Custom Jutsu Submission - III

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Avonomemi

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Permission to submit given via Skype

(Kuchiyose Meerkat: Iwa) Summoning Meerkat: Rock
Type: Summon
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Rock is a timid looking meerkat about 3ft in height, the red scarf tied around his neck and ear piercings is one of the distingushing feature of his, having little to no expertise in tai, Rock abilities lies on ninjutsu, he is able to have control over the terrain climate, some have nicknamed him a "weather-pet". Rock can change the weather climate from a sunny weather to a cloudy or rainy weather (vise versa). Naturally Rock's chakra is imbedded in the climate change; he is able to use this feature to detect the enemy and any chakra related action. When summoned Rock doesn't appear near the summoner but rather at a hidden location within 15m radius from the summoner, he mostly hid underground but this is likely to change. Rock is also able to communicate with his summoner via telepathy.
Restrictions:
* Change of the weather climate doesn't count toward the jutsu limit per turn.
* The effect of the various climate is liable to the user's discretion but however must remain within acceptable and reasonable limit.
* Can be summoned once per battle.
* Stays on the field for four turns.

‡ Declined ‡ No to the weather manipulation.



(Ninjutsu: Haru no hoshi) Ninja Art: Spring Star
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Spring Star is one of Roku infamous moves, he roll up into a concussive ball and blast off at a blinding speed and force to strike his target, though primarily to attack enemies, the technique can also be used to move target from one place to another(upto long range) however the target has to be inside Roku, this is possible through ninjutsu (this ability is similar to jiriaya frogs being able to swallow it's summoner regardless of size). Note that Roku and the passenger's perception are not disturbed during this move.

Restrictions:
* Can only be used twice per battle.
* Can only be performed by Roku

‡ Declined ‡ If you're inside of your summon, how do you see outside of him? If he's rolling, your perception will be affected.
 
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Cursed Prince

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Kenjutsu: Wareta Garasu | Sword Technique: Cracked Glass
Type: Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Cracked Glass is a sword technique that acts as the perfect offense and defense. To perform it, the user must first gather and condense chakra onto the very tip of their blade. The user is then able to shoot the chakra out from the tip of the blade into any solid object, which may be an enemies ninjutsu. Once the chakra is inside of an object the user manipulates the dense chakra and releases it in thin sharp lines in every direction. Doing so breaks apart most objects, and if used on the ground it can create a 15x15 deep hole where the user as well as the enemy might fall into it.
Note: Can only be used twice per battle
Note: Can only be used on objects/techniques containing A rank chakra or less
Note:
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‡ Declined ‡ Similar techniques exist.
 
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Negative Knight

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‡ New Cycle ‡
The new cycle starts on 25/08/2016 (at 15:30 GMT +1) and ends on 31/08/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

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

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

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

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

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

Klad

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Ajisashi Kuchiyose: Pitchiburakkuenjeru - Tern Summoning: Pitch Black Angel
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Perhaps one of the fastest Ajisashi to ever exist, Pitch Black Angel is an intimidating and completely black seabird. Hailed as a high class among the tern hierarchy, this bird is very proud but he obeys its owner and would do anything to provide him safety since his family has passed down the responsibility which has made them be very loyal. A notable characteristic of this bird is that even though he's much smaller than compared to his other kind, he is able to carry at least one human on his back. Because of the smaller size, he has the ability to go at faster speeds and be quick at acting in certain situation which leaves little room to. Pitch Black Angel is able to use chakra although he does not excel at elemental arts. The only affinity he knows is Lightning Release, but due to his lack of skill, he can use them up to A rank. However, he has displayed to create an omnidirectional lightning barrier which surrounds him and the user, and this can defend up to S rank attacks respecting the S/W scheme. The most unique ability this seabird has is the fact that in his mouth and stomach, there are a copious amount of parasites. Through a lot of hard work, he finally became able to manipulate these parasites at will. Usable only once per battle, Black Angel can spit a barrage of invisible chakra coated parasites which lay on the ground throughout the entire battlefield, so it covers from short to long range. Only dojutsu users will be able to detect these. Since the parasites are extremely chakra hungry, they will feed on any chakra which tends to form under or on the ground, and they will successfully render them prematurely useless. To put in other words, for a limited amount of turns, the opponent is restricted to use any technique of any element which travels through the ground or comes from underground, because the parasites will be there and will cancel it out. This will last for specifically three turns.

- All the abilities above count as a move
- Can only be summoned once and lasts for 4 turns

Declined - the barrier clashes with stuff priest owns, the invisible parasites needs to be visible like a near transparent cloud...


Resubmitting.

Ajisashi Kuchiyose: Pitchiburakkuenjeru - Tern Summoning: Pitch Black Angel
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Perhaps one of the fastest Ajisashi to ever exist, Pitch Black Angel is an intimidating and completely black seabird. Hailed as a high class among the tern hierarchy, this bird is very proud but he obeys its owner and would do anything to provide him safety since his family has passed down the responsibility which has made them be very loyal. A notable characteristic of this bird is that even though he's much smaller than compared to his other kind, he is able to carry at least one human on his back. Because of the smaller size, he has the ability to go at faster speeds and be quick at acting in certain situation which leaves little room to. Pitch Black Angel is able to use chakra although he does not excel at elemental arts. The only affinity he knows is Lightning Release, but due to his lack of skill, he can use them up to A rank. The most unique ability this seabird has is the fact that in his mouth and stomach, there are a copious amount of parasites. Through a lot of hard work, he finally became able to manipulate these parasites at will. Usable only once per battle, Black Angel can spit a barrage of chakra coated parasites which lay on the ground throughout the entire battlefield, so it covers from short to long range. They're visible like a near transparent cloud. Since the parasites are extremely chakra hungry, they will feed on any chakra which tends to form under or on the ground, and they will successfully render them prematurely useless. To put in other words, for a limited amount of turns, the opponent is restricted to use any technique of any element which travels through the ground or comes from underground, because the parasites will be there and will cancel it out. This will last for specifically three turns.

- All the abilities above count as a move
- Can only be summoned once and lasts for 4 turns

Declined - reduce the parasites to working mid range diameter, next give them a rank restriction as i'm sure they wouldn't eat the chakra of an F rank ect




Meiton: Mōtaru no naitomea - Dark Release: Nightmare of the Mortal
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A technique which is controlled by the user and considered to be very fast in performance, the user activates either dark mark on his palm and sends his chakra in target's vicinity. Afterward, an adult-sized hand materializes a few inches right in front of their neck and the hand being very swift grasps their neck. The target will only notice a transparent dark light under their chin if they're facing straight. The moment the hand touches the neck, it drains the same amount of chakra used for this technique from the target. This done, it will strangle the neck to the point that the target won't be able to breathe at all. But this is where the dark chakra comes into play. With the support of one hand seal, the user can make this hand quickly turn into a fiery hand which will explode into a volcane like eruption in spot and completely decapitate said target and erase the body part from his torso and up into nothingness. The hand's construct is formed up to the forearm, in which point it has a slight transparent effect in the end. The user can also choose whether they use the hand's fingernails to pierce through the target's neck.

- Usable only thrice per event/conflict
- Can only be taught by Klad

Declined - the marks on your hand absorb the chakra that's what they are there for. You don't create charka hands to do so, that's not what was shown as dark release.

Depiction of the hand
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Meiton: Kotei-ka - Dark Release: Immobilization
Type: Supplementary
Rank: C-rank
Range: Short-Long
Chakra: 15
Damage: N/A
Description: One of the simpler Dark Release techniques, this technique is created to oppose the essential "Tree Climbing Practice" or "Water Surface Climbing Practice" abilities. The user will focus dark chakra in his chosen area and he will create a very thin dark layer which is invisible to the naked eye. Whether the target is standing on a chakra-less surface of water, or trying to climb a vertical platform (so all in all it requires the target to make use of chakra beneath his legs), this dark layer will cancel it out and the enemy will drown in water/trip/fall (whatever the circumstances)

-Lasts for three turns unless canceled
-Can only be taught by Klad

Declined - this isn't dark release. Same reason as above.
 
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RuckenTM

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(Shiryō Ninjutsu - 飼料忍術) --- Forage Ninja Techinqies
Type: N/A
Rank: N/A (if used to enhance, +1 rank increase to Doton-related jutsu only; limited up to S-rank)
Range: N/A
Chakra Cost: N/A (-10 if used to Enhance Doton-related Jutsu)
Damage Points: N/A (+10 Damage to Forbidden Doton-related Jutsu)
Description: Forage Ninjutsu (Shiryō Ninpo - 飼料忍術), simply put, is a style of non-elemental ninjutsu that utilizes the hay and straw. Created by farmers, the style uses chakra to harness the properties of hay and straw to enhance earth release or simply maim their opponents with shreds of dry stalk needles, each use is uniquely versatile. While this ninjutsu is a branch within types of jutsu as, (Ninpou: Gekka Bijin) - Ninja Arts: Beauty Under the Moonlight jutsu, where the user manipulates countless flower petals to surround, confuse and blind their opponent. [ ]

This non-elemental ninjutsu in nature, is considered a specialized form of basic ninjutsu. The ninja uses chakra-infused Straw/hay to summon many more conjunctions of straw/hay forms. They can control and reshape even parts of their body with straw/hay at will, making such forms as weapons for attack, straw/hay airplanes for quick transport, or simply covering their enemy in bales of hay/straw, restricting and asphyxiating them. Forage can even enhance earth release for its known straw is used to bind clay and concrete. A mixture of clay and straw, known as cob, can be used as a building material for earth release jutsu giving the jutsu more resistance against their stronger counter-parts. The underneath plastered straw/hay, within the earth release jutsu provide some thermal mass, compressible and ductile structural strength, and acceptable fire resistance as well as thermal resistance (insulation). This while also allows seismic resistance, a more advanced art of use would be drawing nutrients from plant-based attacks. This enables Forage Ninjutsu to turn dry stalks of plant-based releases into sources for more Forage techniques.

Like other types of non-elemental ninjutsu; smoke, paper, and Ink. Forage exhibits a weakness against lightning/ fire based elements. Due to interactions against dry substances its intense blazing temperature leaves Forage jutsu encountering with it will most likely make it burn upon contact or when faced with flames it will sink through the flames turning into ash after passing. Forage is strong against earth based elements for after clashing with Forage, its more as refurbishment than damaging, because it drains the nutrients of the elements, making earth crumble to soil and wood to lose it’s nutrients. Forage Ninjutsu isn’t directly strong against Wood and Earth, but its prominently potent against them when the user summons wheat forms to emerge from wood or earth release encounters.

Notice: Must be stated on Biography.

‡ Declined ‡ This is just Straw Release. Make this in the CE thread. Also, I wouldn't have allowed boosting the damage of your earth with straw.
Changed Ninjutsu naming, discussed with you, & followed your implications. :)

(Shiryō Ninjutsu - 飼料忍術) --- Scavenge Ninja Techinqies
Type: N/A
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Scavenge Ninjutsu (Shiryō Ninpo - 飼料忍術), simply put, is a style of non-elemental ninjutsu that utilizes the hay and straw. Created by farmers, the style uses chakra to harness the properties of hay and straw to enhance earth release or simply maim their opponents with shreds of dry stalk needles, each use is uniquely versatile. While this ninjutsu is a branch within types of jutsu as, (Ninpou: Gekka Bijin) - Ninja Arts: Beauty Under the Moonlight, where the user manipulates countless flower petals to surround, confuse and blind their opponent. [ ]

This non-elemental ninjutsu in nature, is considered a specialized form of basic ninjutsu. The ninja uses chakra-infused Straw/hay to summon many more conjunctions of straw/hay forms. They can control and reshape even parts of their body with straw/hay at will, making such forms as weapons for attack, straw/hay airplanes for quick transport, or simply covering their enemy in bales of hay/straw, restricting and asphyxiating them. This while also allows seismic resistance, a more advanced art of use would be drawing nutrients from plant-based attacks. This enables Scavenge Ninjutsu to turn dry stalks of plant-based releases into sources for more Scavenge techniques.

Like other types of non-elemental ninjutsu; smoke, paper, and Ink. Scavenge exhibits a prominent weakness against lightning/ fire based elements. Due to interactions against dry substances, its intense blazing temperature leaves Scavenge jutsu encountering with it most likely burning upon contact or when faced with flames, it will sink through the flames turning into ash then after passing. Scavenge is equal against earth/plant based elements during its clashing with Scavenge, for its more as refurbishment than damaging, because it drains the nutrients of those elements, making earth crumble to soil and wood to lose it’s nutrients. However, Scavenge Ninjutsu isn’t directly strong against Wood and Earth, but its prominently potent against them when the user summons wheat forms to emerge from the wood or earth release encounters. This form of specialized Ninjutsu, will be as strong as basic ninjutsu, therefore is respectively weak to all-other elemental natures.

Notice: Must be stated on Biography. Users will either have to only manipulate existing Straw forms. With either a nearby straw source; or carry around a gourd of straw, straw raincoat, or make a separate technique for summoning it.

You will need NK to check this as you discussed it with him


(Genjutsu: Sharingan'o-Kunō) - Illusionary Arts: Heaven's Wheel Eye-Comand
Type: C
Rank: Supplementary
Range: Short - Long
Chakra Cost: 15
Damage Points: N/a
Description: Initiated by looking at their opponents; their victims experience a relatively short and quick paralysis of their extraocular muscles which controls the movements of the eye, disabling them from changing their eye's location. Or further to complicate the situation, this jutsu allows the user to choose whichever muscles that would be paralyzed. I.e; upper, or lower and even sideways muscles, therefore, the stiffen muscles will pull on the regulars forcing the victim to look at a desired place(s) at the user's will. While this jutsu isn't a Sharingan Genjutsu by all means, besides, it being used solely by Uchiha clan members, who were profound Sharingan Users.
Note: Paralysis lasts 1 turn; while also this jutsu can only be used by Uchiha Biographies.


Declined - just based on sharingan have been bannned since 2010 with the only acception being custom MS

(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) Fire Release: Uchiha Hidden Explosive Tags Technique
Type: Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), and knead chakra into flames as then momentarily unleashing a volley of kunais, each singly stringed tagged with many paper-bombs, with one hand. While at the same time, they exhale Katon-infused chakra onto them; summoning a stream torrent of flames which can be manipulated and exhaled through the ring-hole, made by the index and middle finger as: A) a thin powerful jet streamline becoming incredibly fast, while being able to stream across the field in seconds with a multitude of paper-tagged kunais hidden through the gashing line of flames and (using their chakra to keep them sustained without fault) from sight; enabling them to head through the flames (if not countered with a solid elemental interaction) afterwards, resulting into an additional explosion there then-after. B) an invasive large fireball spreading of flames that span in size height, length slowly increasing outwards. Paper-bomb tagged Kunais being embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released flame scotch (as the kunais within simply flow slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectories.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surround by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion.

Note:
~ Can only be used twice per match.
~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.
~ User must be katon specialist.

Declined - you need to make it clear and to the point. Not only this but why wouldn't all the shuriken and kunai be incinerated in the fire?

Depiction:
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Python

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Tekunikku Khonsu-Summoning technique Khonsu)
Type: Summoning
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Once deemed the protector of the monkey kingdom, Khonsu a highly respected and looked up to monkey due to his many services to the current monkey King. his physical strength and power unrivalled by most and only the highest in the hierarchy can match him; learning to befriend Ermac over time and being a good friend and advisor to him and all who require his help allowing him to be summoned by Ermac when needed and to his who he deems worthy.

Khonsu was once the protector of King Enma himself in his glory days due to his special ability of being able to transform into an adamantine shield; only reaching mid age of his life he hasn't lost any of his physical attributes or power; having brown fur and long spikey golden hair. Easily towering a average man and most big monkeys themselves he stands at 10ft and being blessed with large muscles and size being one if not the biggest monkey, this heavily restricted how quick Khonsu could move though so he trained from a young age to become a defender for the monkey kingdom enduring gruelling and painful endurance training while increasing his body strength.

Due to serving many years under Enma himself he became smarter and learned a lot of his wisdom off Enma, though he was still docile withing his nature while being serious and prideful most of the time to familiar beings and monkeys he is caring and soft speaking. boasting an immeasurable strength and being able to take a lot more damage then the average monkey Khonsu was and still is prized by the monkey kingdom and the fellows who inhabit it. Because being so big and having large hands Khonsu weapons was his fists seeing as many of his punch's could level small structures like small houses, bridges etc. if he was to hit a human he easily break most the bones in their body though being so much slower then the other monkeys. Khonsu learned how to turn his big size and weight into an advantage being able to slam his large fists into the ground and sending a powerful shock wave out of wind sending everything in that direction flying back, this is a B rank move and counts to one of the users moves.

Like many of the influential monkeys within the monkey kingdom Khonsu also has the ability to transform. The Adamantine Shield, A powerful shield that befitting of Khonsu protector status. Transforming into this weapon is a passive maneuverer.

Khonsu do to his big size learned he had an earth affinity and he is able to perform all earth techniques up to and including S rank which the user himself knows with one hand-seal.

Note - User must be a signer of the monkey contract and be taught by Python
Note - Can only be summoned once per battle
Note - Khonsu whiles in monkey form can remain on the field for four turns
Note - No other animals summons may be on the field as long as he is.
Note - Every earth technique used by Khonsu counts towards the users move count

‡ Declined ‡ How does being big have anything to do with having an earth affinity? Anyway, summons can only use one element. You said he uses a shockwave of wind earlier and now he can use earth techniques.

(saru uchini bareru-Monkey in a Barrel)
Type: Supplementry
Rank: B rank
Range: Short-long
Chakra: 30
Damage: N/A
Description: This technique has to been done with a monkey summon on the field, the monkey summon slams both their hands on the ground and a large barrel forms around the user protecting him from most attacks and is able to take one S rank without dispersing. this switch's the user behind his summon, similar to the way summons can reverse summon the user to them. This gives the deception the user is still in the barrel when the barrel is actually loaded with hundreds and hundreds of small monkeys no bigger then 1-2 foot. Each of these monkeys are tagged with an explosive tag. either the user or the monkey summon can form an handseals that will cause the barrel to compress and the monkey to burst out spreading all over the battle field when the user or monkey summon wants. they can cause specific little monkeys explosive tags to explode causing a large chain reaction on where they are heavily located. The user can control the little monkeys when they are dispersed but only just directing them to the targets they want. "the little monkey bombs" can latch onto structures and people alike and the more that pile up obviously the larger the explosion.

+ Notes: Can be only taught by Python
+ Notes: can be used 4 times per battle
+ Notes: this is not passive and costs a move of user allocated 3 turns

‡ Declined ‡ This is just abusive. Anyway, yes you can reverse summon but not to a summon that's already on the field. That isn't Reverse Summoning, that's just Space-Time Ninjutsu.

Link to training
(Summoning technique- Khonsu
Type: Summoning
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Once deemed the protector of the monkey kingdom, Khonsu a highly respected and looked up to monkey due to his many services to the current monkey King. his physical strength and power unrivalled by most and only the highest in the hierarchy can match him; learning to befriend Ermac over time and being a good friend and advisor to him and all who require his help allowing him to be summoned by Ermac when needed and to his who he deems worthy.

Khonsu was once the protector of King Enma himself in his glory days due to his special ability of being able to transform into an adamantine shield; only reaching mid age of his life he hasn't lost any of his physical attributes or power; having brown fur and long spikey golden hair. Easily towering a average man and most big monkeys themselves he stands at 10ft and being blessed with large muscles and size being one if not the biggest monkey, this heavily restricted how quick Khonsu could move though so he trained from a young age to become a defender for the monkey kingdom enduring gruelling and painful endurance training while increasing his body strength.

Due to serving many years under Enma himself he became smarter and learned a lot of his wisdom off Enma, though he was still docile withing his nature while being serious and prideful most of the time to familiar beings and monkeys he is caring and soft speaking. boasting an immeasurable strength and being able to take a lot more damage then the average monkey Khonsu was and still is prized by the monkey kingdom and the fellows who inhabit it. Because being so big and having large hands Khonsu weapons was his fists seeing as many of his punch's could level small structures like small houses, bridges etc. if he was to hit a human he easily break most the bones in their body though being so much slower then the other monkeys. Later on in his life Khonsu learned he had an earth affinity to further his ability's he learnt to master this at his early point of his point learning to do all earth techniques with one handseals and up to S rank

Like many of the influential monkeys within the monkey kingdom Khonsu also has the ability to transform. The Adamantine Shield, A powerful shield that befitting of Khonsu protector status. Transforming into this weapon is a passive maneuverer.

Note - User must be a signer of the monkey contract and be taught by Python
Note - Can only be summoned once per battle
Note - Khonsu whiles in monkey form can remain on the field for four turns
Note - No other animals summons may be on the field as long as he is.
Note - Every earth technique used by Khonsu counts towards the users move count

(yobidashi hyoujou ) Call to arms the answer of Zeus
Type: Offensive/Supplementary
Rank: S rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:The user gathers a massive amount of lighting charka and condenses it into either hand after focusing the large charka the user thrusts there arm up in the air and causing a massive beam of lighting to be shot up into the sky with jolts of lighting swirling around the beam to magnified how focused the beam was this causes any clouds within the sky to then be infused by the lighting beam making the water particles infused with ration charka expanding them to larger quantity shaping them like small blades (the size of a kunai), the clouds then begin to pour down these kunai made of pure lighting though they are soild; they drop extremely fast able to cover the battle field as if it was raining. the user using hand movement can then control each individual kunai controlling them how he wishes for example he could use them to swirl around him to protect himself from an incoming justu, or to make them build a path for him to stand on and then allow for temporary flight before they disperse. The user could just let them fall and attack the opponent or he could control them and have a more focused attack on the opponent it would be up to the users creativity, though the user has to completely focus on the technique breaking focus would break the technique, even the user molding another charka would cause the justu to fail.

+ Can only be taught by Python
+ Can be used three times per battle with 2 turns inbetween usage
+ cant mold other charka whilst using this technique

(saru uchini bareru) Monkey in a Barrel
Type: Supplementry
Rank: S rank
Range: Short-long
Chakra: 30
Damage: N/A
Description: The user slams his hands on the floor a large barrel forms where the user wishes this can be formed in the air to slam onto the opponent or placed infront of the user protecting him from most attacks and is able to take one S rank before dispersing. The barrel is made out of earth and resembles a large barrel. Though unknown to the opponent the barrel is actually loaded with hundreds and hundreds of small monkeys no bigger then 1-2 foot. Each of these monkeys are tagged with an explosive tag. either the user or the monkey summon can form the one handseal that will cause the barrel to compress and the monkey to burst out spreading all over the battle field when the user or monkey summon can cause specific little monkeys explosive tags to explode causing a large chain reaction on where they are heavily located. The user can control the little monkeys when they are dispersed but only just directing them to the targets they want. "the little monkey bombs" can latch onto structures and people alike and the more that pile up obviously the larger the explosion.

+ Notes: Can be only taught by Python
+ Notes: can be used 2 times per battle
+ Notes: this is not passive and costs a move of user allocated 3 turns

Completed redid this idea
 
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Punk Hazard

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(Ototon: Jōkābenomu) Sound Release: Joker Venom
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A Hindering jutsu bought on through the use of a word, this Sound jutsu aims at causing indirect harm through soundwaves. By making an audible sound in some form, the user causes soundwaves to resonate and vibrate within the limbic system of the brain, targetting two structures primarily, those being the hippocampus and amygdala. Both of these structures are a part of the limbic system, the part of the brain that relates to emotion, learning and motor skills/behavior. By resonating against these parts, the user is able to affect them and cause the opponent to suffer from cataplexy. How this is achieved is through the vibration of the Sound waves causing the hippocampus and amygdala to replicate the feelings generally felt when laughing, creating an automated response that forces the opponent to begin to laugh uncontrollably as if being tickled, a feeling the vibrating waves also replicate. This feeling of euphoria causes the sound created laughter to continue, becoming increasingly stronger and wilder to the point that it becomes unpleasant and painful. This pain, while merely psychological through the use of Hindering Sound waves, begins to affect the opponent more as each turn passes that he is under it's effects. During the firstturn, cataplexy begins to set in, manifesting as a weakening of the control over the facial muscles, stretching it into a deep smile as he continues to laugh. By the time the second turn reaches, it's effects will have amplified to the point where atony begins to set in, causing limited paralysis of the body that shows in the inability to physically move outside of painful laughter that the opponent perceives to be real. By the time the third turn rolls around, laughter induced syncope is triggered, causing them to pass out via a hysterical fit of laughter as their face becomes stuck in a clown like grimace.
Note: Can only be used 3 times per opponent, lasting for 3 turns each use and requiring a 3 turn usage break.
Note: The feelings of pain aren't illusionary nor real; they are triggered responses due to stimulation of certain body parts. Similarly to how sound waves can resonate against organs and cause physical disorientation, this can cause perceived damage though no part of the body is in actual damage.
Note: The situational syncope response, or fainting, is triggered through over stimulation of the hippocampus, overloading the organ to the point the created laughter causes a visual and literal stress on the body.

Declined - would require alot of med knowledge so full med training required.

(Ototon: Hāfugia) Sound Release: Half Gear
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will gather Ototon chakra into their hand, snapping their fingers to release a Hindering sound wave that localizes around the heart of the victim. The Sound wave in of itself doesn't cause any physical harm to the bodies or the hearts of those afflicted, only altering the beating of their hearts. The sound wave causes the rate of their hearbeat to become disrupted and slowed, causing symptoms of arrhythmias to set in. This causes upon the target severe chest pains and physical fatigue as their body responds negatively to the disruption in their heart beat. The pain and fatigue reduces the target's capabilities, preventing the usage of techniques above A-ranks unless broken.
Note: Can only be used 3 times per opponent, lasting for 3 turns each use and requiring a 3 turn usage break.

Declined - same as above


(Ototon: Saigo no Negai) Sound Release: Last Wish
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: A jutsu which makes use of Hindering Sound waves, this jutsu is used to directly affect the opponents heart rate. It is used at quick speeds and performs its actions from the moment it has hit, causing the opponent heart rate to beat extremely fast. Initially it feels as though it will eventually slow down, however it gradually increases, going from a shortness of breath, to mild dizziness within moments. When used on unsuspecting opponents who may have not moved around much during the battle, it can be quite suspect that they're suddenly out of breath, however, the aim of this jutsu is not to be subtle but to simply hinder, as the first sentence describes. The dizziness is quickly followed up by a feeling of sudden weakness all over, causing a reduction in speed by one rank. This all happens within the first turn, if the opponent does not manage to somehow release himself from the jutsu, the second turn would notice a feeling of light-headedness and loss of balance before eventually fainting due to a lack of blood being pumped around the body. ~ Can only be taught by Riker. This jutsu can be used three times per battle, and lasts two turns per use. Once used, the user must wait another two turns before being able to use it again.

Declined - all your cjs are too focussed on the inner workings of the human body, and would require med knowledge
 
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Erzo

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(Fūton: Āto No x) - Wind Release: Art X
Rank: B
Type: Supplementary
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: A technique which relies on previously sustained jutsus, Art X makes use of jutsus which are on the verge of running out of turns, or can be used prematurely in order to catch an opponent off guard. It works by channeling chakra into a jutsu which is being sustained (armour of Wind for example), and causing that chakra to become volatile and uncontrolled, resulting in an explosion of Wind in a certain direction, or omni-directional (depending on the users choice). The addition of chakra and lack of shape manipulation would result in an explosion of Wind in a similar fashion to when Naruto was attempting to master the rasengan, where a lack of control and too much chakra saw the chakra collapse and explode on his palm on a much smaller scale continuous times. ~ Can only be taught by Erzo. This jutsu can be used four times. Counts as a move to activate, and would remain activated until made use of by the user, at which point a reference must be made but does not have to be re-posted again. It can only be used once per activation, so once activated and made use of, the user must post it again in order to re-activate. The damage done depends on the jutsu which it is used on, dealing the damage of that jutsu's rank whilst extending out to mid-range.

‡ Declined ‡ Simplify the notes and the bolded doesn't make sense. What if you used this on something like Sleight of Hand?
Resubmitting:

(Fūton: Āto No x) - Wind Release: Art X
Rank: B
Type: Supplementary
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: A technique which relies on previously sustained jutsus, Art X makes use of jutsus which are on the verge of running out of turns, or can be used prematurely in order to catch an opponent off guard. It works by channeling chakra into a jutsu which is being sustained (armour of Wind for example), and causing that chakra to become volatile and uncontrolled, resulting in an explosion of Wind in a certain direction, or omni-directional (depending on the users choice). The addition of chakra and lack of shape manipulation would result in an explosion of Wind in a similar fashion to when Naruto was attempting to master the rasengan, where a lack of control and too much chakra saw the chakra collapse and explode on his palm on a much smaller scale continuous times. The damage done depends on the jutsu which it is used on, dealing the damage of that jutsu's damage whilst the explosion extends out to short-range (five meters) beyond the technique's original size/silhouette. Any explosion which occurs must do so at least 3 meters away from the opponent. ~ Can only be taught by Erzo. This jutsu can be used four times. Counts as a move to activate (so you post this and it counts as a move though it's instant/happens in the same timeframe of the jutsu it's used on), and would remain activated until made use of by the user. Once a point comes at which it can be used, the user posts it again as a reference but does not have to use a slot move again as he has activated it in previous turns. It can only be used once per activation, so once activated and made use of, the user must post it again in order to re-activate.

‡ Approved ‡
 
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Ushiro

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(Jigokudō: Meikai no Tensō) – Naraka Path: Underworld Transfer
Rank: B
Type: Supplementary
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This is a transportation technique utilizing a unique quality of the King of Hell. The user will enter the King of Hell who will zip up its mouth and descend into the flames it came from, after which the flames disappear. From within the underworld the user will summon the King of Hell to a different known location, bringing with it anything stored in its mouth. Flames will appear at the desired location from which the King of Hell emerges and can let the user out. This transfer is not instantaneous as it can’t move from one place to another in a single turn.
-Can only be used by Ushiro
-Requires Naraka path to be active and the King of Hell on the field
-Using this technique resets the King of Hell’s duration

Declined - you know we wont allow you to make something like this xd
 
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BusinessManTeno

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Brother Technique Approved Here:


(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in releasing high sound frequencies into the opponents brain via their ear canal, being the brother technique to Magdala Curtian, by casting them into a painful 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.

1:20-1:32

Declined - so you release the sound but is everything from there a gen or not? If you release the sound there is no need for the seals and summon unless that is part of the illusion too.
(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in releasing high sound frequencies into the opponents brain via their ear canal, being the brother technique to Magdala Curtian, by casting them into a painful 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 causing 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 inducing the genjutsu. As the opponent hears the singing/hymn from maria, it will release sound waves 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. Due to grave of maria being real and not a genjutsu, if she is attacked or destroyed the genjutsu is released/stopped

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.

Declined - it's a bit too OP atm, as to break S rank gen it takes alot, and it causes paralysis needs a bit more of a drawback but after that its fine.
1:20-1:32

Updating:


(Ototon: Touben Ganmou) Sound Style: Deaf Wish
Type: Offensive |Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (20 due to hearing impaired)
Description: This technique was developed in order to use their surroundings as a mean to fight. Using natural causes to their advantage the user learn to incorporate sound with rain. This technique can be used with pre-existing rain or the rain the user creates (Rain will of tiger). The user will clap their hands sending their sound chakra into the rain clouds above. By doing this, this will cause every single rain drop to be infused with large amounts of sound chakra. This technique makes it that once the rain hits the ground, the sound of the rain drops amplify to a huge degree. The sound chakra from within the rain will be released in conjunction with the rain drops making it sound as if large explosions are being detonated all around being really useful for diversions and distractions as well. Due to the constant chain of explosion noises, it would not only deal mild damage to the opponent causing their eardrums to bleed but it will throw the opponents equilibrium off, making them dizzy and knocking them off balance as the loud noise take place while also have their hearing impaired causing them to go deaf for 4 turns after this technique is done. This technique is a double edge sword as the user is not protected from this and must take precautions before using this technique or he too will be effected by this technique. This technique does not release sound waves so the offensive part of this technique does not come from that part of this sound jutsu, but by constantly having loud noises near the opponents ear (similar to shooting a cannon or a shotgun near somebodys ear)

Note: This technique can be used on any rain source (Thus does not require the knowledge of the rain element but the rain will of tiger technique to be active or just natural rain)
Note: This technique can be used 2 turns with a 3 turn cool down period
Note: This technique last a total of 1 full turn
Note: Cant use any sound jutsu in the same turn as this or the next turn above A rank

Approved.

(Ototon: Oujou Ganmou) Sound Style: Death Wish
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This technique is the parent technique of Sound style: Deaf Wish, being purely offensive, and much more powerful. This technique must be utilized on a rain source, be it pre-existing rain, or chakra infused rain. The user will do two handseals sending their sound chakra into the clouds with the exception of the clouds five meters around the user. This is to protect the user from the full brunt of this technique. By doing this, it will amplify the rain drops with sound chakra. Unlike the child technique where it releases noise and not sound waves, as the rain drops fall from the ground, on the users command the sound that resonate within the rain drops will release powerful and destructive sound waves that has incredible force outwards which deals major blunt damage, enough to cause craters into the ground. Even though the user will not be in the line of attack, due to the force and aggressive nature of the attack, the aftermath of the "detonations" will reach the area the user is in, feeling like wind blunt damage hitting the user as long as the sound waves explode (Minor wind blunt damage) This technique causes a large strain on the users body due to him channeling his sound chakra into the clouds all around him, and then detonating the sound within the rain.

Note: Can only use once
Note: Last for one turn only
Note: Due to the huge strain, the user cant mold S rank or higher jutsus for the next two turns
Note: The user cant use sound for the next two turns
Note: If the user was to leave the 5 meters around him, or be at the edge of the 5 meters, he will take the full brunt of this technique
Approved - very nice
 
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Silico

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(Dropping my if approved)​
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Summoning Animal: Vampire Squid | Kōmoridako
Scroll Owner: Silico
Other Users who have signed contract: N/A
Summoning Boss if existing: To be added.
Other Summoning Animals tied to contract: To be added.
Description and Background:
The vampire squids are one of the oldest deep-sea creatures that are living today and shares body attributes of both a squid and an octopus. However, unlike octopuses, vampire squids lack inc sacks and uses another type of defensive system. Vampire squids are usually very small but in narutoverse they are much bigger than they are in reality. A vampire squid can be either blood-red or black in its pigmentation. They are very agile and have a very high rate of overall sensibility. In waters, the vampire squid are usually very slow until agitated. When that happens, they shoot out a bioluminescent mucus that contains a seemingly unlimited amount of blue lights that will fool away their alleged predator. This mucus can shine for several minutes and lets the vampire squids swim away to safety. Along with this, like most squids, the vampire squids have very strong beaks they use to eat their food with. The tentacles are also equipped with light-producing organs(like the rest of their body) in which they can produce flashing blue lights that lasts for a fraction of a second or for several minutes. This system is used to disorient threats and causes nausea and blindness. They also use this system when they are the predator by surrounding their prey with the mucus of infinite light, only to show up where the prey least suspect them to come from. The squids move through the waters by using their fins as a pair of wings that they flap just like a bird. The eyes of the squid are the largest in the whole animal kingdom by its body ratio(10% of their body length) and are red or blue in color. These squids have lived for atleast 200 million years and are the only species of its family left on the planet. This is because the squid has adapted extremely well to its habitation, being able to live at ranges underwater that goes below 1,200 meters where oxygen levels are minimal. Like all squids and octopuses, the vampire squids also has suction cups that they use to grab hold of objects. On the back of their heads, the vampire squids have an extra pair of eyes that also can generate luminosity. Squids in general have a more primitive way of hearing and this is applied to the vampire squid as well. This type of hearing differs from ours in the way that they sense the motion generated by sound waves, instead of detecting the changes in pressure associated with sound waves, like we do.
Role Play Background:
The Vampire squids were a dominant race that ruled the seas for millenniums as wise leaders. They didn't ever really care that much about what happened on the surface though and they were left unknowing of most wars and conflicts. Not to mention the creations of ninshu. However, the Vampire Squids at the time ninshu was created was looked for by ninjas, who wanted to use them as summoning animals in battles. Getting attached to ninjas and others, the Vampire squids would lend their aid only to those who they deemed worthy. They were extremely feared in battle and almost unrivaled when it came to battles next to the sea or with a lake.

± Vampire Squids have a high resistant towards water jutsus and low temperatures, taking little to none damage toward water and ice jutsus. This resistance is covers up to B-ranked jutsus of the case for all the summons.

± Vampire Squids are very wise creatures as they live very long. They are expert illusionists and are able to cast devastating light-based illusions on their targets, while they are also very resistant to illusions as well. It has translated to a resistance of genjutsu that covers up to C-ranked jutsus of the case for all the summons.

± Vampire Squids high sensibility in water and the fact they have two pair of eyes makes them able to sense and see any type of movement in water.
Signers of the contract are bound to their summoning tattoo:
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Leaving for NK - he be good at the custom summons
Resubmitting........

(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 almost 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. 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 that requires a large portion of the material since most of the iron sand on the field is used for the technique. The technique, while activated, will allow the user to only use up to A-ranked iron sand jutsu due to the huge amount of iron sand needed.

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

Declined - dont see chakra draining iron sand as possible or logical at this point.

(Jiton: Aian Yuki | Magnetic Arts: Black Snow)

Type: Supplementary/Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50(-25/turn)
Damage: (+30 Wind/Iron Sand/+90 on Crush)
Description: Skozu lifts her hands towards the sky and gathers all present iron sand on the field towards it. The amount of iron sand is enough to blackout the sun and or the moon even on a clear day. The iron sand will then be raining down on the entire battleground. On Skozu's command, the iron sand will crush her opponent, even if there are a multiple of them. If a crush is focused on one target, the damage is considered 90. She can only crush a maximum of five targets, which would be equivalent of a B ranked attack individually. As the black snow is falling from the sky, iron sand jutsus and wind jutsus are gaining a momentarily boost as long as the black snow falls. Iron sand jutsus becomes stronger as the iron sand from the jutsu itself creates an extra amount of it. Wind jutsus also gains a considerable boost as they can pick up the iron sand from the falling sand and get razor-sharp. The considerable amount of chakra to pertain this jutsu limits the user to only three elements and custom elements based on either one of them. Those are wind, earth and iron sand(magnetism).
This is because the kekkei genkai of magnetism is based on wind and earth elements. Possible CE's that are made from either of those two elements are also usable by Skozu as the black snow is falling.

Note: Usable once per battle.
Note: User becomes unable to perform any other jutsus expect wind/earth/iron sand and CE's based on either wind or earth while the black snow is falling.
Note: Jutsu last a maximum of four turns.
Note: User becomes unable to perform iron sand jutsus for three turns after the black snow ends.
Note: User becomes unable to mold chakra above A rank for two turns after the black snow ends.

Declined - say it gives wind +1 rank up to S rank then +10 damage S rank and above and it's good to go.
Resubmitting........................

(Jiton: Rea Bard | Magnetic Arts: Unlimited Sword Dance Array)
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90(-10)
Description: The user forces a gigantic amount of magnetic chakra about 100 meters into the air to create a large circle that completely surrounds the entire battleground. This circle will draw any objects on the field that can be magnetized into the circle as well as a gigantic quantity of iron sand. As this happens, the user will then encase the magnetized objects with their iron sand and create a seemingly infinite amount of swords that would rain down on the sky around the user. These swords are heavy and can pierce through the earth's surface down to 10 meters. The user will magnetize their target(s) and have the swords lock on to them, raining down on the target and cover the entire battleground bar the user. The vast quantity of chakra used to create the technique damages the opponent slightly and will make them unable to use magnetic chakra for some time after the technique is used.

Note: Can only be used once per battle.
Note: User becomes unable to use iron sand techniques for a full turn above A-rank.
Note: Can only be taught by Silico.

Declined - your focussing on magnetism again and not iron sand. Just remove the bit mentioning anything that's not iron sand and as it's F rank it needs more restricting


(Jiton: Rea Bard | Magnetic Arts: Unlimited Sword Dance Array)
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: Skozu will create a magnetic field in the air that will draw iron sand towards the field. This field is shaped like a huge circle, roughly 30 meters wide. As the iron sand has been placed in order, Skozu will manipulate the iron sand to form into a seemingly unlimited amount of regular-sized swords. Skozu would then point towards the target location(optional) and make the swords rain down on the target. If there are huge chunks of iron sand underground, the ground will burst open because of the strong magnetic currents of the field Skozu created as the iron sand would get strongly attracted by the magnetic field.
Note: Can only be used thrice per battle with a full turn cooldown.
Note: Can only be taught by Silico.

Declined - i started to edit making it 30m wide because 100m is like 2x gamabunta which is too much, but you need another drawback then it's fine.
 
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-updating-

(Te-ru Shikon) - Tail Fang

Type:Defensive, Offensive
Rank:B
Range:short
Chakra:20
Damage:n/a (40 when used to attack)
Description: The Inuzuka’s ninken will channel chakra into and around its tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’ to the extent that it can be used as a shield to protect its own body or an ally, blocking physical attacks up to C-rank. When performing it, the ninken twirls its tails around like rotary blades, spinning them furiously and causing air currents to form around it, making it resemble a mini Tsūga. The tail can now be used like a medieval flail for taijutsu purposes.
-Can be used up to four times
-Can only be used by a ninken or in one of the wolf transformations

Approved
 
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(Raiton: Zeusu no Namida) - Lightning Release: Tears of Zeus.
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra: 60
Damage: 120
Description: This technique is an advanced manipulation of the lightning element which is considered the most devastating lightning technique as regards to the residual damage it does. The user begins by sending lightning into the clouds ; this could be via any other lightning technique that involves shape manipulation into spears, balls, bolts etc and that is B rank and above. With this, the user needs to wait "1 full" turn for it to mature and ready to be released. Having completed the one turn clause, the user weaves a single handseal and sends down the accumulated lightning via his chakra from the clouds in form of shooting stars that sum up to a 1000 dealing massive damage to the opponent as well as destroying the terrain by breaking the earth/ground creating craters.
Note : Due to the scale which the technique occupies, it can only be safely done mid-long range of the user without him (user) suffering damage from his creation.
Note : The one full turn clause must be attained after which the user cannot use any lightning technique above B rank for the next 2 turns.
Note : Can only be used once per battle.
Note : Can only be used by Thaal Sinestro and those he teaches.

(Suiton: Hadesu' ase) - Water Release: Hades' Sweat.
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra: 60
Damage: 120
Description: This is a rather simple yet dangerous water technique to be created. It involves advanced water manipulation copulated with skill. Having mastered the water release, the user can go about creating new techniques from his ideas of which would stand on his basic knowledge of the element (cannon). The user would weave a set of four hand seals after which he would release his water Chakra to an area (a circle) beneath the targeted opponent. This circle can only span to a diameter of 5m (roughly short range) of the target. The accumulated water would lay dormant in the formation for two turns. It would not just lay dormant, the water would have heated up reaching a boiling point of 100°c . With a lone handseal after the speculated two turns, with his chakra the user would release the dormant yet heated water to rise up in the designed location (circle) releasing a 100°c vapour and hot water that burns the enemy to death with no chance at survival. The heated water rises up to 5m into the air breaking the ground covering it initially (burning the opponent as it emerges) as it roughly creates a cylinder-like form in a split second before falling back to the ground yet burning the opponent again.
Note : The user needs to wait for two full turns before the technique can be user after which the user can not use any water related technique greater than B rank for 2 turns.
Note : Can only be used twice per battle with a two turn cool down interval within each usage.
Note : Requires water mastery to use (i.e must have mastered water release)
Note : Can only be used by Thaal Sinestro and those he teaches.

‡ Both Declined ‡ 60 chakra? 120 damage? Follow the proper template for Forbidden Ranks.
Resubmitting.
Edited Chakra and Damage for the two techniques.
(Raiton: Zeusu no Namida) - Lightning Release: Tears of Zeus.
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra: 50
Damage: 90
Description: This technique is an advanced manipulation of the lightning element which is considered the most devastating lightning technique as regards to the residual damage it does. The user begins by sending lightning into the clouds ; this could be via any other lightning technique that involves shape manipulation into spears, balls, bolts etc and that is B rank and above. With this, the user needs to wait "1 full" turn for it to mature and ready to be released. Having completed the one turn clause, the user weaves a single handseal and sends down the accumulated lightning via his chakra from the clouds in form of shooting stars that sum up to a 1000 dealing massive damage to the opponent as well as destroying the terrain by breaking the earth/ground creating craters.
Note : Due to the scale which the technique occupies, it can only be safely done mid-long range of the user without him (user) suffering damage from his creation.
Note : The one full turn clause must be attained after which the user cannot use any lightning technique above B rank for the next 2 turns.
Note : Can only be used once per battle.
Note : Can only be used by Thaal Sinestro and those he teaches.

Declined - similar to a cj Mugiwara owns i believe called rain of stars.

(Suiton: Hadesu' ase) - Water Release: Hades' Sweat.
Rank: Forbidden
Type: Offensive
Range: Mid - Long
Chakra: 50
Damage: 90
Description: This is a rather simple yet dangerous water technique to be created. It involves advanced water manipulation copulated with skill. Having mastered the water release, the user can go about creating new techniques from his ideas of which would stand on his basic knowledge of the element (cannon). The user would weave a set of four hand seals after which he would release his water Chakra to an area (a circle) beneath the targeted opponent. This circle can only span to a diameter of 5m (roughly short range) of the target. The accumulated water would lay dormant in the formation for two turns. It would not just lay dormant, the water would have heated up reaching a boiling point of 100°c . With a lone handseal after the speculated two turns, with his chakra the user would release the dormant yet heated water to rise up in the designed location (circle) releasing a 100°c vapour and hot water that burns the enemy to death with no chance at survival. The heated water rises up to 5m into the air breaking the ground covering it initially (burning the opponent as it emerges) as it roughly creates a cylinder-like form in a split second before falling back to the ground yet burning the opponent again.
Note : The user needs to wait for two full turns before the technique can be user after which the user can not use any water related technique greater than B rank for 2 turns.
Note : Can only be used twice per battle with a two turn cool down interval within each usage.
Note : Requires water mastery to use (i.e must have mastered water release)
Note : Can only be used by Thaal Sinestro and those he teaches.

Declined - heating the water would be too close to boil release.
 
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Alyx

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(Bijutsu: Monshoujuu no Keshin) Tailed Beast Technique: Embodiment of the Heraldic Beasts
Type: Offensive | Defensive | Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: A rather basic technique that utilizes a Jinchuriki's ability to create chakra bones using the Bijuu Chakra they inherit from their partner's in which usually grows to resemble the animals their tailed beasts are i.e Killer Bee creating bull like constructs over his shoulders to enhance his blows. This technique however takes this further, allowing the Jinchuriki to form more advanced constructs such as spikes or walls of chakra bone, swords , tools and anything the user can imagine. The amount of chakra used determine the power and strength behind the constructs, as well as the size and potency with C Rank ranging from the size of a Kunai to S rank ranging to that of a large summon. Due to being made of Bijuu Chakra, the chakra bones carry all the inherited strength and weaknesses behind it. Normally this is used in Chakra Shroud or Initial Transformation however it can be used by a Jinchuriki in human form though only up to B-Rank.

*S-Rank can only be used three times per battle, requiring a two turn cooldown before using again*
*Constructs are made within short range, but can spread up to long ranged*
*Can only be used by a Jinchuriki*

Declined - nice jutsu but needs reworking with the restrictions, S rank needs a drawback ect.

(Katon: Fenikkusu no Kyuushokusha) Fire Release: Seekers of the Phoenix
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A(+5 Fire Techniques)
Damage: N/A
Description: A rather unique technique that encompasses the trait of Yugito's Fire Release: Rat Hair Ball technique, mimicking the techniques ability to pin point enemies and attack them like guided missles. Through sheer chakra control and manipulation, th user can activate this technique instantly and within the same time frame of a fire technique that unleashes a projectile based attack(such as Fire balls , chakra infused shuriken etc) in which the user will bestow onto them the same tracking abilities of its parent technique. The techniques used after this technique all gain the same traits in which once they are created as ranged projectiles will simply lock into the enemy and follow them unless destroyed as simply dodging them will allow the projectile to change its course and redirect towards the enemy.

*Can be used twice per battle, lasting four turns after technique. This applies passively after activation towards all projectile based fire techniques not consuming a move, however the initial activation counts.*
*Can only be used by Yugito Nii or Primary Fire Release Bios*

Declined - make it so only jin bio can use this, and then thats fine, nice jutsu this cycle btw
 
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(Fuuinjutsu/ Ototon: Aporo no Tatakai no Sakebi)Sealing Arts/Sound Release: Apollo's Battle Cry
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user places a seal onto an object or an existing technique. In order to perform the latter, the user has to do so by performing 4 (Tiger > Monkey > Snake > Tiger) handseals after the creation of a solid technique (ex. Earth, Steel, Water, etc). Upon doing so, the kanji for " screech " would appear amongst the jutsu. The seal activates upon detecting an opponent's chakra, causing it to emit a continuous ear-piercing squeal. The high frequency waves will resonate within the opponent's ears, initially dealing severe damage to the ear drums and while sporadically causing them to lose focus. While disoriented, the opponents concentration will drastically be interrupted to the point that they will not be able to hear anythig besides the screech or mold chakra above A-rank. The sound will continue to disorient and deal damage to the opponent until the medium or the seal is destroyed.

Note: Can only be used 3 times per battle.

Note: Lasts for 4 turns.

Note: No S-rank Fuuinjutsu in the same of following turn.

Note: Can only be taught by Mellow.

Declined - similar to existing jutsu

(Genjutsu/Ototon: Futten) Illusionary Arts/ Sound Release: Boiling Point
Type: Offensive/Supplementary
Rank:A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Upon the release of a Fire Style jutsu, the user utilizes the sound of the crackling flames as a medium for a sound genjutsu. The effects will take place as soon as the jutsu is created, causing the opponent to feel their own body temperature severely rise as their skin appeared as if it were boiling and bubbling due to the sheer intensity of the flames.

Note: Last 2 turns

Note: Can only be used 3 times per battle

Approved - nice

(Genjutsu/Ototon: Kēpukobentorī) Illusionary Arts/ Sound Release: Cape Coventry
Type: Offensive/Supplementary
Rank:S
Range: Short-Mid
Chakra:40
Damage:80
Description:Usin the sound produced by the rustling of her cape as a medium, The used induces the opponent into a sinister genjutsu. Initially, it would appear as if a flock of crows would spawn from her cape and flock towards the opponent before spiralling and squawking around them , hindering their vision and hearing. In the meantime, the battlefield would shift from its normal appearance into an abyss of purple, wispy darkness. The genjutsu would then take its toll by pinning the opponent down or against any surface as the crows would begin to peck at the opponent. This would begin the process of the mental damage. Suddenly the twister of crows would disperse into a shower of dark feathers as 3 grotesque demon like beings that seemed to have been molded by lava, would spawn around the still opponent before darting towards them and slashing at them with their sharp claws and dispersing into hot ash and burning the opponent. After that, the user will raise both of her arms into the air. A massive inter-dementional demon would appear to grow from the darkness of her cape. The horned demon known as Trigon rises to a size larger than most skyscrapers as he rises out of the depths of the endless field of Val. Trigon then releases red beams of energy from all 4 of his eyes which conjoin into one massive beam in mid trajectory before smashing into the opponent and sending them flying back into reality. The opponent would then wake up from his influence under the genjutsu severely mentally damaged before passing out due to the mental strain.

Note: Lasts for 1 turn

Note: No S-rank gen can be used the following turn.

Note: Can only be used 3 times per battle.

Declined - due to it seeming itachi like for the start would need the crow contract, not only that but you need a handseal to release the chakra using the sound of your cape.
 
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Hitode Kuchiyose: Kō Genjitsu; Starro no Shinkō | Starfish Summoning: Anti Reality; Invasion of Starro
Type: Summon
Rank:B-S
Range:Short-Long
Chakra: 20-40
Damage: N/A
Description: The user will clap their hands together and summon forth Starro Starfishes of variable sizes. These blue and purple Starfishes possess retractable chakra reinforced spines that are shape like claws towards the ends of their five rays (arms), allowing them to latch tightly onto surfaces and enemies. All Starros are unique in that despite the eyes they have on the ends of their rays, they possess a large red eye in their center disk. Starros were bred and trained for invasions and thus have a special set of talents focused on the use of Genjutsu, and Water release techniques. The sizes of Small Starros (B rank) range from being able to fit into the palm of the summoner's hand up to the size of a shield. These Small Starros are able to clamp onto an enemy to restrain them and infuse them with their chakra to place them in a constant B-ranked illusion in which they are overwhelmed by feelings of sadness and guilt due to the mistakes they have made in life. This genjutsu tricks their minds into believing that they will still make a mistake if they continue fighting and so it'll be best to just do nothing. The Small Starros are also able to use Genjutsu and Water Release techniques that the user knows up to B rank without the use of handseals and move at the speed of a standard Kage rank ninja. They are immune to C rank damage and below.

Genjutsu can't make you feel something, it can create an illusion designed to try and make someone feel something.

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Medium sized Starros range from normal human size up to 10 meters in central disk height and length of all five rays they possess. They can latch onto targets even as large as summoning creatures the size of Gamabunta and induce the same constant genjutsu as the Small Starros but as an A rank genjutsu instead. Due to their more refined chakra control and possession of saponin toxins, they are able to immobilize the target's movements as they are trapped within the illusion. This is achieved through physical contact or any forms of saponin toxin manipulation submitted via Star Arts. Due to their size, medium sized Starros are immune to B rank and below damage. They are able use water release up to S rank, and cast genjutsu up to A rank.

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The largest size of Starro are also the oldest and most powerful of the Starro Starfishes. They have mastered their training in genjutsu and water release and are able to use all ranks of water release and genjutsu up to S rank. The large Starros can be up to 30 meters tall with rays spanning up to long range. They are considered S rank summons and are immune to damage from A rank and below techniques.

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✯ Starros can inject saponin toxins through physical contact with their spines or tube feet. They can also do this through other forms of saponin toxin manipulation submitted as Star Arts.
✯ Starros release water from their rays(arms) and tube feet.
✯ Starros can cast illusions by latching onto the target with their claw-like spine. They can also cast ranged illusions by causing either their skin or center eye to glow. Once the target sees this bright glow, they become trapped in the illusion.
✯ Small Starros last 5 turns and can be summoned 5 times per battle. Two small Starros can be summoned at the same time, but will last only 3 turns.
✯ Medium Starros last 4 turns. Twice per battle.
✯ Large Starros last 3 turns. Once per battle.
✯ All Starros must first be summoned within short range of the summoner.

Declined - alot wrong with this, pick a single rank for each summon and what they can do, see note above about the genjutsu you mentioned....

Hitode Jutsu: Keikō no Aru Rabinasu Baishun Fu | Star Arts: Proclivity of a Ravenous *****
Type: Defence | Supplementary | Attack
Rank: N/A
Range: Short (direct contact)
Chakra: N/A
Damage: N/A
Description: Due to where they originate from — the deepest part of the deepest ocean in the world, Starfishes have an aptitude for the water element. Thanks to several years spent living inside these highly pressured water currents, Starfishes have developed a sturdiness against the water element, that allows them to use it with expertise and also devise abilities with which they also combat it. One of such abilities is the idea behind this technique — the inherent ability of Starfishes to absorb into their bodies and manipulate water, food, gases through a network of canals called the water vascular system. All species of Starfish possess what is called madreporite which are multiple sieve-like openings on their arms through which they can absorb and filter liquids, food and gases. With the use of chakra, Starfishes from Las Mariana have mastered and modified this ability for battle usage.

Harmony: When in direct contact with water or air, the Starfish would be able to absorb it through their madreporites into their water vascular system. By absorbing water or air in this way, a Starfish can use it to enlarge their arms, spines, granules or tube feet. By doing this, a Starfish will boost the damage done by it's taijutsu and physical attacks by +20 and will gain added rank resistance to taijutsu and other physical attacks. This means that if an A rank Starfish would normally be resistant to B rank and below techniques, it would now be resistant to A ranks for the duration of this technique which is 2 turns.

CHange the boost to +1 rank up to A rank.

Purge: If a Starfish decides to no longer use the water or air that it has absorbed to augment its strength, it will release the them from any of its body parts: arms, spines, granules or tube feet; or from all of them as an omnidirectional discharge, purging itself of the element. This discharge is capable of reaching up to mid range for B rank and below summons, and long range for A rank and above.
Rank of the blast? What if they absorb like a water bottles worth of water, then it can go all around to long range? xd

The advanced application of Purge allows a Starfish to remove unwanted substances from its body by reversing its water vascular system to vomit or eject, rather than absorb. Say for instance, a poisonous or venomous substance (gas or liquid) has be introduced into the body of a Starfish, it will secrete copious amounts of its own saponin toxins inside its body which would act as antibodies that fight off the toxic substance and drive or purge it out of its body.



✯ Harmony and Purge(including the advanced usage) can both be used twice each per battle by a Starfish summon.
✯ Only wind and water (not foreign toxic substances) can be used to augment a Starfish's strength. When this is done, it lasts for two turns
✯ When Harmony is used to absorb naturally occuring forms of water or wind (air), and then released with the Purge, the water or wind blast will gain one rank higher than the Starfish. Meaning that an A rank Starfish that absorbs naturally existing water or air it is in direct contact with would release that absorbed element as an S rank blast.
✯ When Harmony is used to absorb water, wind or toxic techniques, it can only absorb those that are of the same rank as the Starfish using it and below; and if released using the Purge (normal or advanced), will decrease by one rank. This means that an A rank Starfish summon would be able to absorb A rank and below water, wind and toxic substances with Harmony. If it decides to release the absorbed element or substance as an blast, its strength will reduced to a B rank.
✯ The main purpose of the advanced usage of Purge is to get rid of poisonous or venomous substances that may have entered the Starfish's body. Since Starfish summons can secrete limitless amounts of saponin toxins inside their bodies, they use this process to combat any other toxic substances within them with quantity rather than quality. If for instance, a C rank venom of 5 litres is introduced into the body of the Starfish, it will counter that venom by producing saponin toxins double that quantity, thus forcing the foreign toxin out of its body.
✯ Can only be used by a Starfish summon.

Declined - see some notes above
Approved

Hitode Kuchiyose: Kō Genjitsu; Starro no Shinkō | Starfish Summoning: Anti Reality; Invasion of Starro
Type: Summon
Rank:B-S
Range:Short-Long
Chakra: 20-40
Damage: N/A
Description: The user will clap their hands together and summon forth Starro Starfishes of variable sizes. These blue and purple Starfishes possess retractable chakra reinforced spines that are shape like claws towards the ends of their five rays (arms), allowing them to latch tightly onto surfaces and enemies. All Starros are unique in that despite the eyes they have on the ends of their rays, they possess a large red eye in their center disk. Starros were bred and trained for invasions and thus have a special set of talents focused on the use of Genjutsu, and Water release techniques. The sizes of Small Starros (B rank) range from being able to fit into the palm of the summoner's hand up to the size of a shield. These Small Starros are able to clamp onto an enemy to restrain them and infuse them with their chakra to disturb their chakra flow and place them in a constant B-ranked illusion which revolves around the principles of narcolepsy. In said illusion (in their mind), the opponent will suddenly feel an uncontrollable urge to sleep, similar to the canon Nirvana genjutsu, but not restricted to it (there are no feathers). In the case of this illusion, once their mind is tricked into believing that there is a sudden urge to sleep, which is accompanied by yawning, the opponent will experience a nightmare of sorts in which they see themself bound tightly by multiple Starfish arms and are slowly being eaten and digested by a very large Starfish. Since the opponent will be bound by the arms in the illusion, in reality, they will be paralysed until they break the illusion. The Small Starros are also able to use Genjutsu and Water Release techniques that the user knows up to B rank without the use of handseals and move at the speed of a standard Kage rank ninja. They are immune to B rank damage and below.

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Medium sized Starros range from normal human size up to 10 meters in central disk height and length of all five rays they possess. They can latch onto targets even as large as summoning creatures the size of Gamabunta and induce the same constant genjutsu as the Small Starros but as an A rank genjutsu instead. Due to their more refined chakra control and possession of saponin toxins, they are able to immobilize the target's movements as they are trapped within the illusion. This is achieved through physical contact or any forms of saponin toxin manipulation submitted via Star Arts. Due to their size, medium sized Starros are immune to A rank and below damage. They are able use water release up to S rank, and cast genjutsu up to A rank.

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The largest size of Starro are also the oldest and most powerful of the Starro Starfishes. They have mastered their training in genjutsu and water release and are able to use all ranks of water release and genjutsu up to S rank. The large Starros can be up to 30 meters tall with rays spanning up to long range. They are considered S rank summons and are immune to damage from S rank and below techniques.

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✯ Starros can inject saponin toxins through physical contact with their spines or tube feet. They can also do this through other forms of saponin toxin manipulation submitted as Star Arts.
✯ Starros release water from their rays(arms) and tube feet.
✯ Starros can cast illusions by latching onto the target with their claw-like spine. They can also cast ranged illusions by causing either their skin or center eye to glow. Once the target sees this bright glow, they become trapped in the illusion.
✯ Small Starros are B-ranked summons. If one Small Starro is summoned, it will last 5 turns when summoned and can be summoned up to 5 different times per battle. Once per battle, the user can summon Four Small Starros, B rank each, at the same time, but they[/b[ will last for only 3 turns before they return home.
✯ Medium Starros are A rank. A Medium Starro can be summoned twice per battle, and it lasts for 4 turns each time. Once per battle, the user can be summon up to two Medium Starros at once, and they will each last for 2 turns.
✯ Large Starros are S rank summons. Only one Large Starro can be summoned with this technique, and it will last for 3 turns before it returns home. A Large Starro can only be summoned once per battle.
✯ All Starros must first be summoned within short range of the summoner.

Declined it's just too much, and immune to B rank for small summons isn't going to fly xd

Hitode Jutsu: Keikō no Aru Rabinasu Baishun Fu | Star Arts: Proclivity of a Ravenous *****
Type: Defence | Supplementary | Attack
Rank: N/A
Range: Short (direct contact)
Chakra: N/A
Damage: N/A
Description: Due to where they originate from — the deepest part of the deepest ocean in the world, Starfishes have an aptitude for the water element. Thanks to several years spent living inside these highly pressured water currents, Starfishes have developed a sturdiness against the water element, that allows them to use it with expertise and also devise abilities with which they also combat it. One of such abilities is the idea behind this technique — the inherent ability of Starfishes to absorb into their bodies and manipulate water, food, gases through a network of canals called the water vascular system. All species of Starfish possess what is called madreporite which are multiple sieve-like openings on their arms through which they can absorb and filter liquids, food and gases. With the use of chakra, Starfishes from Las Mariana have mastered and modified this ability for battle usage.

Harmony: When in direct contact with water or air, the Starfish would be able to absorb it through their madreporites into their water vascular system. By absorbing water or air in this way, a Starfish can use it to enlarge their arms, spines, granules or tube feet. By doing this, a Starfish will boost the damage done by it's taijutsu and physical attacks by +1 rank up to A rank and will gain added rank resistance to taijutsu and other physical attacks. This means that if an A rank Starfish would normally be resistant to B rank and below techniques, it would now be resistant to A ranks for the duration of this technique which is 2 turns.

Purge: If a Starfish decides to no longer use the water or air that it has absorbed to augment its strength, it will release the them from any of its body parts: arms, spines, granules or tube feet; or from all of them as an omnidirectional discharge, purging itself of the element. The rank of the blast is proportionate with the rank of the technique absorbed. This means that if a B rank water technique is absorbed, it will also be released as a B rank water blast. If an A rank wind technique is absorbed, it will be released as an A rank blast of wind. If the technique absorbed is B rank and below, the discharge/blast will be capable of reaching up to mid range. If the technique is A rank and above, the blast will be able to reach up to long range.

The advanced application of Purge allows a Starfish to remove unwanted substances from its body by reversing its water vascular system to vomit or eject, rather than absorb. Say for instance, a poisonous or venomous substance (gas or liquid) has be introduced into the body of a Starfish, it will secrete copious amounts of its own saponin toxins inside its body which would act as antibodies that fight off the toxic substance and drive or purge it out of its body as a blast. The same restrictions about the rank and the range of the blast stated explained above still applies here.

✯ Harmony, Purge and the advanced usage of Purge can be used twice each per battle by a Starfish summon.
✯ Only wind and water (not foreign toxic substances) can be used to augment a Starfish's strength. When this is done, it lasts for two turns.
✯ When Harmony is used to absorb naturally occuring forms of water or wind (air), and then released with the Purge, the water or wind blast will gain one rank higher than the Starfish. Meaning that an A rank Starfish that absorbs naturally existing water or air it is in direct contact with would release that absorbed element as an S rank blast.
✯ The main purpose of the advanced usage of Purge is to get rid of poisonous or venomous substances that may have entered the Starfish's body. Since Starfish summons can secrete limitless amounts of saponin toxins inside their bodies, they use this process to combat any other toxic substances within them with quantity rather than quality. If for instance, a C rank venom of 5 litres is introduced into the body of the Starfish, it will counter that venom by producing saponin toxins double that quantity, thus forcing the foreign toxin out of its body.
✯ Can only be used by a Starfish summon.


Declined: not having a proper rank automatically renders this submission declinable. In addition, the only starfish that "have an aptitude for the water element" are the ones specifically submitted with a capacity to use Suiton. Frankly, this technique is vastly overpowered. I'm never going to enable the entire contract to have, more or less, a passive ability to empower summonings through the absorption of two basic elements and things like Dokuton. Ultimately, the most I'll permit is some sort of physical empowerment under circumstances whereby a starfish is situated in a natural, preexisting water source. The restrictions may need to be modified depending on the rank decided upon, and should be reasonable.



Hitode Jutsu: Zenshin | Star Arts: Drive
Type: Attack | Defence
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Drive is a technique usable by virtually all Starfishes. The summon extends their spines or arms at the target, hitting or piercing them with great force.
✯ Usable 8 times per battle; 2 times for each summon.
✯ Can be used to attack multiple targets at once, depending on the number of arms or spines the Starfish has.
✯ Can only be used by a Starfish summon.

Declined - elaborate on this, it just seems like your summons hit a target with all its limbs, is that it?
Hitode Jutsu: Nikuyoku no Zenshin | Star Arts: Carnal Drive
Type: Attack | Defence
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Carnal Drive is a collection of techniques known and usable by virtually all Starfishes. Its usage revolves around the manipulation of saponin toxins by the Starfish species.
Impregnate: Using their spines, granules, tube feet, arms or mouths, a Starfish will inject their saponin toxin into a target on contact with them. This saponin toxin will be in the liquid form.
Regurgitate: After secreting a large amount of the saponin toxin inside their body, a Starfish will spew or blast it out from any parts of their body (spines, granules, tube feet, arms or mouths) onto a target. It can also be released from all over its body as an omnidirectional burst.
Liberate: Applying a unique internal process of pressurized osmosis on the saponin toxins they secrete, a Starfish will exude a mist of saponin toxins from pores on every part of its body (similar to how humans have sweat pores). As they release it, they use chakra to manipulate and control this mist, directing it at the desired target. This mist generally comes in either sky and sea blue, brown or leaf green colours, but may also vary from Starfish to Starfish. These three colours are most common because they allow this toxic mist to remain camouflaged depending on the terrain the battle occurs in and the timing of their use. For instance, if the sky blue color of this mist is released into the sky, it will obviously be difficult for an opponent to detect it moving across the sky by their normal eyesight alone because its colour will blend with that of the sky, creating a superb camouflage. The same principle applies to the brown coloured mist moving over earth (rocks, mud, sand) or the leaf green mist used in places with dense flora presence. The colours are purely aesthetic, and do not affect the potency of the toxins. When camouflaged, it is very difficult to detect that there is something moving if the opponent is relying solely on their human eyesight. However, doujutsu users and sensory-type ninjas will be able to see/sense the chakra within the mist.

✯ Usable 8 times per battle; 2 times for each summon.
✯ Liberate works as a technique sustainable with chakra. When it is activated, the Starfish will exude a mist of saponin toxin for three turns, spending -5 chakra each turn.
✯ Can only be used by a Starfish summon.


Declined: to start, there's absolutely no need for this technique to be multi-rank, nor is any elaboration given as to what precisely varies at each level. Next, the use of saponins will be limited to only the large starfish summonings, as per the contract description. In short, "virtually all Starfishes" is too broad a statement. On the other hand, given that the contract stipulates the toxin can be manipulated via chakra (akin to Dokuton), I will concede the ability to alter the state of the toxin from liquid to gas. That being said, the toxin color must remain consistent across all starfish. Also, the restrictions are lax. Having discussed the contract with NK, it seems that notwithstanding the statement stipulating their ability to manipulate venom, it should have never been approved, therefor, he has removed the pertinent details. Please, do not resubmit!

 
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Name: (Ōkui) Gluttony
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 40 ( If summoning)
Damage Points: N/A
Description: This is one of Sasori’s most useful puppets that he is able to use in battle which comes in handy. It is very convenient for one to use this puppet to give one of their puppets an enhanced form. Basically, Gluttony is a puppet that involves enhancing and strengthening the defensive properties of puppets that happen to need it while in combat, and due to the ability Gluttony possesses it allows for the user’s puppet to be used harder to destroy. Gluttony has an abundance of metallic parts which makes it possbie. Sasori got the idea to name this creation Gluttony because of how the name resembles “devouring.” On to how the puppet works, once a puppet is in need of strengthening the user is capable of having this puppet extend its arms up to mid range or opening its mouth to unleash a suction wave up to mid range to drag the puppet inside. When the puppet is dragged inside or sucked in it will cause for the puppet to activate its enhancing mode when the puppet gets inside. When Gluttony activates its arms or suction to get a puppet inside it acts as one move which will serve as the one to reform the puppet. Once the puppet in need of enhancement has come closer to the Gluttony, Gluttony’s stomach will open up revealing a place for the puppet to reside in. As the puppet enters Gluttony’s stomach the puppet will expand to fit certain puppets and the puppet will then use it as a protective armor. Inside the puppet is being protected by Gluttony, and enhanced to a state greater than its previous form. Gluttony serves as a way to greatly enhance a puppet’s body by reinforcing it with strong metallic plates giving it the ability to survive up to S-rank attacks but only A- rank lightning. Each puppet enhanced has also been treated with oil refined wood found inside Gluttony strengthening its structure. After the puppet has been put inside the user is capable of propelling the puppet from Short-Mid range with the springs located inside. If the puppet is out the user can use prexisilting chakra threads or create them to drag a puppet inside. The suction wave inside of the puppet is useful for getting puppets who need enhancements inside , and the suction wave can even be used in reverse to unleash a small scale mid range, compressed wind blast from the puppets mouth or even draw objects closer towards the user. Due to how the puppet is made for enhancing other puppets Sasori made sure to have Gluttony reinforced with sturdy materials making it rather hard to destroy. The user of this puppet can also enter battle with the puppet attached so it doesn't cost a move
Note: Puppet can on be summoned twice and not at the same time
Note: The suction and air wave is equal to a B-rank technique and can only be used five times
Note: Can only be destroyed by an S-rank or higher technique or A-rank lightning

Declined - can be summoned twice, but what if it's destroyed? xd
Name: (Ōkui) Gluttony
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 40 ( If summoning)
Damage Points: N/A
Description: This is one of Sasori’s most useful puppets that he is able to use in battle which comes in handy. It is very convenient for one to use this puppet to give one of their puppets an enhanced form. Basically, Gluttony is a puppet that involves enhancing and strengthening the defensive properties of puppets that happen to need it while in combat, and due to the ability Gluttony possesses it allows for the user’s puppet to be used harder to destroy. Gluttony has an abundance of metallic parts which makes it possbie. Sasori got the idea to name this creation Gluttony because of how the name resembles “devouring.” On to how the puppet works, once a puppet is in need of strengthening the user is capable of having this puppet extend its arms up to mid range or opening its mouth to unleash a suction wave up to mid range to drag the puppet inside. When the puppet is dragged inside or sucked in it will cause for the puppet to activate its enhancing mode when the puppet gets inside. When Gluttony activates its arms or suction to get a puppet inside it acts as one move which will serve as the one to reform the puppet. Once the puppet in need of enhancement has come closer to the Gluttony, Gluttony’s stomach will open up revealing a place for the puppet to reside in. As the puppet enters Gluttony’s stomach the puppet will expand to fit certain puppets and the puppet will then use it as a protective armor. Inside the puppet is being protected by Gluttony, and enhanced to a state greater than its previous form. Gluttony serves as a way to greatly enhance a puppet’s body by reinforcing it with strong metallic plates giving it the ability to survive up to S-rank attacks but only A- rank lightning. Each puppet enhanced has also been treated with oil refined wood found inside Gluttony strengthening its structure. After the puppet has been put inside the user is capable of propelling the puppet from Short-Mid range with the springs located inside. If the puppet is out the user can use prexisilting chakra threads or create them to drag a puppet inside. The suction wave inside of the puppet is useful for getting puppets who need enhancements inside , and the suction wave can even be used in reverse to unleash a small scale mid range, compressed wind blast from the puppets mouth or even draw objects closer towards the user. Due to how the puppet is made for enhancing other puppets Sasori made sure to have Gluttony reinforced with sturdy materials making it rather hard to destroy. The user of this puppet can also enter battle with the puppet attached so it doesn't cost a move
Note: Puppet can on be summoned twice and not at the same time
Note: The suction and air wave is equal to a B-rank technique and can only be used five times
Note: Can only be destroyed by an S-rank or higher technique or A-rank lightning
Note: If destroyed requires two turns before it can be summoned again.


Declined - so if it's destroyed... how or what would you summon the second time, some scraps of wood or something? xd

Name: (Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by forming three swift hand seals and manipulating their wind chakra in front of them. With the chakra being gathered the user focuses it into two separate entities about a foot across from each other. After they have formed their wind chakra they then use it to create a medium sized pyramid composed entirely out of wind. The pyraminds are transparent allowing for it to be seen through and the enemy can even tell that the blocks are spinning rapidly. Once the creations have been brought into existence the user then causes one of the pyraminds to touch the ground whereas the second one remains hovered above it just inches from it. Now that the spinning pyramind is touching the ground it will then begin to suction up the nearby rubble including things such as dirt, rocks, or sand. While the block is being filled it will quickly show a lot of Debrecen being suspended in the air by the wind. Unlike before with the rubble in the wind block it prevents anyone from seeing through it as it has become an opaque wall. To start the attacking phase the user will then do two things simultaneously which is by sending on of the pyramind blocks at the enemy ready to hit them with bone crushing force along with the slicing winds present in it. At the time the block enters short range the enemy will begin to feel suction ability of the the diamond just as when the first block began to suck up the rubble. Along with the pyramind heading at the user a side effect of it would be suctioning powers just like the other pyramind that will be felt the moment the pyramind enters short range of the target which will cause for its suctioning powers to pull the enemy towards it as well restrict their movements as the pyramind moves into slice them pieces, this wind block is equal to A-rank. Now at the same time the the rubble inside of the other pyramind will have been worn down by the slicing winds changing it into a collection of shrapnel. By manipulating the wind the user causes for the wind to release the Shrapnel at a linear path with directional control at the enemy which would have its strength increased due to the force the wind was using. The shrapnel will pierce the enemy from several areas and pose lethal damage to the enemy if not evaded and is equal to A-rank. So at the moment the shrapnel was unleashed the second block will have already been hastily moving across the field towards the enemy.
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or higher wind in the same or next turn

Declined - rank of the strapnel? What is med size for them?

Name: (Aka himitsu gijutsu: Seigen) Σ Wind Style: Gaia’s Heavenly Footsteps Σ
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: NA
Description: Here we have a jutsu which can be used to easily get around the field or to even avoid attacks within reason. This jutsu even affects the enemy if they are in range of the technique. To start the user will first slam their hands on the ground and then begin to channel their wind chakra below the ground. The user however is channeling their chakra in specific points of the ground. The wind chakra is being gathered in small spaced out circular holes that are about the same size as a person’s foot. With the small circles of wind being gathered underneath the battle field the user’s technique will also affect the enemy if they do not move out of the way. Now the main purpose of this technique comes into play when the user forces the wind below ground to force itself upwards which would cause for the earth above it to be raised into the air. All at once the battle field will be affected by the small wind circles that cause for pieces of the earth to levitate into the air. Since the user has put a certain amount of force into the wind chakra they do not have to constantly sustain it thus the earth only remains that way until the wind chakra has run out. With this technique which will remain active over a set amount of turns the user can wield it in order to stand on the floating earth pieces which are about large enough to place one of the user’s feet. Not only can they wield it stand on they can control the piece they are currently standing on in orderly to fly around the field up to mid range. While this jutsu can be used to fly the user around it also can be used for a single effect for something such bouncing them into the air up to mid -range in order to avoid an incoming attack. If the user is not currently using the floating earth pieces then they will remain about several inches in the air suspended. As the user is not using this technique will simply be suspended in the air by the floating rock pieces. Though when the user decides to use this in order to fly around or bounce themselves around it will cause one of their moves that turn, and the user can also activate one of the effects the moment the jutsu is activated if they wish to. Also, this technique not only can be used on the user, but also for the enemy if they are currently in range of the technique which is mid range. If in the range the user can cause for the earth they are standing to throw them off balance by flying them in range of attacks or by simply bouncing them into the air which will cost a move. The pieces of land that has risen from the ground is not thick and is a thin piece of the land so underneath the floating pieces will just be a small hole.
Note: Can only be taught by Sasori
Note: Can only be used thrice and lasts four turns


Declined - clashes with existing jutsu
 
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Summer

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Submitted on previous thread here:

Shoton/Fuinjutsu Henteku Dou (Crystal/Sealing arts Strange Body)
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage:
Description: This seal is noted in the bio of the user. It is a unique seal with the kanji Mineralize which has been placed on their body. The jutsu/seal will activate when it senses moisture in the air or surrounding area of the user. once activated this seal will send out a chakra shield barrier of Crystal chakra. This barrier will be able to crystallize any liquid that comes into contact with the barrier or even passes through the barrier. Liquid based substances will have an immediate crystallization and will shatter instantly. While things like earth will crystallize but will rather fall to the ground and lose momentum. Guren will be able to freely move and or redirect any crystal inside this barrier at a moments notice By focusing her crystal chakra. She could even go as far as to reform the crystal into fine dust like particles or other objects. Or reform and add the crystal to a new jutsu.


Notes: can only be activated by water/moisture based elements.
The crystallized water shards can be used as a source to create other crystal jutsu.
Note: this barrier will move with the user while active.
Note: remains active for 4 turns.
Note: usable twice per battle.
Note: Cannot use above A rank Crystal while active.
Note: can only be taught by me.

Declined - reduce the useage


Contract:


Kuchiyose Meerkat Henrik - Meerkat Summoning Henrik
Type: summoning
Rank: B rank
Range: Short- long range
Chakra: 30
Damage: 60
Description: this young meerkat regular in size 3 feet tall and can stand on two legs and use hand signs Henrik is a Kenjutsu sage and able to change his body into a long sword. His unique ability is that when the sword is swung he uses a chakra form that gives off an illusion of a slow motion blade swing or after image of the swing per say. The after image will look like the blade has multiple blades being swung at once. However it is just an illusion of sorts that works the same as genjutsu does. When the enemy see's the user swing the sword backwards it will activate the genjutsu ability of Henrik. Allowing the after image effect of the swing to be seen by the enemy when in fact is a fast and abrupt strike. If the user becomes affected by genjutsu Henrik is able to charge his chakra into the user to spike there chakra levels. This will break most genjutsu B rank and below. He is able to sense the change in the users chakra by the gripping of the sword form, which would slightly get tighter during being introduced to genjutsu. The user is able to use all the canon Kenjutsu they know with Henrik in sword form. Henrik also carries a shorter katana for wielding while not in sword form.

restrictions
+can only use sword after image genjutsu once per turn.
+ once he is in sword form he must stay that way during the summoning duration.
+stays on the field for three turns.
+can only be summoned three per battle.

Declined - this doesn't really make sense effects wise.
+must sign meerkat contract
Changes bolded.

Shoton/Fuinjutsu Henteku Dou (Crystal/Sealing arts Strange Body)
Type:Supplementary
Rank: A rank
Range: Short
Chakra:30
Damage:
Description: This seal is noted in the bio of the user. It is a unique seal with the kanji Mineralize which has been placed on their body. The jutsu/seal will activate when it senses moisture in the air or surrounding area of the user. once activated this seal will send out a chakra shield barrier of Crystal chakra. This barrier will be able to crystallize any liquid that comes into contact with the barrier or even passes through the barrier. Liquid based substances will have an immediate crystallization and will shatter instantly. While things like earth will crystallize but will rather fall to the ground and lose momentum. Guren will be able to freely move and or redirect any crystal inside this barrier at a moments notice By focusing her crystal chakra. She could even go as far as to reform the crystal into fine dust like particles or other objects. Or reform and add the crystal to a new jutsu.


Notes: can only be activated by water/moisture/mud based elements.
The crystallized water shards can be used as a source to create other crystal jutsu.
Note: this barrier will move with the user while active.
Note: remains active for 4turns.
Note: usable Once per battle.
Note: Cannot use above A rank Crystal while active.
Note: can only be taught by me.

Approved

Contract link is in quote.


Kuchiyose Meerkat Raimu Raito - Summoning Meerkat Limelight
Type: summoning
Rank: S rank
Range: Short-mid
Chakra: 40
Damage: 80
Description The user will summon the four quadruplittes known as Kitane, Tōu, Seito, Nauma. These four siblings are all identical in looks and size and have a distinct yellow stripe down their backs. Once summoned these four meerkats will dig under ground and rise up on an equal distance of four corners surrounding the enemy. Once above ground each of the meerkats will simultaneously release a stream of lightning which will join together in the air above the enemy. After one second of the streams joining the center of the streams will direct a huge blast downwards. This blast covers an 10 meter radius inside the dome like streaming lightning. While the streams are active these streams will form a lightning like barrier around the enemies location which will paralyze anything that contacts it. The barrier power is A rank in power while the limelight blast is S rank in power. These four meerkats also have one other trait and that is there scent tracking ability. They are able to decipher and pinpoint people's scents anywhere on the battlefield. Even when they are below ground they are able to fully find any person above ground.
The four meerkats are able to transform as a unit into a long samurai sword. Once in sword form it will have the ability to release a flash of light when swung. This is due to the natural lightning affinity of the four meerkats.

Restrictions:
+Can only be summoned once per battle.
+ Can only use limelight once per battle.
+ Cannot use limelight and then change into the sword to extend the duration of the summon.
+ Barrier stays active for two turns
+ sword form lasts four turns.
+ must have signed meerkat contract to learn

Declined - can't have you copying a cannon jutsu with summons

Dropping Magnhild if approved.
*
Soroi Su To/Super suit
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description:
This weapon is a suit of spandex which has compression features. It tightens the muscle and skin on the user giving them extra speed and durability due to a unique compression spandex, and Kevlar plating. This compression formed spandex is highly unique because it enhances the muscles in the body. This is achieved through chakra insertion to the suit. The suit willvin turn stimulate the muscles throughoutbthe body giving shortband precise boosts of power.This suit is able to boost the users speed +2 to their base speed. While giving a +10 to taijutsu damage.* This is achieved by feeding the suit a minimal amount of chakra to achieve these effects. The Kevlar boosts the taijutsu damage effect due to the 1lb plates that are formed on the chest, arms, and legs of the suit. This form of minimal chakra feeding takes 20 chakra to maintain. The Kevlar plates increase the blocking resistance of taijutsu up to C rank and some blunt trauma.

Specialty Dominious
The last ability of this suit is that it is made with a compression spandex that was specifically designed for each users chakra specialty. These suits were made with individual chakra nature's in mind. By imbedding strong nature into each individual suit. While the user is utilizing their elemental specialty the suits full power activates. This allows the user to discard their second specialty to empower their stronger nature. Allowing the stronger nature to gain +1 rank boost in power. Whenever the user channels the elemental chakra to the suit an elemental coating is formed around the suit as well. This coating affords more protection against taijutsu and other low ranking jutsu. Using this form of the suits abilities will require 30 chakra per turn to feed it.

Traits of the suits.
White=wind
Blue=water
Green=earth
Red=fire
Gold=lightning

Restrictions:
+only one color can be attained by anyone user.
+Cannot use the normal abilities in conjunction with Specialty Dominious
+normal abilities can last for four turns
+Specialty Dominious can last for three turns
+Specialty dominious can only empower the rank of one jutsu per turn.
+Specialty Dominious cannot empower forbidden rank jutsu.
+can only be taught by Juha

Declined - i'm all about being streamlined but spandex making you faster is a new one for me xd
 
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Priest

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Received from Erzo to submit a Tai variant of his .

Taijutsu: Kyōdo Henka - Body Art: Vim Change
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Through years of meditation and training, the user is able to specially augment his taijutsu using his chakra. He has learned how to rather make us of wasted physical strength during combat, strengths that stems from extra boosts to physical energy, turning them to sustainable vitality. The activation of this technique is the release of a flush of warm chakra that clears everything that clouds the mind, warms up the user's physical energy and vitalises the muscles.
Activating this technique, when strength boosting techniques are used alongside Taijutsu techniques, the extra strength added (has to be able to add at least +10 damage points) is further augmented with chakra from this technique, thus converting the extra strength into something notable(rank value). However because its difficult associating Taijutsu to a purely defensive faction without having to deal damage itself, the damage boost is converted defensively, bolstering the user's muscles and body strength to be able to withstand physical damage one rank higher than they can handle. This allows the now augmented strength to be converted to pure physical strength, increasing the amount of physical damage the user can endure. Meaning a Taijutsu having a strength/damage boost of between 10-20 while this technique is active would be converted to vitalise the user and make him able to tank a physical damage one rank higher, following logic and strength/weakness. This also mean, the user receives one rank less damage from taijutsu or physical techniques. For strength boosts which is above 20, the user's strength/endurance gains a rank plus the extra boost remaining after maximum of 20 has been deducted.
This ability also extends to elemental taijutsu that carries extra strengths.
NOTE: Usable 2x per battle, lasting a maximum of three turns if not deactivated early.
NOTE; Once used, must wait 2 turns before using again.
NOTE: This jutsu is activated instantly, allowing the user the ability to use it alongside another technique in the same time-frame.

Declined - clashes with alot of existing taijutsu stuff and stuff tried before



Pitohui Kuchiyosei: Atukpa - Pitohui Summoning: Atukpa
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80 for physical attack)
Description: The user swipes blood upon the Pitohui summoning tattoo or uses the traditional summoning rites to summon Atukpa.
Atukpa is a moderately sized hooded pitohui with a size only 4x of that of his summoner. Apparently he can communicate with his summoner and other Pitohui's telepatically and only able to convey(carry) his summoner and non other. Atukpa is quite arrogant, though this is due to him being strong and special in his own way and he always see himself as the strongest. Atukpa is ferocious when he attacks physically using his claws and beak. Even the hooded tendril on his head which he can extend up to short range, packs a punch. His body is entirely black with hazy smoke always oozing out of his body. The smoke covers short range around him, apparently making everyone around him unable to see due to this smoke. This would not affect doujutsu users since the smoke is as a result of his latent affinity for fire which makes his body constantly heating up to release chakra inculcated smoke. Atukpa however, is able to see and sense heat through the smoke easily. Like any other Pitohui, Atukpa is also cursed with potent amount of neuro-toxins which through the smoke exhuming from him, mild dosage is administered to those in the smoke(except the user) causing their body to be extremely itchy, distracting them from focusing on chakra thus they are unable to mold S-rank and above chakra, and unable to use or sustain complex chakra control techniques like space time techniques and genjutsu.

Abilities
Atukpa is a fire specialist, able to user any fire technique the user knows. However due to the smoke always surrounding him, his fire techniques appears black in color except if the fire technique he uses is not originating from him. Due to his latent fire speciality and due his body all tempered and constantly exhuming strong heat signatures, Atukpa is not affected by A-rank and below fire techniques. His fire speciality allows him to be able to, just like the hozuki's water transformation, transform himself completely to fire(black in color) or ash albeit still keeping his shape. This renders him intangible to solid attacks but vulnerable to water techniques. In this form however, he won't be able to convey the user as the user would be affected by his nature. This ability is S-rank and can only be used once.
Once per battle, Atukpa can release a very large amount of ash(A-rank) that covers mid-range in a second. He can either release this omni-directionally or in a direction up to mid-range. This ash however does not cause immediate damage to anyone surrounded by it like the "Ash Pile Burning" Tech but what this does is it ignites any matter that are prone to flame except flesh. The ash serves as a conductor, igniting them and the flames are able to cause severe burns.
Atukpa's final ability is his ability to release hundreds of miniature black pitohuis made of fire(black) or hot ash. All of the miniature pitohuis amounting to S-rank in power.

Restriction
Can only be summoned once per battle
Lasts 4 turns
Every ability of Atukpa apart from passives, counts as a move from the user's move slots.


‡ Declined ‡ Smoke isn't an advanced form of Fire Release. Heat sensing exists as an ability and so does turning into fire.


Pitohui Kuchiyosei: Atukpa - Pitohui Summoning: Atukpa
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80 for physical attack)
Description: The user swipes blood upon the Pitohui summoning tattoo or uses the traditional summoning rites to summon Atukpa.
Atukpa is a moderately sized hooded pitohui with a size only 4x of that of his summoner. Apparently he can communicate with his summoner and other Pitohui's telepatically and only able to convey(carry) his summoner and non other. Atukpa is quite arrogant, though this is due to him being strong and special in his own way and he always see himself as the strongest. Atukpa is ferocious when he attacks physically using his claws and beak. Even the hooded tendril on his head which he can extend up to short range, packs a punch. His body is entirely black with hazy smoke always oozing out of his body. The smoke covers short range around him, apparently making everyone around him unable to see due to this smoke though this would not affect doujutsu users. Atukpa however, is able to see through the smoke easily. Like any other Pitohui, Atukpa is also cursed with potent amount of neuro-toxins which through the smoke exhuming from him, mild dosage is administered to those in the smoke(except the user) causing their body to be extremely itchy, distracting them from focusing on chakra thus they are unable to mold S-rank and above chakra, and unable to use or sustain complex chakra control techniques like space time techniques and genjutsu.

So you summon and with that everyone is poisoned with a toxin from the smoke. Nah.

Abilities
Atukpa is a fire specialist, able to user any fire technique the user knows. However due to the smoke always surrounding him, his fire techniques appears black in color except if the fire technique he uses is not originating from him. Due to his latent fire speciality and due his body all tempered and constantly exhuming strong heat signatures, Atukpa is not affected by A-rank and below fire techniques. His fire speciality allows him to be able to, just like the hozuki's water transformation but not totally, transform his entire feathers completely to fire(black in color) or ash albeit still having his body within the fire. In this form however, he won't be able to convey the user as the user would be affected by his nature. This ability is S-rank and can only be used once.
Once per battle, Atukpa can release a very large amount of ash(A-rank) that covers mid-range in a second. He can either release this omni-directionally or in a direction up to mid-range. This ash however does not cause immediate damage to anyone surrounded by it like the "Ash Pile Burning" Tech but what this does is it ignites any matter that are prone to flame except flesh. The ash serves as a conductor, igniting them and the flames are able to cause severe burns.
Atukpa's final ability is his ability to release hundreds of miniature black pitohuis made of fire(black) or hot ash. All of the miniature pitohuis amounting to S-rank in power.


Restriction
Can only be summoned once per battle
Lasts 4 turns
Every ability of Atukpa apart from passives, counts as a move from the user's move slots.

Declined - bit much for one summon and see above


Updating
Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40(-20 to repair)
Damage: N/A
Description: The user would create two large snakes make of wind that curl up around his body and disperses into thin air. Their dispersion does not mean they are gone, they actually remain dormant around the body of the user in chakra form and would remain on the user's person until foreign chakra tries to touch the user. The wind snakes would manifest once a foreign entity nears the user(2 meters), wrap themselves around the entity and crush it before it can harm the user. Should the object they destroy be inferior to them in terms of power/rank, once they are done, the snake retreat back into the dormant form while leeching the user's chakra to repair themselves and make them back to their former strength. The snakes are able to reform 3 times. They would be destroyed or undone though if they happen to defend the user from something same rank as theirs following elemental strength and weakness.
NOTE: Usable 2x per battle
NOTE: No S-rank Fuuton the same turn this jutsu is used
NOTE: Purely defensive, thus can not be used to attack the opponent directly except they are attacking the user and the snakes would defend anyway.
NOTE: User can only use elements related to the wind element and other non elemental techniques while the snakes are active

Approved
Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40(-20 to repair)
Damage: N/A
Description: The user would create two large snakes make of wind that curl up around his body and disperses into thin air. Their dispersion does not mean they are gone, they actually remain dormant around the body of the user in chakra form and would remain on the user's person until foreign chakra tries to touch the user. The wind snakes would manifest once a foreign entity nears the user(2 meters), wrap themselves around the entity and crush it before it can harm the user. The reformation of the snakes in response to a foreign entity, mimics the speed of the foreign entity itself. Meaning the snakes are able to match up to the speed of foreign entity nearing them. Should the object they destroy be inferior to them in terms of power/rank, once they are done, the snake retreat back into the dormant form while leeching the user's chakra to repair themselves and make them back to their former strength. The snakes are able to reform 3 times. They would be destroyed or undone though if they happen to defend the user from something same rank as theirs following elemental strength and weakness.
NOTE: Usable 2x per battle
NOTE: No S-rank Fuuton the same turn this jutsu is used
NOTE: Purely defensive, thus can not be used to attack the opponent directly except they are attacking the user and the snakes would defend anyway.
NOTE: Since the snakes are sentient and act on their own will, the user is able to use other jutsus while they are active, but he won't be able to use fire that originates from his body.

Declined - keep the original

Update link

Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
Type: Suplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head or stand on the user's shoulders. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop enhanced speed, strength and reflexes making them deadlier at this state. While she's on the field of play, all other Pithoui present gain a passive increase in rank of their neurotoxins(one rank increase) within that time. Also, all other Pithoui gain a temporary boost in flying speed rivaling Lee in 2nd gate for a maximum of 3 turns before they poof away back to Modakeke exhausted.

Due to gaining extra saturation of neurotoxins on themselves, it
makes them instead of appearing and disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin is A-rank for any hooded pitohui that is summoned or sent back, Though other distinguishing affects may be noticed; If the hooded pitohui summoned while Owanbe is on the field is B-rank, A-rank, S-rank or even D-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to A-rank damage irrespective. However, the distinguishing affects does not add to the damage, albeit only adding taste and longetivity to the condition. B-rank summoning: Paralysis for 2 turns, A-rank: Paralysis for 3 turns: S-rank summoning: Paralysis for 3 turns with extremely itchy skin + slight respiratory problems.
NOTE: Owambe can only be summoned once and can be
on the battle field for 4 turns max.
NOTE: Regardless of the time which another Hooded Pithoui enters the battle ground, they all poof away by the time Owambe has to leave.

Leaving for someone else

♪ Declined, I won't approve the speed boost. I'm not a fan of the cloud of smoke, especially if multiple summons are being poofed away at the same time with A rank poison clouds. Keep the original, you're trying to empower other summons way too much with this. ♪
 
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Kirikoe

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Vulpine contract approved

(Kitsune no geijutsu - Kitsune no gokan)Vulpine arts - Senses of the Vulpine
Type:Supplementary
Rank: C
Range:Self
Chakra:15
Damage:N/A
Description:The user being a holder of the Vulpine channels chakra to his ears and nose in order to mimic the senses of the vulpine, the users sense of smell becomes heightened and becomes as sensitive as a vulpines being able to locate even small creatures easily by only there sense of smell alone rivalling that of an inuzuka's, the users ears become much more sensitive to sound however not quite on the level of inner sonar, but becomes heightened enough that they can hear the movement of a small rodant easily, being able to hear the slightest of movements however this is limited to mid range and the hearing can not expand across the whole battlefield.

-Must be a signer of the Vulpine contract
- Lasts 5 turns
- Can only be used 2 times per battle

Approved


(Geirufōsutorēnā) Gale Force Trainers
Type: Custom Weapon
Rank: S
Range:N/A
Chakra:N/A
Damage:N/A
Description:Gale force Trainers are a pair of trainers created from various special chakra metals and other special materials to allow for a good durability, they are designed with various vents at the bottom of the trainers as to allow a good degree of air flow to pass through with a compartment above the vents for which Wind chakra is stored.

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The trainers were designed as to allow the user a much more diverse motion of combat and to allow much swifter movement, the general idea behind the trainers workings are that the user channels Wind chakra through the trainers, this wind chakra charges the trainers and is stored within a special compartment within the trainer below the foot but above the vents allowing the wind to be used for future use.

To activate the trainers the user simply needs to channel chakra into the trainers for a mere moment, While in use the wind is released through the vents at a steady velocity, this pushes the users feet slightly off the ground, (the vibration of earth based techniques can still be felt through the medium of the wind as such the user is not immune to unbalancing based techniques) much like a hovercrafts workings, this allows the user to move without restriction and friction over terrain at a much faster pace.

Whiles active the trainers grant the user an increase in speed faster than what a taijutsu specialist can track this is due to the loss of friction and resistance of the ground and will appear as if the user is skating across the floor, this of course only refers to the users movement speed much like how leg weights work, however if accompanied by a sensory ability the user can maintain his speed whiles attacking with leg based attacks only.

Whiles active the trainers grant the user a +15 increase in leg based techniques this is due to the winds velocity whiles kicking, when attacking with the sole of the foot the wind will impact the opponent with a bludgeoning force, if attacking with other areas of the foot/leg the wind will propel the leg at a greater speed giving it the increase in damage excluding leaf dragon god of course.

Wind gods evasion - By channelling further wind chakra into the trainers the user increases the velocity of the wind emitted from the vents in a sudden burst projecting the user away from a given threat in the users choice of direction.

Air Walking - whiles active the user can adjust the winds velocity at will by channelling further wind chakra allowing the user to move freely and higher in the air, almost as if he is walking or running in the air, the true nature is that the user is simply using higher pressured winds to propel himself in the air, this lasts 3 turns but can be deactivated any time simply by the user stopping himself from channelling wind into the trainers.

Restrictions

- Gale Force Trainers must be posted in the users bio in order to use.
- Gale Force Trainers are precharged with wind chakra before each battle and upon activation lasts 5 turns
- Gale Force Trainers can only be used twice and costs a move to recharge
- Activating Gale force Trainers is a passive activation but must be posted for reference when activating but will not count towards the users move count
- Wind Gods Evasions can only be used once
- Whiles Air walking the user is restricted to the wind element and wind element based elements and other non elemental fields.

Pending will come back for this

‡ Declined ‡ As requested.
 
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