affect his speed. The Coat of wind also serves to protect him from B-rank and below lightning techniques.

~Can only be summoned once and stays on the field for four turns.
~All of Shu's abilities count as a move.
~The coat of wind can only be used once per battle and lasts for one turn.

Picture of the armor below, minus the weapons and shield.
[]
Contract Validation
‡ Approved ‡
Updating:

(Nezui Kuchiyose no Jutsu: Shu, Suraisu-Fū) Rat Summoning Technique: Shu, The slicing Wind
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and crimson eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including S-Rank non-elemental and wind related Kenjutsu techniques, and his movement speed is slightly faster than that of a Kage ranked shinobi. One of Shu's abilities allows him to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but does not affect his speed. The Coat of wind also serves to protect him from and below lightning techniques.
Note: Can only be summoned once and stays on the field for four turns.
Note: All of Shu's abilities count as a move.
Note: The coat of wind can only be used once per battle and lasts until it is destroyed or deactivated.

Approved

(Nezumi Shuhō: Kakusa Re Teirusu) Rat Technique: Concealed Tails
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: Through the use of this technique the user will unleash a torrent of rat tails that extend from his sleeves. These rats tails can be used to attack a target by impaling him, or by binding different parts of the body. This technique can also be used to latch into sources of earth, enabling the user to perform such feats as hanging upside down, or pulling themselves out of the way of incoming techniques. If used to impale earthen techniques created by an opponent, the tails can only pierce techniques of the same rank.
Note: Can only be used by signers of the Rat contract.
Note: useable 4 times

Approved


Contract Validation

(Koton: Shippou Koushaku) – Steel Release: The Silver Prince
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will perform two handseals and focus their koton chakra into the ground to create an armored knight known as the Silver Prince. The knight’s body is composed of the silver-coloured steel and possess a similar but superior level of sentience to that of the Stone Golems. Since it’s composed entirely of steel, the knight can use any steel technique that’s normally only usable during Galahad (e.g. Loyalty of Lancelot). The first ability of the Silver Prince is it's capability to passively link the duration of any steel jutsu which transform, alter or modify it's body such as Gallantry of Gawain and Boldness of Bors to it's own duration. For example, if Gawain was used to transform it's arms into swords, the transformation would last until the Silver Prince is deactivated or destroyed.

His second and main ability is his capability to use S-Rank and below Steel techniques. However his steel jutsu possess a special trait. Their constitution is made up of thousands upon thousands of extra fine wires. This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This restoration to full power can happen continuously and each time it happens additional chakra (10 per regeneration) will be sapped from the user. The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. This regeneration is utterly powerless against techniques of equal or greater power. For example, an S-Rank Fire technique would destroy an S-Rank steel technique with this trait and it will not regenerate. Regeneration counts as a move but it doesn't need to be initiated, the user and the knight are simply free to perform other techniques while it occurs.

Note: Lasts four turns and can only be used once per battle.
Note: No steel above A-Rank on the turn this is deactivated or destroyed.
Note: All of the techniques performed by the Silver Prince count towards the user's jutsu per turn limit.

Declined - don't mention all these other customs, gives me a head ache, just say what he can do, for example "due to him being made of steel any jutsu that change his body would remain this way, for example, if he turned his arms to swords, they would remain this way until destroyed" or what ever you're trying to achieve.
 
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Mellow

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(Ototon: Dejitarudikei) Sound Release: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Upon the formation of handseals by the opponent, the user will release a low energy, high frequency sound wave upon making a sound, such as a whistle or fingersnap. This hindering sound wave targets the muscular system of the person forming the handseals, causing the muscles in their hand to violently cramp up. Due to the pain in their hands, the target will be momentarily unable to complete the handseals. The pain caused by the sound wave lasts just long enough to prevent the completion of the jutsu the handseals were intended to invoke
Note: Can only be used three times per battle
Note: Technique requires a cooldown of two turns before it can be used again

Declined - requires med knowledge

permission to resubmit

(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type:Offensive/Supplementary
Rank:B
Range:Short-Long
Chakra: 20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Can only be taught by Mellow
- only useable on A ranks and below

Approved - made edits

(Ninpo: Senzo Gaikan)- Ninja Art: Ancestor's Facade
Rank:S
Type: Offensive/Defensive
Range:Short - Long
Chakra Cost:40
Damage Points: 80
Description:
This technique is simple in nature although no less unique, it draws upon the basis of Ninjutsu itself specifically shape manipulation. To begin the user will focus their chakra into a technique, energy or chakra-less substance that is present on the field. By overflowing it with their chakra the user is able to rapidly alter the shape of the technique, giving them many offensive and defensive options however they are limited to manipulating the shape only. The user does so through simple hand movements, indicating their intentions and allowing it to rapidly change shape in simple movements, depending on the scale of the jutsu and the users wishes. For example the user could manipulate an earth justu with this technique to form a spike or a wall for their purposes, limited only by the imagination.

Note:
-Can only be used 4 times
-No Ninpo techniques above S rank in the same turn or the next
-Can only be taught by Mellow

Declined - been done and tries so many times before
(Ototon: Dejitarudikei) Sound Release: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:Upon the formation of handseals by the opponent, the user will release a low energy, high frequency sound wave upon making a sound, such as a whistle or fingersnap. This hindering sound wave targets the hands of the person forming the handseals, causing the balance between their hands to become disrupted, causing them to fumble as they form the handseal. This disruption caused by the sound wave lasts just long enough to prevent the completion of the jutsu the handseals were intended to invoke by rendering the handseal incomplete.
Note: Can only be used three times per battle
Note: Technique requires a cooldown of two turns before it can be used again

Declined - what you're trying to say you do doesn't even make sense, a sound wave to make their hands fumble? how does that even work?
 
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Xicer

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Resubmitting. Changed the chakra because I messed up and put 30. Also threw in the induction hand sign, as required.

(Genjutsu: Auto-Hada Taitoku) Illusionary Arts: Out of Body Experience
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user focuses their chakra into their opponents brain by forming the Ram hand sign to put them under an illusion. In this illusion, they will feel themselves lift from their own body, in an astral projection style experience. While lifted from their body, in what would seem to be almost a spirit form to the target, they would be able to see themselves, as well as the terrain and others within it as it was at the time of the jutsu. Because of the mechanics of this jutsu, the target is left completely immobilized for the time they are under it. While watching from above, they will notice that the rest of the world has frozen in time, with no movement from anything.

-Usable twice per battle
-No A-Rank+ Genjutsu for two turns
-Can only be taught by Xicer

Note: You shouldn't leave those notes on your resubmissions. That's breaking the blue rule telling us what to check and in the future will result in it being declined.

Declined - reduce the rank, it's just too OP, S rank that immobilizes, not many could break this gen.

Apologies. That was not my intention in the least, so please forgive my ignorance.

(Genjutsu: Auto-Hada Taitoku) Illusionary Arts: Out of Body Experience
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user focuses their chakra into their opponents brain by forming the Ram hand sign to put them under an illusion. In this illusion, they will feel themselves lift from their own body, in an astral projection style experience. While lifted from their body, in what would seem to be almost a spirit form to the target, they would be able to see themselves, as well as the terrain and others within it as it was at the time of the jutsu. Because of the mechanics of this jutsu, the target is left completely immobilized for the time they are under it. While watching from above, they will notice that the rest of the world has frozen in time, with no movement from anything. This is all within the illusion, within reality the target/targets are just stood motionless.

-Usable thrice per battle
-No B-Rank+ Genjutsu for two turns
-Can only be taught by Xicer

Approved
 
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System001

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I won permission to two extra CJ slots here;
Which ups my cap to 37; turns out my CJs were previously mis-numbered, therefore I'm at 36/37, not 37/37


(Katon: Purometeusu no Ubaimasu) | Fire Release: Immolation of the Dragon Kin
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: What makes fire so marvellously powerful - it's aptitude for indiscriminate and absolute destruction, is what also inhibits the user, for they too run the risk of falling prey to fire. This technique seeks to free the user from the shackles of fear or hesitation, allowing the user to use fire freely, to it's full potential, without worry of backlash. In mythos, Dragons, the legendary beings thought to be fire made flesh, are fabled for their immunity and natural mastery of fire. Immolation of the Dragon Kin seeks to actualize this legend so that its user may reign supreme. Through the rapid release and conversion of fire chakra the user will clad themselves in flames so hot, that their initial creation will release a B ranked heatwave that will scorch through and repel anything within short range. On inspection however, it will become apparent that these flames are not the norm - for starters they will not burn the user or harm their belongings, similarly, they will visually appear to be different from normal fire - less corporeal, and instead seeming more ethereal. This is because in place of the creation of raw flames, the user will instead release a pure manifestation of fire chakra - the release chakra will still largely act as fire would; it can still burn, produce heat, smoke and take the coloration of the users normal flames and likewise adopt any other property of fire, however it will not burn the user but will rather protect them, acting as an armour. While under the effects of Immolation of the Dragon Kin the user will gain access to a unique set of abilities - the first of which is that the user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse affects such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques). The second ability is a representation of the sovereignity that Dragon's posses over fire, in that any of the users fire technique that come into contact with the armour are subject to its influence and can be made to yield to its control - for instance a fireball released by the user can be made to fall under the armours gravity of control - in which case it can, instead of continuing outwards, be made to attach itself to the armour and orbit it as an added protection, or as an attack to be released at a later date, with the armour being capable of sustaining obedient techniques beyond their usual duration if need be. Alongside the armour's ability to arm itself with the users fire techniques is its ability to contort and extend its form into various shapes to attack or defend - when counteracting or attacking the armour is capable of cycling through the canonically demonstrated states of Fire Release on a whim, such as ash, gas or the more solid iterations of fire shown in techniques such as 'Dragon Flame Song', thus the fire armour has the required versatility to interact with and destroy its opposition as the user wishes. Meanwhile the shape of the armour itself can be manipulated to form various appendages, such as claws, tails, weapons and tools to attack or defend - however this is limited in that it can only reach up to the edge of short range. Appendages can be created passively - in which case they are part of the armours direct strength, and as such their destruction will weaken the armour itself. Or through the usage of a move, in which case they act as semi-independent, A ranked strength bodies that mimic the armours properties and can extend from it into long range, but their destruction will not harm the armour itself. The armour itself acts as protection for the user that respects elemental weaknesses and strength, and weakens from clashes that do not destroy it - however for as long as it persists, it can passively utilise its authority over the users fire techniques to absorb parts of a fire jutsu's power and thus replenish its own strength, and is even capable of assimilating the unique properties of fire techniques that it contacts, such as passively assimilating the stench or explosive property unique to a fire jutsu that it contacts, and by doing so add these capabilities to its own arsenal

Notes: The ability of the 'Unburnt' renders the user immune to their own flames and allows them to pass through weaker fire based jutsu (KG/CE included - i.e Scorch) unhindered. It is a passive ability that is always active and signifies the users prowess over fire. Each Fire Jutsu sustained by the armour drains on the users chakra supply by -10 per turn, and the armour itself is responsible for the sustaining of these techniques, capable of maintaining techniques that usually act as projectiles or assisting the user by sustaining techniques that would usually be maintained by the user in their stead - thus leaving the user completely free to act as he wishes. For as long as the fire armour is active the user is incapable of using wind, lightning earth or water techniques above S rank, however they are still capable of using other fields of ninjutsu or HA's, such as sound, freely. This technique is closely linked to Dragon's Symphony, thus if Dragon's Symphony is used then this armour will tie itself to the existence of the Dragon's Crest, remaining for as long as the Dragon's crest exists and vice versa, thus adopting the longest duration. Under normal circumstances the armour will last for four turns, and is usable only twice with a three turn cooldown between usages. However the user can, at the sacrifice of the other four elements, sustain the armour indefinitely, during which time they can only use Ninjutsu, Fire Release, Genjutsu, Taijutsu of all kinds, and special abilities/HA such as Fuuin and Sound. Once the armour ends the user cannot use above A rank for the rest of the turn.

Declined - so many fire armors and such like this already in exist in so many forms.
(Katon: Ryū no Shinzoku no Gisei) | Fire Release: Immolation of the Dragon Kin
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: What makes fire so marvellously powerful - it's aptitude for indiscriminate and absolute destruction, is what also inhibits the user, for they too run the risk of falling prey to fire. This technique seeks to free the user from the shackles of fear or hesitation, allowing the user to use fire freely, to it's full potential, without worry of backlash. In mythos, Dragons, the legendary beings thought to be fire made flesh, are fabled for their immunity and natural mastery of fire. Immolation of the Dragon Kin seeks to actualize this legend so that its user may reign supreme. Through the rapid release and conversion of fire chakra the user will clad themselves in flames so hot, that their initial creation will release a B ranked heatwave that will scorch through and repel anything within short range. On inspection however, it will become apparent that these flames are not the norm - for starters they will not burn the user or harm their belongings, similarly, they will visually appear to be different from normal fire - less corporeal, and instead seeming more ethereal. This is because in place of the creation of raw flames, the user will instead release a pure manifestation of fire chakra - the release chakra will still largely act as fire would; it can still burn, produce heat, smoke and take the coloration of the users normal flames and likewise adopt any other property of fire, however it will not burn the user but will rather protect them, acting as a protective aura. While under the effects of Immolation of the Dragon Kin the user will gain access to a unique set of abilities - the first of which is that the user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse affects such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques). The second ability is a representation of the sovereignity that Dragon's posses over fire, in that any of the users fire technique that come into contact with the aura are subject to its influence and can be made to yield to its control - for instance a fireball released by the user can be made to fall under the auras gravity of control - in which case it can, instead of continuing outwards, be made to attach itself to theaura and orbit it as an added protection, or as an attack to be released at a later date, with the aura being capable of sustaining obedient techniques beyond their usual duration if need be. Alongside the auras ability to arm itself with the users fire techniques is its ability to contort and extend its form into various shapes to attack or defend - when counteracting or attacking the aura is capable of cycling through the canonically demonstrated states of Fire Release on a whim, such as ash, gas or the more solid iterations of fire shown in techniques such as 'Dragon Flame Song', thus the fire defence has the required versatility to interact with and destroy its opposition as the user wishes. Meanwhile the shape of the shroud itself can be manipulated to form various appendages, such as claws, tails, weapons and tools to attack or defend - however this is limited in that it can only reach up to the edge of short range. Appendages can be created passively - in which case they are part of the auras direct strength, and as such their destruction will weaken the aura itself. Or through the usage of a move, in which case they act as semi-independent, A ranked strength bodies that mimic the auras properties and can extend from it into long range, but their destruction will not harm the armour itself. The aura itself acts as protection for the user that respects elemental weaknesses and strength, and weakens from clashes that do not destroy it - however for as long as it persists, it can passively utilise its authority over the users fire techniques to absorb parts of a fire jutsu's power and thus replenish its own strength, and is even capable of assimilating the unique properties of fire techniques that it contacts, such as passively assimilating the stench or explosive property unique to a fire jutsu that it contacts, and by doing so add these capabilities to its own arsenal

Notes: The ability of the 'Unburnt' renders the user immune to their own flames and allows them to pass through weaker fire based jutsu (KG/CE included - i.e Scorch) unhindered. It is a passive ability that is always active and signifies the users prowess over fire. Each Fire Jutsu sustained by the aura drains on the users chakra supply by -10 per turn, and the aura itself is responsible for the sustaining of these techniques, capable of maintaining techniques that usually act as projectiles or assisting the user by sustaining techniques that would usually be maintained by the user in their stead - thus leaving the user completely free to act as he wishes. For as long as the fire aura is active the user is incapable of using wind, lightning earth or water techniques above S rank, however they are still capable of using other fields of ninjutsu or HA's, such as sound, freely. This technique is closely linked to Dragon's Symphony, thus if Dragon's Symphony is used then this aura will tie itself to the existence of the Dragon's Crest, remaining for as long as the Dragon's crest exists and vice versa, thus adopting the longest duration. Under normal circumstances the armour will last for four turns, and is usable only twice with a three turn cooldown between usages. However the user can, at the sacrifice of the other four elements, sustain the armour indefinitely, during which time they can only use Ninjutsu, Fire Release, Genjutsu, Taijutsu of all kinds, and special abilities/HA such as Fuuin and Sound. Once the aura ends the user cannot use above A rank for the rest of the turn.

Declined - DNR - clashes with too much stuff.
 
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Drackos

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(Suiton: Kyogi Hyo Furippu) – Water Release: Deceptive Table Flip
Type: Offensive, Supplementary
Rank: B
Range: Short
Chakra: 20 (-50 per turn)
Damage: 10 (+5/+10)
Description: A rather deceptive Water Release technique and variant of Earth Style: Table Flip where the user will release Suiton chakra from their body to produce an average table with dimensions and stylistic features of their choosing (within reason of normal tables). The water produced will be effectively solid in nature allowing it to easily hold the weight of an average person, objects such as cups and plates, as well as average sized weapons and such. However, this table has a certain deceptive quality to it which is found in the nature of the water which stems from Water Release: Grudge Rain Technique. The water produced to form this table has potent chakra draining qualities which can be applied at the user’s discretion. The technique effectively drains 40 chakra per turn from those that come in contact with it, with the exception of the user of course. The chakra drained is then stored within the body of water and can be used for the user’s future techniques. For each 40 chakra drained the technique allows the user to use this water as a source for their next water techniques increasing its damage by five (5). This can reach a maximum of 10 bonus damage should the technique drain 80 chakra over two turns. In addition this technique can also absorb opposing techniques within elemental weaknesses and strengths to accomplish the same feat. Because of its draining capabilities it can produce a pseudo regenerative ability making it so this technique cannot be destroyed unless it is completely overwhelmed. As an added flair of damage the user can flip the table inflicting a meager 10 damage to the opponent.
Note: Can be used five (5) times per battle.

Approved, lmao:
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U_U

(Suiton: Kagayaku Buki) – Water Release: Resplendent Weaponry
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn) (-50 per turn)
Damage: 60 (+5x)
Descriptive: A Water Release technique in which the user converts and expels copious amounts of pure suiton chakra either their body, or to manipulate a water source or the moisture in the air. Should the moisture in the air be manipulate the user can only produce the water for this technique within short-range. Resplendent Weaponry is a powerful yet efficient technique based upon the principles of Water Release: Grudge Rain technique. The water produced by Resplendent Weaponry, as such, takes the form of chakra draining water capable of draining chakra from those who come into contact with it, with the exception of the user, at the rate of 50 chakra per turn. An alternative application of this chakra draining ability also exists allowing it to drain chakra from opposing techniques within elemental weaknesses and strengths and neutralize them effectively. The chakra drained by either method allows this technique to be used as a water source for the user’s future water techniques and applies that absorbed chakra to empower them by an additional five damage per technique/50 chakra drained for a maximum of twenty damage (4x).In addition to the shared chakra draining quality of Resplendent Weaponry the user is given some stylistic options to their applications of this technique allowing, at their choice, the water to be normal flowing water, effectively solid in composition, or glue-like, and the assumed shape. Sustaining this technique over multiple turns requires the application of a single Tiger hand seal.
Note: This technique can be used four times per battle and cannot be used in consecutive turns. The user cannot use water techniques above A-Rank in the same turn.

Declined - clashes with existing jutsu

(Genjutsu: Kyūkaku Kyūsai) – Illusion Arts: Olfactory Relief
Type: Supplementary
Rank: D
Range: Short – Mid
Chakra: 10
Damage: N/A
Description: A simple yet effective and subtle illusion technique where the user will induce an illusion on the opponent to influence their sense of smell. The aim of this technique is counterintuitive. The induced illusion will aim to change the opponent’s sense of smell so that they seem to be breathing average air from around them without any disruptive scents. For example should the user be near burning paper and under the influence of this illusion technique they will not smell the burning paper and instead will smell the air as if there was nothing wrong. Or if the opponent is near a dead corpse they will not smell the decay from the body. This technique is designed to conceal these smells and increase their subtly. Alternatively, the user can induce this genjutsu on themselves to reduce distracting smells allowing them to fight more freely.

Declined - you need a method of inducing the gen.
 
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BusinessManTeno

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(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all Being one of the two grand masters of the family. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two people on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally and x1.5 faster then the users base speed, still traceable to the naked eye.) while the strength of the harpoon equals S rank. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste inside the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. Virgo has ties to every single summon inside the cone snail family, thus branching off her powers upon birth. Once per battle she is able to draw fourth power from any of the cone snails not currently summoned. This will allow her to use the unique ability of said cone snail (Example, If she takes power from Aquarius, she would be able to sense bodies of water and use water up to S rank for the remainder of her time on the field). Once activated, it cant be deactivated.


Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon or activating her special ability
Note: The cone snail that power is being drawn from cant be on the battle field
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

Declined - keep the speed the same but the last bit i'm fine with

(Ensui Katatsumuri Kuchiyose: Shishiza) Cone Snail Summoning: Leo
Type: Summon
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/a
Description: Leo is considered one of the two strongest of the cone snail family in both offensive and defensive, and the only cone snail summon who is useless on land, but as strong as his sister summon Aquarius in water. Leo is known to have the bare roots of the cone snail family traits being a true aquatic hunter under water. Leo is roughly the size of katsuya (The shell is included in the size) and is the only summon that is summoned in a water source below surface. Though he is summoned on the ground level of the water source he is able to swim underwater with ease but due to his large body he dont need to move to strike his target. Her regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a goldish yellow color with what appear to be scar patterns all across his body with the Leo symbol (♌) on the side of his shell. Due to him being underwater most time, his voice is rarely heard verbally from the summoner but was said to be normal sounding from the regular snails as they can communicate with each other mentally, while able to communicate with his summonery mentally as well. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving her immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below as he due to her shell not covering her bottom half). Just like every cone snail he has a harpoon for a tongue his being the size and thickness of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent with great speed, being x2 as fast as the users base speed under water (Once the harpoon comes into the atmosphere, it slows down to the users base speed) Being S rank in strength. The poison with this cone snail is one of the weaker ones, but stronger ones at the same time. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which paralyzes the opponents whole body due to a simple scrap from the toxin from the users harpoon. The harpoon is clear thus making it hard to see underwater, but very easy to see above land. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. The unique thing about this cone snail is that it uses its harpoon for synergy for his special ability. Leo while underwater can extend its mouth up to 5 meters in all directions, using wind chakra to create a vortex from his mouth. The suction is very powerful being S rank in strength and extremely hard (though not impossible) to get out of the suction current. Being able to suck up large water sources into its body before having to stop. This will create a massive whirlpool above water, causing it to have a similar effect to the earth style antlion technique, dragging them into water, unless they get out of range.

Note: Can only be used once and last 4 turns
Note: Must draw blood and palm the hand on a water source to summon leo
Note: Every action done by this summon counts as a turn (This excludes his defense)
Note: The range of the whirlpool is roughly 10 meters wide, this can be dangerous for the user as well
Note: The summon suctions for two turns before having to stop, or if they decide to stop on their own
Note: The opponent have one turn to escape the current unless they will be swallowed up by the cone snail
Declined - the bolded

Brother Technique Approved Here:


(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in pinpointing the sound frequency into the opponents brain via their ear drum, being thee brother technique to Magdala Curtian, but not casting a genjutsu. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon. The opponent will see a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria". Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymn from her mouth that is directed into the ear canal of the opponent. As the opponent hears the singing/hymn from maria, it will release soundwaves that produce a very high sound frequency in their ear that will cause a excruciating mental strain in the opponents head causing unbearable pain. This will not only serve as decoy but will result in muscle paralysis as the hymn is being sung, still causing pain towards the brain region, sounding like a very loud screech in their brain they cant get rid of. If grave of maria is summoned before hand for the other technique, the user is able to switch hymns without needing to summon her over again.

Note: Can use twice with a 4 turn cool down
Note: Last 2 turns before it ends
Note: If the opponent dont escape this jutsu by the end of the second turn, they will pass out due to a huge mental strain
Note: No sound jutsu as this technique is being used
Note: While active this constantly takes up one of the three jutsu per turns.
Note: Switching hymns between the brother technique (Magdala Curtain) counts as a move but dont have to worry about summoning.
Note: Technique can be rendered useless overpowering the sound from the hymn since its only as loud as a lady singing.


Declined - it's just not clear what you do, it looks like a gen from the explanation which can't be long range, but if it's sound release the rest of the jutsu doesn't make sense
1:20-1:32
 
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