Custom Jutsu Submission - III

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Nathan

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(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale

Type: Supplementary
Rank: A-Rank
Range: Self - Short (Direct Contact)
Chakra: 30 (-10 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

528 Hz - "Mi" (Limitations) - Tone ‘Mi’ is used to return human DNA to its original, perfect state. This frequency brings transformation and miracles into your life. The process of DNA reparation is followed by beneficial effects – increased amount of life energy, clarity of mind, awareness, awakened or activated creativity, ecstatic states like deep inner peace, dance and celebration. Tone ‘Mi’ activates your imagination, intention and intuition to operate for your highest and best purpose. Thus for two turns while this frequency is active this allows the user to ignore limitations that they may come across such as "unable to perform water techniques above S-ranks for x amount of turns", this pushes the limitations away from the user that usually would be there. This doesn't include the user removing limitations such as eight gates and so forth.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

‡ Declined ‡ The limitations one is far too much. There's too many ways it could be abused.
 
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Jhin

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(Kusanagi: Hokuryū no taron) - Grass Mowing Sword: Talon Of The North Dragon
Type: Offense/Defense
Rank: C-A
Range: Short - Long
Chakra: 10-30
Damage: 20-60
Description: Using his sword of Kusanagi, Orochimaru developed a way to flow chakra in to the blade while extending it's length, though using the elemental infusion actually causes the overall damage of the ability to be weaker than it's base ability of simply extending the blade. It does allow for increased functionality thanks to an increased ability to combat certain elements. By infusing chakra in to the grass cutting sword Orochimaru can choose to extend the chakra directly in a way similar to his former student Sasuke's Chidori Spear. Allowing him to create adjustments such as spikes on the blade that extend up to two meters in a given direction making it harder to dodge. The talon of the north dragon allows him to infuse wind based chakra in to the blade that behaves in a very similar way to the blade of wind jutsu in terms of speed and visibility but extends in a similar way to the chidori spear.

Note: The A rank variant may be used four times per battle.
Note: May only be used by an Orochimaru bio with his sword of Kusanagi.
Note: May only be taught by Jhin

Declined - clashes with existing jutsu

(Kusanagi: Nan ryū no taron) - Grass Mowing Sword: Talon Of The South Dragon
Type: Offense/Defense
Rank: C-A
Range: Short - Long
Chakra: 10-30
Damage: 20-60
Description: Using his sword of Kusanagi, Orochimaru developed a way to flow chakra in to the blade while extending it's length, though using the elemental infusion actually causes the overall damage of the ability to be weaker than it's base ability of simply extending the blade. It does allow for increased functionality thanks to an increased ability to combat certain elements. By infusing chakra in to the grass cutting sword Orochimaru can choose to extend the chakra directly in a way similar to his former student Sasuke's Chidori Spear. Allowing him to create adjustments such as spikes on the blade that extend up to two meters in a given direction making it harder to dodge. The talon of the south dragon allows him to infuse fire based chakra in to the blade that behaves in a very similar way to the dragon head fireballs jutsu in terms of concussive impact and heat but extends in a similar way to the chidori spear.

Note: The A rank variant may be used four times per battle.
Note: May only be used by an Orochimaru bio with his sword of Kusanagi.
Note: May only be taught by Jhin


Declined - clashes with existing jutsu
(Kusanagi: Renjin) - Grass Mowing Sword: Serial Step
Type: Offense/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Using his sword of Kusanagi, this ability repeats the action of extending and subsequently contracting Kusanagi, as observed within the basic technique, multiple times in rapid succession. The entirety of this process is completed in a mere moment, resulting in the individual steps involved in this technique becoming virtually indistinguishable from each other, generating an apparent mass of blades that leave little opportunity for the intended victim to evade successfully. Due to the incredible speed of the technique the opponent will actually see what appears to be dozens of Kusanagi blades firing towards them in a thrusting motion. However these are mostly afterimages of the blade due to it moving so quickly in extension and contraction making it difficult for those without heightened tracking such as dojutsu having at least two tomoe Sharingan tracking reference to follow the motions of the blade.

Note: May be used four times per battle.
Note: May only be used by an Orochimaru bio with his sword of Kusanagi.
Note: May only be taught by Jhin


Declined - Clashes with after image type kenjutsu
 
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Ryūjin

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(Senpō Fūin: Dōzen Gyakuten) – Sage Sealing Art: Natural Reversal
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A (Same damage as the reversed technique)
Description: This is a powerful sealing technique designed by many of the most skilled fuinjutsu and natural energy users. Through the usage of natural energy around him, the user of this technique erects a barrier around him that spands up to Mid range, with the user at the center of the barrier. As a technique comes in contact with the barrier, the user uses physical aspect of natural energy within the barrier to literally "hold" the intended technique in it's place and throws it back at the opponent, basically reversing it's direction and controlling it through natural energy to backfire at the opponent, using his own techniques against him. This can only be used against projectile type techniques that pass through the sealing barrier that the user releases using this technique. The way this technique works is that the natural energy surround the opponent's technique, forming a layer of natural energy around it and re-directs it back at the opponent, or anywhere the user of this seal wishes. However, as the technique leaves the sealing barrier's formation, the user is incapable of controlling the technique further, basically traveling at the same location he intended it to go. This seal can be applied to nearly all projectile based elemental techniques, due to the natural energy being energy based while retaining a physical aspect. The barrier that's made around the user is stationary and cannot be moved, and deactivates as the user reverses the direction of the targeted technique, This technique is composed of an A-ranked sealing technique and an A-rank natural energy.
Note: Can only be used 3x times per battle on up to S-ranked elemental techniques.
Note: No Fūinjutsu techniques in the same turn that this techniques is used in.
Note: Requires a 2 turn cooldown in between usages.
Note: This technique can be used twice simultaneously counting as two moves, erecting two barriers instead of one to affect a forbidden ranked elemental technique, but doing this would require a 3 turn cooldown before the technique can be used again.
Note: Must have Sage Mode active.

‡ Declined ‡ Sending the opponent's jutsu back at them? Yeah, similar techniques exist.

Ryujin said:
(Senpō: Dai Sennin Shūjuku) - Sage Art: Mastery of The Great Sage
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (+20 to every elemental technique used)
Damage Points: N/A
Description:
By utilizing the aspects of natural energy, using more natural chakra when performing Elemental techniques than elemental chakra. When this technique is active, as the user releases an elemental technique, the user would form a "layer" of natural energy around the released technique, with an additional +20 chakra cost per utilized elemental technique. The addition of natural energy would effectively remove the weakness that an elemental technique has against another, like for example, a fire technique wouldn't be inferior to a water technique. Any technique enhanced by this would be added with an extra handseal excluding techniques that require no handseals to be performed. This technique does not boost the power of any given element enhanced by this technique, just removes the weakness it has towards other elements due to the addition of natural energy.
Note: Can only be used once per battle.
Note: Lasts as long Sage Mode remains active, max of 4 turns, but cuts Sage mode's duration by 2 turns when activated.
Note: Must have Sage Mode active.
Note: After deactivation, no techniques above S-Rank for 3 turns.

‡ Declined ‡ I'm sorry but removing elemental strengths and weaknesses is too powerful. The NB swords can only do this three times for a single element and you want this for 4 turns for every element. Not only that but with the boosts you have with Sage Mode as well as any passive ones you may have, this becomes completely OP.


(Senpō: Dai Sennin Shūjuku) - Sage Art: Mastery of The Great Sage
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (+20 to every elemental technique used)
Damage Points: N/A
Description:
By utilizing the aspects of natural energy, using more natural chakra when performing Elemental techniques than elemental chakra. When this technique is active, as the user releases an elemental technique, the user would form a "layer" of natural energy around the released technique, with an additional +20 chakra cost per utilized elemental technique. The addition of natural energy would effectively remove the weakness that an elemental technique has against another, like for example, a fire technique wouldn't be inferior to a water technique. Any technique enhanced by this would be added with an extra handseal excluding techniques that require no handseals to be performed. This technique does not boost the power of any given element enhanced by this technique, just removes the weakness it has towards other elements due to the addition of natural energy. In turn, elemental techniques that are enhanced by this technique lose their strength towards other elemental techniques as well, all acting as an equal in terms of power. The user is capable of controlling which technique is enhanced by this, so whenever he uses an elemental technique while this is active, he has to mention if he enhances it with this technique or not, and if he chooses not to, the elemental technique would be unchanged, retaining the same weaknesses and strengths it has towards other elements. Essentially, all elemental techniques enhanced by this technique are labeled Sage techniques rather than elemental ones.
Note: Can only be used once per battle.
Note: Lasts as long Sage Mode remains active, max of 4 turns, but cuts Sage mode's duration by 2 turns when activated.
Note: Must have Sage Mode active.
Note: After deactivation, no techniques above S-Rank for 3 turns.

‡ Declined ‡ This is still essentially the same thing. I'm not allowing you to remove elemental weaknesses like this. DNR.
 
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KameSennin

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(Kuchiyose: Sunūpudoggu) - Summoning: Snoop Dogg
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Snoop Dogg is one of the most skilled dogs that Kakashi can summon. It's quite big in size, standing at 3'4 and weighting 111 pounds. Due to the dog being raised in Kirigakure's mist environment, it can see through all kinds of mist jutsus and to some extent, even manipulate the mist to change the mist into water and create constructs up to mid range in the battlefield, if the mist is natural or created by the user though this takes a move. The dog has a mental link with the user meaning that he can speak with the user telepathically or sense when the summoner or the dog are caught in genjutsu or foreign chakra has invaded either of them. Another ability Snoop Dogg has is that it can add his own water chakra to the summoner's, adding another +15 damage to the user's water jutsu though that Snoop can't use the ability to add damage to the user's jutsus or manipulate the mist for a turn but can still use any water jutsu the user knows and it's almost instantaneous so it can be done in the same time frame. Due to their mental link, the summoner can be notified by his companion or vice versa if one of them is caught in genjutsu because of that, Snoop Dogg can break the summoner out of B-rank genjutsu once per battle. It can move to the speed of a Kage-ranked ninja and has a strong sense of smell.
Note:
- Can only be summoned once per battle.
- Lasts for 4 turns.
- Both, mist manipulation and adding damage to the user's water jutsu counts as a move and can only be used once per battle with a one turn cool down.
- Snoop Dogg can manipulate the mist only if the mist source is natural or created by the user, otherwise he won't be able to manipulate it but is still able to see through the mist up to mid-range.
- The user has to be a canon Dog contract summoner to be able to summon Snoop Dogg.
- Can only be taught by KameSennin.
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Declined - Dogs were not shown to have mental links in the manga. And just randomly boosting jutsu like that s a no
 
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Avonomemi

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(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.


(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 perception is not disturbed during the roll as he rely on his ability to track his target through their scent. Also he can change directions at will and upon rolling on the ground Roku's static charge will get a boost of +15 damage from the friction of rolling.
Restrictions:
* Can only be used twice per battle.
* Can only be performed by Roku.
* Can only change direction twice per roll

Declined you really need to read cj checks. NK is talking about your perceptions being effected, not your summons.

(Aka no kukkī) Red Cookie
Type: Weapon
Rank: S
Chakra: N/A
Damage: N/A
Description: AKA "Hisnabek" is a spear like weapon that was used by one of the old gods, C'Thun. By appearance it is identical to a spear but rather than a pointed edge blade at the head, it is replaced with a large flat rectangle blade and it's body to tail(handle) is made of purely earth, like all spear it has a mid range reach. Left alone Hisnabek is nothing more than an earthen staff until infused with natural chakra, it turns dense and hard as a steel making it able to withstand A rank and below elemental and non elemental attacks. On the body of Hisnabek is engraved with ninjutsu seals. This seals allow "Hisnabek" to possess a unique ability that allow it react on its own to chakra, it does this by connecting it's tail or body to its user vertebra column(like obito and madara did with the ten tails). When connected to its user chakra, Hisnabek can perform the following feat;
* The body(handle) can increase in length up-to long range and retract back, it can become as flexible as a whip allowing it to move irregularly and to bind the enemy. Also it is able to travel underneath the ground. It's extension and retraction speed depend on the range reached. For short range is 1 second and for long range is 5 seconds.
* From its body produce many small earth spikes to strike or defend against an attack and further shoot them out as projectiles. The earth spikes are C rank and can only extend from the body up-to short range and shoot out up-to long range.
* It earthen body(handle) can merge with the clothing of the user acting both as a bulletproof and support medium that is like an armour; acting as a bulletproof it defend against attack up-to A rank and as a support provide +20 damage boost for the user's physical attack. It cover the user from neck to the arm and feet. In this form the blade section of Hisnabek is at the back of the user's body but can be moved about along the user's body as long as the earthen section of the Hisbanek is there. The blade can extend out from the armour up-to short range to strike the enemy. Also the user's speed is not affected at a noticeable level.
* Hisbanek can repair damages taken or replace damaged parts through feeding off the user's chakra. Depending on the damage the cost of chakra varies; if broken or cut in half it cost little to nil chakra point while if exploded or shredded to pieces cost -10 chakra point to revive.
Restrictions:
* Require mastery of earth to use.
* Each of the Hisnabek ability (aside the revive ability) count as a move and require a turn cool down before it can be used again.
* The armour ability of the Hisnabek can only be used thrice per battle and each usage last for four turns. It will cost user -5 chakra point to maintain usage.
Image of weapon:
How it looks
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How the armour ability looks
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Declined - first of all, mid rnage is 5-15m, so how can your spear be that long to reach mid range? Shouldn't it be able to be destroyed by B rank lightning as the spear is made of earth? Apart from that it's a nice weapon and i made a couple of edits for now.
 
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(Hebi Kuchiyose: Ejiki, Hebi Houyou)- Snake Summoning: Prey, Serpents Embrace
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to Snake Ninjutsu)
Description:
This is a unique technique that can be utilised by the signers of the snake contract, to initiate this jutsu the user would form two hand seals and slam their hand downwards. By doing so the user can reverse summon anyone they choose, within range, into a dank and dimly lit cave(does not affect vision). The cave spans up to 15m and is completely enclosed allowing no escape, while the user and any targets always appear 10m apart in the center of the cave.

This cave is home to a rare species of snake with extremely hard and abrasive scales, which initially remain still and camouflaged upon the walls of the cave. The quality of their scales is constant even after the snakes shed their skin, with the shed skins covering the floor of the cave. These skins being light are able to be picked up by appropriate techniques(Wind and water) and add an extra abrasive quality to the jutsu but do not increase the damage. The main benefit of this jutsu however is that while in the cave the user is able to utilise the rare snakes in their snake ninjutsu, using the cave species rather than normal snakes. With their durable and harsh scales the snakes slightly increase the damage of the techniques.

Note:
~Can only be used 3 times
~Lasts 4 turns after which everyone is desummoned
~Can only be used by Snake Contract owners
~Can only be taught by Mellow

Declined - i'm not a fan of reverse summons like this, as they can be easily abused, like what happens if someone tries to escape the cave? Also +20 to all snake nin doesn't make much sense by just sumoning your opponent into the cave. What if you shoot snakes from your arms? They come from you, not the cave so why do they gain the boost?
 
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ᴍᴏᴏғʏ

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ᴍᴏᴏғʏ said:
Za Kiri's Keiri Katana ⋩ The Mist's Executioner
Type: Custom Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: ZKKK is a blade crafted out of a very rare and indestructible white alloy, however that does not mean it can defend against anything/everything. The sword itself is eight inches wide, consisting of a single sided sharp edge however the dull side of the blade contains two small curved teeth that stick out two inches. The teeth are evenly spaced apart between a hollow opening the blade has near the lower end, the opening is large enough to fit a human head/neck, designed mostly for decapitations with it's inner sharp edges. The sword's blade is five feet in length, having the one foot handle covered in a layer of rubber which is laced by a bandage to disguise it, this would prevent the conduction of electricity. The end of the handle consists of a small rectangle ring big enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various acrobatic ways by spinning it. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade's decapitating core/opening can be fueled with chakra and use the sword itself as a water-natured catalyst in order to fill it with a syrup-like substance that could be manipulated to perform special water related abilities;

Syrup/Liquid/Mist Core - The user is able to shape manipulate the source and extend it to create various constructs, up to the user's imagination and within reason, most in the theme of limbs or whips of water that can extend up to mid range and are no thicker than a human's arm. The constructs can be condensed enough to bind targets or even release as projectiles. up to two whips of Syrup/Liquid/Mist-based water that could be used to deal lashing/blunt/piercing damage or bind a target(s) causing them to be trapped within the technique. With the usage of a single hand seal the user can cause the syrup/liquid/mist to expand upon a captured target(s) in order to bind them in place, this ability is B-Rank in strength/cost.

Elastic String - By focusing chakra through the Water crest, the user can materialize a string of elastic water syrup. The string is long enough to reach up to a long distance and can be used to further enhance the manipulation of the blade in combat or bind a target. The string can be further manipulated to create miniature spikes and similar things to increase it's lethality. This ability is classified as B rank in strength/cost.

Inner Mist - By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the core of the blade. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. The mist produced by the blade can be treated the same as the Hidden in the Mist technique and be used as a source for possible attacks. Not only can the sword produce a mist but it can also turn itself mist. This ability is in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form. The sword can either turn fully or partially into a mist.

Mist Manipulation - The mist lingering around the user or the sword itself can be manipulated to form anything within reason that can be imagined by the user, excluding projectile based objects. The manipulated forms can extend up to mid range and are B rank in strength/cost. If fully compressed/manipulated the mist rivals that of a large size bear.

⋩ While sustained, the user can only mold Water Techniques along with the Ninja Basics (Nin/Gen/Tai/Ken/Fūin)
⋩ All abilities count as the user's techniques per turn
⋩ All abilities can be used active at the same time

‡ Approved ‡
Za Kiri's Keiri Katana ⋩ The Mist's Executioner
Type: Custom Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: ZKKK is a blade crafted out of a very rare and indestructible white alloy, however that does not mean it can defend against anything/everything. The sword itself is eight inches wide, consisting of a single sided sharp edge however the dull side of the blade contains two small curved teeth that stick out two inches. The teeth are evenly spaced apart between a hollow opening the blade has near the lower end, the opening is large enough to fit a human head/neck, designed mostly for decapitations with it's inner sharp edges. The sword's blade is five feet in length, having the one foot handle covered in a layer of rubber which is laced by a bandage to disguise it, this would prevent the conduction of electricity. The end of the handle consists of a small rectangle ring big enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various acrobatic ways by spinning it. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade's decapitating core/opening can be fueled with chakra and use the sword itself as a water-natured catalyst in order to fill it with a syrup-like substance that could be manipulated to perform special water related abilities;

Syrup/Liquid/Mist Core - The user is able to shape manipulate the source and extend it to create various constructs, up to the user's imagination and within reason, most in the theme of limbs or whips of water that can extend up to mid range and are no thicker than a human's arm. The constructs can be condensed enough to bind targets or even release as projectiles. up to two whips of Syrup/Liquid/Mist-based water that could be used to deal lashing/blunt/piercing damage or bind a target(s) causing them to be trapped within the technique. With the usage of a single hand seal the user can cause the syrup/liquid/mist to expand upon a captured target(s) in order to bind them in place, this ability is B-Rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Elastic String - By focusing chakra through the Water crest, the user can materialize a string of elastic water syrup. The string is long enough to reach up to a long distance and can be used to further enhance the manipulation of the blade in combat or bind a target. The string can be further manipulated to create miniature spikes and similar things to increase it's lethality. This ability is classified as B rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Inner Mist - By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the core of the blade. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. The mist produced by the blade can be treated the same as the Hidden in the Mist technique and be used as a source for possible attacks. Not only can the sword produce a mist but it can also passively turn itself into mist. This ability is passive and is used in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form back to or away from the wielder. The sword can either turn fully or partially into a mist. If standing within a large enough source or the user has the ability to use water techniques without a source, the mist's range can be increased up to mid.

Mist Manipulation - The mist lingering around the user or the sword itself can be manipulated to form anything within reason that can be imagined by the user, excluding projectile based objects. The manipulated forms can extend up to mid range and are B rank in strength/cost. If fully compressed/manipulated the mist rivals that of a large size bear. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

⋩ While sustained, the user can only mold Water based techniques along with the Ninja Basics (Nin/Gen/Tai/Ken/Fūin)
⋩ All abilities count as the user's techniques per turn, excluding the sword's mist form manipulation.
⋩ All abilities can be active at the same time

‡ Update Approved ‡

(Suiton: Hōzuki) - Water Release: Demon Lantern
Type: Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Once a member master's the clan's hidden ability, he will tap into the passive and subconscious abilities of the Hydrification Technique(s). It has been proven time and time again that when a Hozuki Clan member is unexpectedly struck/attacked, his body instinctively turns into liquid by activating the Hydrification Technique(s), allowing them to avoid damage. It has also been seen that when a member is knocked unconscious, the body turns into a jell-like state that is also classified under the same category as Hydrification. This leads us to believe that a clansmen can always be in a hydrified state. This latent ability can be forcefully triggered by foreign threats to the user, like techniques that are too fast for them to detect or perceive. The user is so naturally in-tune with the overall moisture both around his body and his surrounding area that the body naturally detects the disturbances within the air's moisture as a threat travels through short-range of them, allowing the body to instantaneously turn into a Hydrified state to avoid the damage. Both the strength and weakness of this technique is that the user has no control over it, as the body is naturally programed for survival, activating on mere instinct. This however can be forcefully prevented so long as the user can perceive the threat himself. This technique will passively activate one of the user's Hydrification Techniques within his arsenal and be in tune with it, thus being performed in the same time-frame. This technique by no means offers any sensing capabilities directly as it is simply a passive & instinctive survival mechanism to ensure the safety of the user. When knocked unconscious or electrocuted, the user's body will turn into a jell-like state, following the hindering restrictions of the inflicting technique that was used upon them.

⋩ Requires a Hōzuki Biography
⋩ Chosen Hydrification Activation must be specified in the user's biography.
⋩ The selected Hydrification Technique will count towards the user's three moves.

‡ Approved ‡



ᴍᴏᴏғʏ said:
(Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A
Description: An activation type technique that can be utilized before or after the release of a water-style technique. The user will gesture the Tiger hand seal or include it in the row of hand seals required for said water style technique. He will then compress the technique, making it seem almost solid and crystalline in nature, giving it a more blunt-force type of attribute. Due to the compression, the additional chakra utilized to perform the change, will also evaluate the volume of the water so that the technique in question does not reduce in size as it 'crystalizes'. Another alternative to the activation method is to compress the outer layer of the water technique in question whilst leaving the insides intact. With a mental command the user can further shape manipulate the crystalline layer of the technique converted in order to release jagged spikes or pillars that extend up to short range of the technique. The jagged spikes/pillars would be filled with the liquid of the water, depending on how the activation was utilized.

⋩ Crystalline manipulation is equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated by the user.
⋩ Cannot be used on mist-based techniques

‡ Approved ‡
(Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A (+1 Defensive Rank)
Description: An activation type technique that can be utilized before or after the release of a water-style technique. The user will gesture the Tiger hand seal or include it in the row of hand seals required for said water style technique. He will then compress the technique, making it seem almost solid and crystalline in nature, giving it a more blunt-force type of attribute. Due to the compression, the additional chakra utilized to perform the change, will also evaluate the volume of the water so that the technique in question does not reduce in size as it 'crystalizes'. Another alternative to the activation method is to compress the outer layer of the water technique in question whilst leaving the insides intact. With a mental command the user can further shape manipulate the crystalline layer of the technique converted in order to release jagged spikes or pillars that extend up to short range of the technique. The jagged spikes/pillars would be filled with the liquid of the water, depending on how the activation was utilized. The Crystalline layer will increase the technique's overall defensive capabilities allowing it to combat against stronger techniques than originally expected.

⋩ Crystalline manipulation is equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated by the user.
⋩ The Defensive Rank boost only works up to and including A-Rank techniques.
⋩ Cannot be used on mist-based techniques

‡ Update Approved ‡
 
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Vayne

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(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. For example, a sword can be coated with wind chakra to increase the potency of attack. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Only Water/Wind and non-elemental chakra can be infused into the creations.

Declined - Nks note on the last check for this cj? xd
 
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Omega

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(Kuchiyose no Jutsu: Ruby and Beryl) - Summoning Technique: Diamond and Pearl
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user draws blood then claps their hands to summon Diamond and Pearl. They are sister salamanders said to be the sword and shield of the Salamander summons, and are very useful despite their small size. They both share some basic traits, such as immunity to A rank and below fire. Furthermore, they are both able to expel a rushing, poisonous gas cloud, similar to Ibuse, that can reach up to mid range. This act costs a move for each salamander who performs the jutsu, and the gas cloud is B rank for each salamander.

Diamond: Diamond, is a bright, almost glimmering, colored salamander known for being the more well behaved of the two sisters and sits upon the shoulder of the user when summoned. She is offensive oriented and is capable of using any Katon jutsu that the user knows up to S rank without the need to use handseals.

Pearl: Pearl is the more energetic, yet defensive minded of the two Salamanders. When summoned she rests on the shoulder of the user and possesses two very distinct abilities to aid the user in order to make up for her lack of offensive prowess. 1) Sun Fire: At the cost of a move, Pearl can channel Katon chakra into an existing flame, or jutsu to brighten it to blinding levels. As long as the fire source is still active, the jutsu will blind everyone currently on the battlefield. 2)Haze Fire: At the cost of a move, Pearl will channel Katon chakra around the user to create a 5 meter thick membrane (A rank) of Katon chakra that encases the user. This membrane effectively generates immense amounts of heat up to short range of the user. The heat is so great that the area around the user becomes distorted. (This is cosmetic.) The ground beneath the user becomes scorched, and nearby vegetation is burned. This defensive jutsu has the following effects. 1) Water moisture short range of the user cannot be used as a source for jutsu due to the air being completely dried out. 2) Entering short range of the user will result in severe burns (A rank damage). 3) Ninja tools/tags will be incinerated as soon as they enter short range. This is a streaming type technique, and will remain active until Pearl is destroyed, ends it, or exits the battlefield. While Haze Fire is active water jutsu from the user carries -10 damage, while wind jutsu emitted from the user gains +10.

Restrictions/Notes
-Must sign Salamander contract
-Can only be summoned once
-Can only be taught by Omega
-Active for 4 turns

‡ Declined ‡ Where's the link to your training? Nah, I'm kidding. Just make sure you link it in future. For the first, Sun Fire clashes with Light Release and other technique, so remove that. Haze fire is fine and all but how does the user remain unaffected? I'm of the opinion you'd be unable to use Wind or at the very least, it would be weakened along with your water.
(Kuchiyose no Jutsu: Ruby and Beryl) - Summoning Technique: Diamond and Pearl
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user draws blood then claps their hands to summon Diamond and Pearl. They are sister salamanders said to be the sword and shield of the Salamander summons, and are very useful despite their small size. They both share some basic traits, such as immunity to A rank and below fire. Furthermore, they are both able to expel a rushing, poisonous gas cloud, similar to Ibuse, that can reach up to mid range. This act costs a move for each salamander who performs the jutsu, and the gas cloud is B rank for each salamander.

Diamond: Diamond, is a bright, almost glimmering, colored salamander known for being the more well behaved of the two sisters and sits upon the shoulder of the user when summoned. She is offensive oriented and is capable of using any Katon jutsu that the user knows up to S rank without the need to use handseals.

Pearl: Pearl is the more energetic, yet support minded of the two Salamanders. When summoned, she rests on the shoulder of the user and is a little different from most salamanders. Pearl carries a wind affinity, and can channel wind chakra up to A rank which suits her supportive role. Once per turn at the cost of a move, Pearl can boost the power of Katon based techniques by adding her wind chakra to the techniques. This is exclusive to Katon based techniques due to her familiarity with the element.

Restrictions/Notes
-Must sign Salamander contract
-Can only be summoned once
-Can only be taught by Omega
-Active for 4 turns

‡ Declined ‡ No training link, none of the changes were bolded and you didn't specify how much a Katon jutsu is boosted by when Pearl's ability is used.

Link to Preciously submitted because I can't quote. ;_;


(Genjutsu/Kenjutsu|Tanran) - Illusionary Arts/Sword Arts:Avarice
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra cost:40
Damage points:80 (-20 to the enemy per turn)
Description: This attack is a kenjutsu that was originally developed by religious monks who refused to stain their swords with the enemy's blood, and later modified. This attack is meant to purify the enemy of their greed, the sin of intense desire for material gain. As punishment the user will give unto the selfish desires of the heart and allow the enemy to be bound by his own greed. The user's blade will glow yellow, and he will perform a powerful thrust at which point the genjutsu is triggered. The enemy will be placed into a genjutsu in which everything that the enemy comes into contact with, or is already in contact with, will turn into a hot, heavy, pseudo liquid gold. This includes the enemy's clothing/armor. The golden items cause the enemy to believe he has low level burns which are not enough to break him out of the genjutsu, and they become extremely heavy which makes it difficult for him to move around. If the enemy tries to handle objects (such as kunai, shuriken, swords etc) then he will see the objects transform into the searing gold and lose his ability to handle them unless he gets burned. Because he also believes these objects to be extremely heavy he will lose his ability to handle them naturally should he decide to deal with the pain. All in all, the burning gold, and the heaviness of it in the enemy's mind make it hard for him to maneuver in reality. If the enemy were to touch the user, then he would see the user turn into liquid gold as well (and thus take on its effects.) ; however, that is only in the enemy’s mind as the user is not affected by his own illusion. Bound by the weight of his worldly passions, and seared by his wealth the enemy will be cleansed of his greed.

Restrictions/Notes:
-must be taught by Omega
-Can only be used 2 times
-No S rank or above genjutsu for two turns
-No S rank kenjutsu next turn

‡ Declined ‡ This is fine and all but you never elaborated on the Kenjutsu portion of the technique and how it deals damage. Is it a simple sword slash? Does it emit a wave of chakra like Crimson Wave? If it's the former, 80 damage is way too high. If it's the latter, I won't allow it. Also, if it's a simple sword slash, why is the range on your technique mid? This jutsu would be more suited to being something performed in short-range (that includes the illusion). Attacks in the same time-frame of illusions are too powerful and generally leave little options to counter with. I'd prefer this if it was an illusion paired with a simple sword slash. As this includes a Kenjutsu and Genjutsu component, you need to clarify the rank of each. The Genjutsu would be A-Rank and the Kenjutsu slash would be A-Rank at best.

[FONT=&quot](Genjutsu/Kenjutsu|Okayaki) - Illusionary Arts/Sword Arts:Invidia[/FONT]
[FONT=&quot]Rank: S[/FONT]
[FONT=&quot]Type: Offensive/Defensive[/FONT]
[FONT=&quot]Range: Short[/FONT]
[FONT=&quot]Chakra cost:40[/FONT]
[FONT=&quot]Damage points[/FONT]:N/A (10 per turn due to genjutsu effects.)
Description: This attack is a kenjutsu originally developed by religious monks who refused to stain their swords with the enemy's blood, and was later modified. This attack is meant to purify the enemy of their envy, the sin of intense desire of another's superior qualities, or the desire for the lack thereof. As punishment the user will give his pain to the enemy. When attacked the user's blade will glow green as he charges it with chakra, and he will simply stop/deflect the incoming attack with a chakra enhanced blade. (can stop elemental natures A rank and below). The genjutsu is then activated at nearly the same time (albeit afterwards). After the attack is stopped, the enemy will quickly suffer effects based on the element that was used at the time.

Fire: After using a Fire based jutsu the enemy will be placed in an illusion where his body suddenly becomes covered in 1st degree burns. Harboring these burns will hinder the enemy until he is able to break free from the genjutsu.

Water-After using Suiton the enemy will be placed in an illusion where he feels the effects of water intoxication (in imbalance of sodium due to drinking too much water). Water will leak from the enemy’s mouth as he experiences the sensations of nausea, and exhaustion. (effects of water intoxication). Going through such symptoms will make it difficult for the enemy to function properly on the battlefield until the genjutsu is broken.

Earth-After using the Doton element the enemy will first experience a stiffness in his body as it begins to turn to stone. The enemy’s body will begin to crumble away starting with his legs and ending at the enemy’s neck. In reality the enemy is paralyzed due to his belief of losing his body.

Lightning-After using the Raiton element the enemy will feel a quick surge of lightning course throughout his body which causes an intense numbness in the enemy’s mind. With the inability to move due to the numbness of the body, the enemy is open to attacks unless the genjutsu is broken.

Wind-After using Fuuton jutsu powerful gusts from all directions will push against the enemy. During this illusion the enemy will feel a sensation of great pressure coupled with the image of wind blowing from all directions. This will prevent the enemy from moving against the wind thus immobilizing him. Due to the pressure of the wind gusts the enemy is also unable to breathe properly while the illusion is active.

Restrictions/Notes:
-must be taught by Omega
-This jutsu can block up to A rank elemental jutsu, and S rank non elemental genjutsu
-Can only be used twice
-No S rank genjutsu during this turn
-No S rank genjutsu next turn
-No S rank kenjutsu next turn
 
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Ushiro

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(Shuradō: Mugen no Rongusōdo) – Asura Path: Boundless Longswords
Type:
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+10 per turn)
Damage Points: 60
Description: The Asura path transforms parts its body (forearms, waist, etc) into flexible serrated blades it can manipulate at will to attack and defend in a variety of ways. Each 2 ft wide blade is initially folded and kept as a compact roll that can be quickly unraveled in a moment's notice, up to 45 ft long. The blades have chakra constantly flowing through them, giving them the durability and strength to resist damage and impact force while being sharp enough to cut through enemy defenses. Other Asura path techniques may be performed while maintaining the blades.
-Can only be used by Ushiro
-Usable 4 times per battle
-Lasts for 3 turns
-Creates up to 4 blades per use
-Can only be used by Rinnegan bios with the Asura path active
-Rinnegan bios without an Asura path corpse must use extra appendages to perform this technique

Declined - clashes with a steel release custom
 
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Pervyy

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‡ New Cycle ‡
The new cycle starts on 17/09/2016 (at 9:30 GMT +1) and ends on 24/09/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

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

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

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

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

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

6) Any remaining jutsu will be checked shortly.
 

Alyx

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Kuchiyose no Jutsu: Saisai (Summoning Technique: The Beloved)
Type: Summon
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Saisai is a very special Caracal summon to Nakiri, Jun being her personal summon. Saisai despite her size - being as small as a kitten, is actually quite strong for someone of her appearance. Her ability extends roughly towards the Chakra Transfer Technique in which she has her own unique use of it , the first is being able to passively transmit chakra into her ally thus boosting the power of the next jutsu used by +40 and or transfer 100 chakra points; all in accordance to the original jutsu but she is able to use this passively but only three times per battle. She also can use this method as a means of Kai, being able to release her ally up to A rank but at the cost of a move. This variant can used twice per battle, however not in the same turn as one if her passive usages and vice versa(if one of passive usages are used, the active ability can't be used in same turn). Jun's connection to Nakiri runs deep enough to the point that they can communicate through a mental link with each other while also being able to remain indefinitely in battle with Nakiri. Saisai is grey in fur, white several white patches on her body , carrying a earring on her left ear, while having an honest yet blunt approach to people she deems unworthy of summoning her but she genuinely cares for others of the Sanctuary. She naturally has all the generic abilities of the contract, and is summoned after weaving the needed hand seals of the summoning jutsu.

~Can only be summoned once per battle, lasting four turns for normal signers of the Caracal Contract. When summoned by Nakiri, Jun remains indefinitely and can also be entered into battle pre summoned if needed~

Signed Contract Here:

Declined - hell nawww... +40? really?
 
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Kirikoe

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Vulpine Contract approved

(Kuchiyose no jutsu - Sandasu) Vulpine Summoning - Jolteon
Type:Summoning
Rank: S
Range:Short
Chakra:40
Damage:N/A
Description: Jolteon, one of the more influential summonings in the vulpine kingdom, Jolteon takes the appearance of a normal one tailed vulpine with yellow fur that is constantly sticking up in a spiky manner, it has a white mane that also much like its fur is also constantly spiked, this is due to electricity constantly coursing through jolteons body and makes the fur easily able to pierce skin without taking damage itself if you were to touch or come in contact with it. Jolteons tail is unoticeable due to the back of its further constantly being spiked up behind him masking his tail which is also spiked giving it the appearance of not having one, Jolteon is the size of adult Akamaru and has speed equivilent to a sage ranked taijutsu specialist.

Visual aid.

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Jolteon has a number of abilities unique to him along with the regular sensory abilities that all vulpine have, the first being, that it is able to shoot its fur as lightning cloaked senbons that have the power to easily peirce through dense structures, these lightning cloaked strands of fur are fairly small in size but come in large numbers and give off a yellowish glow due to the lightning coating them, Jolteon is able to choose to do an omnidirectional spray or target in a specific direction and its power is equal to an B rank lightning jutsu, the senbon can travel up to mid range.

The second ability Jolteon possesses is the ability to use all lightning techniques the user knows up to and including S rank that do not require hand-seals however unlike normal lightning jolteons takes a unique colour, purely cosmetic of course, in the senses that all lightning techniques that jolteon uses takes a yellow appearance.


- Can only remain on the field for 4 turns per battle
- Fur senbon can only be used 3 times

Approved - made edits and removed the last it, its too much.
Updating after speaking with you.

Vulpine Contract approved

(Kuchiyose no jutsu - Sandasu) Vulpine Summoning - Jolteon
Type:Summoning
Rank: S
Range:Short
Chakra:40
Damage:N/A
Description: Jolteon, one of the more influential summonings in the vulpine kingdom, Jolteon takes the appearance of a normal one tailed vulpine with yellow fur that is constantly sticking up in a spiky manner, it has a white mane that also much like its fur is also constantly spiked, this is due to electricity constantly coursing through jolteons body and makes the fur easily able to pierce skin without taking damage itself if you were to touch or come in contact with it. Jolteons tail is unoticeable due to the back of its further constantly being spiked up behind him masking his tail which is also spiked giving it the appearance of not having one, Jolteon has speed equivilent to a sage ranked taijutsu specialist.

Jolteon has a number of abilities unique to him along with the regular sensory abilities that all vulpine have, the first being, that it is able to speak telepathically with its summoner, it can also shoot its fur as lightning cloaked senbons that have the power to easily peirce through dense structures, these lightning cloaked strands of fur are fairly small in size but come in large numbers and give off a yellowish glow due to the lightning coating them, Jolteon is able to choose to do an omnidirectional spray or target in a specific direction and its power is equal to an A rank lightning jutsu, the senbon can travel up to mid range.

the second ability Jolteon possesses is the ability to use all lightning techniques the user knows that do not require hand-seals however unlike normal lightning jolteons takes a unique colour, purely cosmetic of course, in the senses that all lightning techniques that jolteon uses takes a yellow appearance.

The third and last ability that Jolteon possesses is that ability to absorb all pure lightning techniques up to B rank into his body leaving jolteon himself unharmed from B rank and below lightning and can avoid paralysis from all lightning jutsu much like a ninja with lightning mastery, this is due to the ability Volt absorb and it is an ability which only Jolteon possesses, its thanks to this ability that jolteon's fur constantly stays spiked, after absorbing a pure lightning technique jolteon can use the stored power to empower his next lightning technique by +10

- Can only remain on the field for 4 turns per battle
- Fur senbon can only be used two times per battle
- Volt absorb can be utilised on one lightning technique per turn up to B rank.


Approved - made edits
 
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Matt

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Koton: Torikku No Ikurudo Okkote | Steel Release: Tricks of the Madhatter
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The user will begin the technique in accordance to any self created steel construct which he carries. Once the said contact is made, the user will add a natural steel release property which the user has, which is the steel release control of the user. Upon the said contact, the amounts of steel will be put to the point of them almost leviating, which is similar and can be imagined as objects in outter space. Light pushes or touches would be able to move objects far easier than they have been previously moved. The effect of every single steel construction will appear as if they are not being pulled by the earth gravity with the same force allowing created weapons to move faster and be more resilient in control. The user however will have complete control over objects being manipulated by this jutsu, with them once they are levitating or mid-air are then able to simple use a mind command and have the object launch at something such as an enemy. The user of this is capable of using this technique on any steel created structure that contains their own chakra in it. Applying this technique to an object happens instantly and takes no effort at all.
Notes:
Can only be used on object's the user has made.
Can only be used three times per battle.

Declined - similar to existing jutsu

Koton: Ato On | Steel Release: Trace On
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description:
Trace On is the method of giving form and shape to what resides within your mind. It revolves around the user observing the shape and design of any specific structure or weapon utilised in front of their eyes or even a famous object from legends. The point behind this is if your opponent pulls out a sword of their own the user can create a near exact replica of the sword, it’s exact shape, length etc. This technique can also copy an opponents Custom Weapon but it will not retain any of the original weapons abilities. It will simply resemble the same shape and size. The user accomplishes this by observing the weapon being used by the opponent and begins gathering their Koton chakra either into their hand or into the air around them and will create thousands of sand grains that very quickly, almost immediately taking shape of the weapon and can be used against the opponent. By forming this weapon into the user’s hand the weapon will form next to instantly but if it is formed in the air a portal will open up containing the sword within it which can then be shot from the portal itself at the opponent. Once the user copies an object the user can then create this sword at any given time in the future almost as if they are drawing it from their own memory. The weapons created are A ranked in strength and endurance.
Notes:
Can only be used 3 times per battle
There is no limit to the amount of weapons the user can create in their hand where a maximum of 10 portals can be created at any given time and can only hold one weapon within each of them.
A portal can remain active for a maximum of two turns.

Declined - you can do this with cannon techniques.
Koton: Torikku No Ikurudo Okkote | Steel Release: Tricks of the Madhatter
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The user will begin the technique in accordance to any self created steel construct which he carries. Once the said contact is made, the user will add a natural steel release property which the user has, which is the steel release control of the user. Upon the said contact, the amounts of steel will be put to the point of them almost leviating, which is similar and can be imagined as objects in outter space. Light pushes or touches would be able to move objects far easier than they have been previously moved. The effect of every single steel construction will appear as if they are not being pulled by the earth gravity with the same force allowing created weapons to move faster and be more resilient in control. The user however will have complete control over objects being manipulated by this jutsu, with them once they are levitating or mid-air are then able to simple use a mind command and have the object launch at something such as an enemy. The user of this is capable of using this technique on any steel created structure that contains their own chakra in it. Applying this technique to an object happens instantly and takes no effort at all.
Notes:
Can only be used on object's the user has made.
Can only be used three times per battle.

Declined - same as before

Koton: Ato On | Steel Release: Trace On
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description:
Trace On is the method of giving form and shape to what resides within your mind. It revolves around the user observing the shape and design of any specific structure or weapon utilised in front of their eyes or even a famous object from legends. The point behind this is if your opponent pulls out a sword of their own the user can create a near exact replica of the sword, it’s exact shape, length etc. This technique can also copy an opponents Custom Weapon but it will not retain any of the original weapons abilities. It will simply resemble the same shape and size. The user accomplishes this by observing the weapon being used by the opponent and begins gathering their Koton chakra either into their hand or into the air around them and will create thousands of sand grains that very quickly, almost immediately taking shape of the weapon and can be used against the opponent. By forming this weapon into the user’s hand the weapon will form next to instantly but if it is formed in the air a portal will open up containing the sword within it which can then be shot from the portal itself at the opponent. Once the user copies an object the user can then create this sword at any given time in the future almost as if they are drawing it from their own memory. The weapons created are A ranked in strength and endurance.
Notes:
Can only be used 3 times per battle
There is no limit to the amount of weapons the user can create in their hand where a maximum of 10 portals can be created at any given time and can only hold one weapon within each of them.
A portal can remain active for a maximum of two turns.

Declined - same again.


Did you even change any of these?
 
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Sasori

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Name: (Aka himitsu gijutsu: Seigen) ➶ Earth Style: Camilla's Flower Bud ➶
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: An extremely useful technique for both evasive and offensive purposes. The user begins by performing three hand seals and slamming their hands on ground. As they slam their hand a small tremble can be heard emitting from the epicenter of where they slammed their palms. In only a few moments a enormous pillar almost like a stem would emerge from the ground at rocketing speeds underneath the user. Once the pillar has hastily made itself above ground it will continue to rush the user and if wanted anything short range of them into the sky at high altitudes long range basically. Almost immediately as the pillar reaches its designated height it will not waste a moment to swiftly form an array of flower buds that layer over each with the user inside. These flower buds are extremely durable and versatile for battle. Looking at the user the enemy would be unable to see anything happening inside of the barrier due to several, thick layers of earth covering them from all angles. Now the main purpose will come into play when just as the layer bud has finished sprouting all the buds will appear to close in on the user only to reveal that they are preparing to move back. In only a few moments all the flower petals will in a sense explode from the flower stem sending immense earth sized buds into the nearby vicinity. All of the buds are spinning rapidly ready to crush, slice, or Impale anything it hits. With the large array of petals that are being scattered through the area it will be hard to keep track of or see anything besides the petals do to how large they were in width and length. Each petal that would not make contact with a target would simply impale the ground several inches as well as cause small tremors. These earth petals are also strong to impale and gravely injure a large summoning such as Gamabunta. Meanwhile, while the main purpose of the jutsu is in place there is also another supplementary ability the user will take advantage of the moment the flower bud “explodes”. As the last flower petal makes its way off of the pillar the enemy might try to locate where the user is, but to no avail as they have escaped somewhere amongst the flower petals, which they might be a few seconds too late to realize. All of the flower buds are positioned in a horizontal manner and are also spinning on their dorsal or back side so the enemy would be incapable of seeing them as they would be holding onto one of the buds. Also, with the large variety of buds flowing across the battlefield it will be virtually impossible to locate the user. While all the events play out the user will be able to ride one of the buds to just about anywhere on the battlefield where they could easily sneak up on the enemy with the element of surprise. The end result of this technique is catastrophic considering that all over the ground will be pierced with large buds making tasks such as walking around the field of seeing in a linear path a difficult task.
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or above Earth in the same or next then.

(Hātsu teishō) Advocate of The Demon
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (-20 for each use) ( -10 per turn active)
Damage: N/A
Description: Once there was a soul eating demon that roamed the outskirts of a foreign village. Always at midnight would it lurk inside the village to torment the villagers. Every time the demon attacked one of the villagers he'd drain their essence from their body living only a hollow carcass quite similar to how in the Manga people were reduced to drained carcass after touching the God Tree.The person’s body would appear as if they had all of their organs sucked out of them which is just to say that their body would look flat like paper. It suddenly grew custom to sacrifice someone to the demon Pishacha. By sacrificing one villager every night they were able to appease the demons insatiable hunger allowing for the rest of the villagers to remain safe. This all changed one day when a hero entered the village and after hearing of its treacherous behavior set out to slay it. Just as they all had suspected the man was capable of slaying the demon, and the only thing that was brought back to the Village was the head of the demon. The hero had given the village the head as proof of his vow, and the people of the village decided to keep the head a sort of souvenir. For many years the people of the village kept the head locked up in a separate room far away from the common people. They kept the head locked up for two reasons one being to show testament as to what terror be fell their village. Now the second reason they locked it up would be because of how the head appeared to be alive in sense with the fact it could move its eyes and still had the ability to drain a person’s soul which the first villager who touched it fell example to. Afraid to bury it with fear of being cursed they locked it up. On one of his journeys into the village where he heard rumors of the head to be Sasori found the head and stole it. Fascinated by its core he decided he would add to his collection that would be added to his personal body. After crafting the weapon into an armor and fitting it so that he could apply it to his body he attached it to over his heart to serve as a sort of defense and offense. Sasori however noticed something strange which was its innate ability to absorb chakra which was happening to the villagers instead of their soul being taken which made sense considering when Ninja touched the God Tree their body was drained of chakra and looked almost similar to if their soul had been taken. By striking a deal with the demon which was to give a portion of his chakra to the demon it decided it would work in tandem with Sasori.
Abilities:
On to more of the weapons abilities it allowed Sasori the ability to absorb the chakra out of enemy techniques this however was limited to physical attacks such as earth, water, steel, sand ect as long as it was physical. Every time it successfully absorbed a technique its eyes would open wide as the technique would fall to the ground devoid of life. The weapon did not absorb the entire jutsu but instead the chakra inside of it. Since the weapon was sentient in a sense it could awaken the user from genjutsu by spiking their chakra with foreign energy. In order to use this method the user would need to have absorbed the chakra of a jutsu from before hand. Once the chakra was absorbed the weapon would instantly spike the user's senses even if the user wasn't aware of it. The genjutsu ability however only works up to S-rank genjutsu and can awaken from a genjutsu per jutsu absorbed meaning if one was absorbed it can only awaken from one genjutsu. Each time the weapon activates and drains the chakra from a jutsu it completely cuts off the enemy's connection to jutsu disabling from using it as a medium for for future jutsu. Let it be noted that the weapon emits a aurora that covers every crevice of the user's body in a sort of aurora coming just inches off their body so even if an attack isn't facing them they can still absorb the chakra in it. One thing Sasori noted about the weapon was how it had a tough external surface which provide ls perfect protection for his heart allowing him to tank up to A- rank attacks and one S-rank but if it did tank an S-rank it would destroy the weapon. It is important to know that the weapon acts passive to absorbing jutsu but will take up a move when using. This weapon can absorb the chakra out of techniques up to Forbidden but has restrictions following them. After absorbing An A-rank jutsu it requires a turn cool down and prevents no jutsu above S rank next turn. S-rank requires a two turn cool down and restrict the user to no jutsu A-rank or above next two turns. If the user uses the Forbidden version it disables the weapons ability for the rest of the match including the genjutsu version. The only thing left will be the weapons defensive properties. After using F-rank Version the user cannot use A-rank or above jutsu for three turns.
Note: Can only be used by Sasori
Note: Does not work on Lightning or Fire based elements or elements that don't Have a physical form.
Note: If using for S-rank genjutsu requires a turn cool down afterwards, and counts as move for any time used for that purpose.
Note: D-B rank can only be used five times
Note: A-rank can only be used four times.
Note: S-rank can only be used twice.
Note: F-rank can only be used once
Note: Just to let it be noted this weapon is only a shield around Sasori's heart container.


Declined: a few issues. To start, the first paragraph delineating non-ability information ought to be much more succinct. The description should only briefly address the matter of "origin" and include precisely the CW's form. Your biography can include extraneous information pertaining to the CW, but the technique itself does not require so much detail - it is essentially filler. Moving on, references to true "demons" are to be avoided; the closest entities to such things are bijū, and they are referred to as tailed beasts. Beyond the general characteristics though, the primary issue is quite simply how overpowered the abilities are. Between the mechanism allowing up to a F-rank technique to be absorbed - without even necessarily being aware of the incoming attack - and subsequently dispelling illusions up to and including S-rank, it just seems blatantly overpowered. Furthermore, the device seemingly allows for Sasori's core to become more or less immune to A-rank attacks (+ one S-rank), which incidentally is the one thing's destruction whereby Sasori can suffer death. Lastly, there are a number of similarities to Daemon's CW: The Human Physiology, which should be noted for future reference.


Name: (Mede~yūsa no me) Eyes of Medusa
Type: Supplementary
Rank: C
Range: Self
Chakra: 15 ( If summoning)
Damage: NA
Description: This puppet is focused on attaching itself to the user's body and increasing their prowess. More importantly the user will attach it to a human puppet. The Eyes of Medusa are actually an attached group of four different snake like entities. At the end of each snake were there should be a mouth is actually a wooden puppet eye. Sasori manipulates this puppet similar to how he is able to control different parts of his body that are actually not even limbs. For example he can control a Cable Cord because it is attached to his body and in a sense his chakra system is connected to it. Also, Sasori does not possess any nerves that would allow him to see, but instead it is inferred that since he has chakra flowing through his body it enables him the ability to see through a pair of wooden eyes. When the user Summons this puppet they will attach it by clamping it to their body usually around the neck area or head. Due to the snakes being connected to the user's body it means that they're chakra is connected to it which means they can control it as a part of their body. Kinda like how Sasori can control add ons such as his cable cord he has full reign over the snake’s movements. However the snakes do not possess any offensive qualities and is not useful when placed upon ordinary puppets. The real function of the eyes is to increase the user’s awareness of nearby surroundings by using the eyes from the snakes as a sort of medium to see. This in no way increases the user's tracking prowess, and is entirely used to see from different angles that the user themselves cannot see. For example, the user can position the eyes so that one is facing behind them or one above them making it harder to land a surprise attack upon them.
Note: Can only be taught by Sasori
Note: Can only up be attached to Human Puppets the user is currently in.
Note: Can only be summoned twice and not at the same time
Note: Can be attached before battle and if so it doesn't cost a move

Declined - no extra eyes.
Name: (Mede~yūsa no me) Eyes of Medusa
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (to summon)
Damage: NA
Description: This puppet is focused on attaching itself to the user's body and increasing their prowess. More importantly the user will attach it to a human puppet or regular puppet. The Eyes of Medusa are actually an attached group of four different snake like entities. At the end of each snake were there should be a mouth is actually a wooden puppet eye. Sasori manipulates this puppet similar to how he is able to control different parts of his body that are actually not even limbs. For example he can control a Cable Cord because it is attached to his body and in a sense his chakra system is connected to it. Also, Sasori does not possess any nerves that would allow him to see, but instead it is inferred that since he has chakra flowing through his body it enables him the ability to see through a pair of wooden eyes. When the user summons this puppet they will attach it by clamping it to their body usually around the neck area or head. Due to the snakes being connected to the user's body it means that they're chakra is connected to it which means they can control it as a part of their body having full reign over them up to short range. Kinda like how Sasori can control add ons such as his cable cord he has full reign over the snake’s movements. However the snakes do not possess many offensive qualities and can be placed upon ordinary puppets. The real function of the eyes is to use the narrow flash beam located inside of each of the eyes that the user can use to either temporarily blind the enemy or disorientate them. It possible for the user to use either all of the eyes or just a select few when using the flash ability. Every time the flash beam is being used it has the potential to reach up to short-range while the eyes can already protract up to short-range of the puppet. When the flash beam is being used that specific eye will begin to flow a bright white light. Also, the eyes can be used offensively to target the enemy from just about any angle like the flash and slam into them. Located in each of the eyes are small explosives, which can be detonated by the user to strike the enemy with D-rank strength. Like the flash beam, the bombs can be used individually or all together, with the strength equal to however many eyes are used. If the user uses the explosion that eye can no longer be used. Lastly, each eye, while one connected to the user, can use free form in order to grapple on to objects such as kunai or Shuriken or even the enemy's body parts.
Note: Can only be taught by Sasori
Note: Can only up be attached to Puppets or the user like Sasori
Note: Can only be summoned twice and not at the same time
Note: Can be attached before battle and if so it doesn't cost a move
Note: Flash and bomb counts as move




Approved~

 
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Silico

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(Jiton/Raiton: Nō Manzu Sukai) Magnetic/Lightning Arts: No Man's Sky
Type: Offensive
Rank: F
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: The No Man's Sky is often considered one of the peaks of magnetic manipulation through the combination of iron sand and lightning manipulation. Only one person can use it, the true master of the iron sand kekkei genkai. The user of the technique raises their hands towards the skies and stomps their feet, raising a devastating amount of iron sand under the targeted area. This causes the foundation of the earth under the target to get blasted away into the sky with brute force, comparable to a volcano's eruption. The force will be of such great magnitude that living beings that are caught will have their legs or other limbs that are in contact with the ground, broken. Likewise a Volcano, the targeted area can vary greatly. As the iron sand is erupted under the ground, the user will then force an incredibly strong magnetic field inside the cloud of iron sand and debris from the ground. This magnetic field will attract the iron sand to one or more focuses, namely the target(s). As they would fly several meters in the sky, the target will get crushed by the iron sand and have their brainwaves corrupted by the strong magnetic forces. This causes the target to lose the ability to think and orientate by disrupting the targets brainwaves. The only thing they will feel is the crushing sensation of the iron sand. To top it all off, the user will finish it all by creating an electric current by releasing lightning chakra into the huge cloud of iron sand. This electric current is created through the palms of the user and shoots out as countless of small projectiles of lightning, similar to that of the False Darkness jutsu. The electricity will spread through the now almost solid state of the iron sand(since it was forced tightly together) and electrocute the target. The jutsu will drain a lot of the user's chakra and leave them exhausted for some time. Multiple targets can of course be affected since the jutsu itself is on a very large scale. The user cannot be closer than mid-range of their target because of it.

Note: Can only be used once.
Note: The user becomes unable to perform iron sand and lightning techniques for three turns.
Note: User cannot mold chakra enough for A rank and above for one turn after.

Declined - F rank... you raid your hands to the sky... mass of iron sand comes up breaking their legs... no warning, no drawback to yourself Tone it down

Resubmitting:

(Jiton/Raiton: Nō Manzu Sukai) Magnetic/Lightning Arts: No Man's Sky
Type: Offensive
Rank: F
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: The No Man's Sky is often considered one of the peaks of magnetic manipulation through the combination of iron sand and lightning manipulation. Only one person can use it, the true master of the iron sand kekkei genkai. The user of the technique raises their hands towards the skies and stomps their feet, raising a devastating amount of iron sand under the targeted area. This causes the foundation of the earth under the target to get blasted away into the sky with brute force, comparable to a volcano's eruption. The force will give away a very shaking and loose sensation in the ground under the target before its blasted away with a second of delay. When the ground gets blasted away to the sky, the target will have their limbs that were in contact with the ground at the moment of eruption numbed off by the brute force of kinetic energy.Likewise a Volcano, the targeted area can vary greatly. As the iron sand is erupted under the ground, the user will then force an incredibly strong magnetic field inside the cloud of iron sand and debris from the ground. This magnetic field will attract the iron sand to one or more focuses, namely the target(s). As they would fly several meters in the sky, the target will get crushed by the iron sand and have their brainwaves corrupted by the strong magnetic forces. This causes the target to lose the ability to think and orientate by disrupting the targets brainwaves. The only thing they will feel is the crushing sensation of the iron sand. To top it all off, the user will finish it all by creating an electric current by releasing lightning chakra into the huge cloud of iron sand. This electric current is created through the palms of the user and shoots out as countless of small projectiles of lightning, similar to that of the False Darkness jutsu. The electricity will spread through the now almost solid state of the iron sand(since it was forced tightly together) and electrocute the target. The jutsu will drain a lot of the user's chakra and leave them exhausted for some time. Multiple targets can of course be affected since the jutsu itself is on a very large scale. The user cannot be closer than mid-range of their target because of it. After performing the jutsu, the user becomes very exhausted and will lose some of their strength. The jutsu will make the user dropping in speed and overall reflexes as well as the ability to mold chakra properly. The user's speed will drop one level a full turn after the jutsu has been executed. They will also be unable to mold chakra above A rank for a full turn after the jutsu has been executed, nor being able to perform taijutsu above B rank.

Note: Can only be used once.
Note: The user becomes unable to perform iron sand and lightning techniques for three turns.
Note: User cannot mold chakra enough for A rank and above for one turn after.
Note: The stress the jutsu puts on the user will make them drop one level in speed, grant inability to mold chakra above A rank and the inability to perform taijutsu above B rank. All of these drawbacks lasts for one full turn after the jutsu has been executed.
Note: The enormous amount of chakra that is needed to perform the jutsu will damage the user somewhat.
Note: Can only be taught by Silico

Declined - the wording about no delay means it can be OP, and cause arguements which i don't like. Reword that and we are good to go.

(Genjutsu: Jikan no uta) Illusionary Arts: Song of Time)
Type: Offensive
Rank: F
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: The user releases a massive amount of chakra into the minds of their opponent while humming on a melody and performing a total of four handseals, which is the trigger. As the opponent starts hearing the humming from the user, that'd be the indication that they are trapped in the genjutsu. The genjutsu is a very advanced type of illusion. Its purpose is to cast the target back into time, a time when they were newborn. As the target is affected by the genjutsu, he/she will see all of their years floating past them in pictures of an endless sea of memories which ultimately will take them to the day of birth. All of the target's senses would be that of a newborn baby, which is why this illusion is so advanced and effective. The opponent will have lost all of their combat skills and memories as they are sent back to their individual day one. While it takes a while for the genjutsu to fully reach down to that level(one full turn), images of the past will still be floating around in the target's mind and for every year that is going back, all of the present memories fade away from year to year as the timeline goes backwards. While the technique takes a full turn to be complete, the target is still trapped in a genjutsu of forbidden rank but it more likely for them to break free as they would still have some memories of how to break free from genjutsus. As the time goes backwards for the target, they are trapped in a dark space with a current of pictures and memories from their past. They will lose their senses outside the genjutsu as they will only see, smell, hear and feel things from their past memories. Extremely old targets will have their years fade much faster since all targets at the end of the turn will be facing their first day in their lives. This genjutsu will put the user in a very exhausted position and lowers their capability of molding chakra. Throughout the genjutsu, the targets will hear the humming song as their timeline goes backwards. The song itself has no real effect other than an aesthetic purpose, not to be confused with sound genjutsu, although the humming is the only thing from the reality that the target will still hear, mixed with sounds from their past memories.

Note: Usable once per battle.
Note: Must be used in the first move of the turn.
Note: Takes one full turn for completion, but is considered an Forbidden genjutsu throughout the whole turn nevertheless.
Note: The user becomes unable to mold chakra above A rank under the same turn the jutsu is used.
Note: The user will be unable to perform genjutsu for three turns after the completion of this jutsu.

Declined - F rank gen with not any drawbacks and would need to pretty much cut off their arm to break. You're making F ranks for the sake of power rather than the skill or effects of them.

Resubmitting:

(Genjutsu: Jikan no uta) Illusionary Arts: Song of Time
Type: Offensive
Rank: F
Range: Short-Mid
Chakra: 50
Damage: N/A (-10)
Description: The user releases a massive amount of chakra into the minds of their opponent while humming on a melody and performing a total of four handseals, which is the trigger. As the opponent starts hearing the humming from the user, that'd be the indication that they are trapped in the genjutsu. The genjutsu is a very advanced type of illusion. Its purpose is to cast the target back into time, a time when they were newborn. As the target is affected by the genjutsu, he/she will see all of their years floating past them in pictures of an endless sea of memories which ultimately will take them to the day of birth. All of the target's senses would be that of a newborn baby, which is why this illusion is so advanced and effective. The opponent will have lost all of their combat skills and memories as they are sent back to their individual day one. While it takes a while for the genjutsu to fully reach down to that level(one full turn), images of the past will still be floating around in the target's mind and for every year that is going back, all of the present memories fade away from year to year as the timeline goes backwards. While the technique takes a full turn to be complete, the target is still trapped in a genjutsu of forbidden rank but it more likely for them to break free as they would still have some memories of how to break free from genjutsus. As the time goes backwards for the target, they are trapped in a dark space with a current of pictures and memories from their past. They will lose their senses outside the genjutsu as they will only see, smell, hear and feel things from their past memories. Extremely old targets will have their years fade much faster since all targets at the end of the turn will be facing their first day in their lives. This genjutsu will put the user in a very exhausted position and lowers their capability of molding chakra. Throughout the genjutsu, the targets will hear the humming song as their timeline goes backwards. The song itself has no real effect other than an aesthetic purpose, not to be confused with sound genjutsu, although the humming is the only thing from the reality that the target will still hear, mixed with sounds from their past memories. This jutsu puts the user under great risk as well. Once used, the user cannot put the target in another genjutsu for the rest of the match. They cannot perform jutsus above A rank for one full turn after the jutsu has been completed or casted. Their speed levels and reaction speed will drop two ranks for two turns after the jutsu has been completed. The enormous amount of chakra needed will damage the user as well.

Note: Usable once per battle.
Note: Must be used in the first move of the turn.
Note: Takes one full turn for completion, but is considered an Forbidden genjutsu throughout the whole turn nevertheless.
Note: The user becomes unable to mold chakra above A rank under the same turn the jutsu is used.
Note: The user will be unable to perform genjutsu for the rest of the match.
Note: The user will be unable to perform ninjutsu and taijutsu above A rank for two full turns after the jutsu has been completed/casted. They will also lose some of their reaction speeds and overall speeds as well for two full turns.
Note: Can only be taught by Silico

‡ Declined ‡ Forbidden Rank Genjutsu has been banned for years.

Song reference;
[video=youtube;t6Hf1-lQElE]https://www.youtube.com/watch?v=t6Hf1-lQElE[/video]

(Jiton: Aiangōremu | Magnetic Release: Iron Golem)
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long(Short from user)
Chakra: 40(-20/turn)
Damage: 80(if hit by)
Description: The user forms a super dense magnetic field close to them that absorbs iron sand from the ground. The mass of iron sand will then form into a gigantic moving statue, stretching up to 100 meters tall and 50 meters wide. This gigantic golem will act through the will of the user through a magnetic link. It is, however, self aware and self-sustaining due to the user constantly forwarding their chakra towards it. The golem has two physical settings that it can shift between by spending a move.

Reduce the size to half of that

Goliath of the Nether
This is the golem's solidified state and is achieved by pressing the iron sand so tight together that there are no spaces between them. In this mode, the golem can move in water, mud and any fluid material unhindered. However, it will still be pushed back by huge torrents of water since they still deal damage due to the pressure and kinetic force behind them. The golem also becomes able to tank up to S-rank damage following the elemental weakness/strengths of the magnetic release. Biggest drawback with this mode however is that the golem becomes immobilized as its basically just a huge statue. This mode is mostly used for defensive/supplementary actions where absolute defenses are necessary to get out of tricky situations. Although being immobilized, the golem remain having self consciousness and awareness.

Cloud Atlas
This is the golem's tangible state and is achieved by repelling the iron sand towards itself by creating a secondary magnetic field inside the golem. This splits the iron sand and forms the golem into a huge cloud of iron sand that covers the battlefield. In this state, the golem can move through the uses of magnetic forces by the user, although moving relatively slowly(walking speed). In this state, the golem is vulnerable to wind as it can blow away the iron sand if used right. The golem will then solidify into its hardened mode when located at a desired spot. While in this mode, the user may use their magnetic chakra to control parts of the cloud to use for other iron sand jutsus as it acts as an airborne medium. Two things to consider when this mode is activated is that eyecontact may be hard to keep due to the iron sand getting in eye-contact. Another thing is that its an excellent opportunity to use in conjunction with either wind or fire since wind will basically collect the iron sand and get razor sharp if used right(i.e tornados). Used with fire, the cloud of iron sand may get super-heated if used with the right jutsu. However, jutsus will be slowed down due to the added mass of the iron sand.

Note: Can only be used by Iron sand users.
Note: Cannot be used by puppets as the self-aware golem may get corrupted by a puppet.
Note: Jutsu lasts for 4 turns and requires a 2 turn cooldown inbetween uses.
Note: Usable Twice.
Note: Golem is unable to mold chakra on its own.
Note: Can only be taught by Skorm.

Declined - reduce size, reduce how long it lasts. And give it some drawbacks, due to the size and power you should only be able to use iron sand while this is active without having YY

Resubmitting:

(Jiton: Aiangōremu) Magnetic Arts: Iron Golem)
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long(Short from user)
Chakra: 40(-20/turn)
Damage: 80(+20 wind/fire when in cloud atlas mode)
Description: The user forms a super dense magnetic field close to them that absorbs iron sand from the ground. The mass of iron sand will then form into a gigantic moving statue, stretching up to 50 meters tall and 25 meters wide. This gigantic golem will act through the will of the user through a magnetic link. It is, however, self aware and self-sustaining due to the user constantly forwarding their chakra towards it. The golem has two physical settings that it can shift between by spending a move.

Goliath of the Nether
This is the golem's solidified state and is achieved by pressing the iron sand so tight together that there are no spaces between them. In this mode, the golem isn't affected negatively by water, mud and any fluid material. Kinetic forces will still be able to knock back the golem, if there's enough of it. The golem also becomes able to tank up to S-rank damage following the elemental weakness/strengths of the magnetic release. Biggest drawback with this mode however is that the golem becomes immobilized as its basically just a huge statue. This mode is mostly used for defensive/supplementary actions where absolute defenses are necessary to get out of tricky situations. Although being immobilized, the golem remain having self consciousness and awareness.

Cloud Atlas
This is the golem's tangible state and is achieved by repelling the iron sand towards itself by creating a secondary magnetic field inside the golem. This splits the iron sand and forms the golem into a huge cloud of iron sand that covers the battlefield. In this state, the golem can move through the uses of magnetic forces by the user, although moving relatively slowly(walking speed). In this state, the golem is vulnerable to wind as it can blow away the iron sand if used right. The golem will then solidify into its hardened mode when located at a desired spot. While in this mode, the user may use their magnetic chakra to control parts of the cloud to use for other iron sand jutsus as it acts as an airborne medium. Two things to consider when this mode is activated is that eyecontact may be hard to keep due to the iron sand getting in eye-contact. Another thing is that its an excellent opportunity to use in conjunction with either wind or fire since wind will basically collect the iron sand and get razor sharp if used right(i.e tornados). Used with fire, the cloud of iron sand may get super-heated if used with the right jutsu. However, jutsus will be slowed down due to the added mass of the iron sand.

Note: User may only use iron sand techniques while using this jutsu, unless Y/Y master. The amount of concentration needed to create the technique leaves the user unable to mold chakra above S rank for one turn after the golem is created.
Note: Can only be used by Iron sand users.
Note: Cannot be used by puppets as the self-aware golem may get corrupted by a puppet.
Note: Jutsu lasts for 3 turns and requires a 2 turn cooldown inbetween uses.
Note: Usable Twice.
Note: Golem is unable to mold chakra on its own.
Note: Can only be taught by Silico.

Declined - mud would stick to the golem and knock it back. Water would push it back. You're trying to make cjs more OP by the wording which makes me more inclined to decline them.
 
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House

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resubmit:

(Kikai Tekina Kōhai) - Mechanical Devastation
Type: Offense
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: The basic idea behind this is once the user has activated Asura Path, it gives the user the capabilities to transform his body into mechanics such as turning into a living bomb that can once again reform after detonating himself. Once the user has activated this ability, the user forms a handseal and generates multiple explosive mechanisms inside himself almost instantly that explodes and taking anything within the explosion mid-range around the user. The explosion takes the enemy with him into an enormous omnidirectional explosion that takes everything within mid-range of the user. With the explosion, multiple fragments of metal and machinery flies with the explosion, piercing and hitting anything within range. As the dust and ashes dissipate from the air down into the enormous crater created from the blast, the user's head will stand intact and will survive the blast that will be used to re-build himself. As the blast happens, the head is blasted back from the explosion. The user will start re-building himself from the head to the bottom and reforming himself into a mechanical android that looks exactly like his prime state. Due to losing all his flesh, if the user doesn't find a way to regenerate his flesh within 3 turns and remains his mechanical android state, the user dies out of not having the necessities to live.
Note:
-Can only be used by House
-Can be used 3x
-Cannot use higher then A-ranked Asura related techniques the same and the next turn.

Declined - you've made it F rank now, so that would be useable once. You say about getting your flesh back but that's just a king of hell thing, but with your body being mechanical would you really have a chakra system. May i suggest you make a Asura clone to blow up instead?

Resubmit:

(Sekai no Desutoroiyā) - Destroyer of Worlds
Type: Offense
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user opens a massive missile bay from his chest/back and releases eight enormous chakra signature seeking missiles with multiple black rods and propulsion nozzles attached to it. The user may choose to release them underground, having the missiles travel underground to the enemy unnoticed. When these rockets go through underground, they'll have drills on the front of them to be able to dig through the ground to the target. The user may choose to guide the movement of the missiles through the black chakra rod transmitters. The missiles rival the elementals and is extremely heavy, filled with tenths of smaller rockets being able to devastate a battlefield. The user may decide whether of not he wants to open the bomb and thus have tenths of smaller rockets with black rods attached spread and rain down on the enemy or keep it closed and create a one focused impact. The shell of the main bomb is very sturdy and stands on par to its rank. The shell will only break and detonate if its met with a technique on par with its rank, within short range of the target, or upon the user's desire. If the user decides to have the missiles open and let tenths of rockets rain down, the user may choose to have the rockets cover a whole entire battlefield or have the rockets hitting only a single point for a whole entire turn. If the user chooses to hit a single point, it'll take a full turn till the rockets have stopped raining down.
-Can only used by House
-Requires Asura Path to be active
-Useable 3x a battle
-No higher then A-ranked Rinnegan related techniques the next turn.
-No higher then A-ranked elemental ninjutsu the same and next turn.


Approved - better O_<

Resubmit:

(Kami no kyū) - Divine Black Spheres
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra: 40 [+5 keep it active]
Damage: N/A [Depends]
Description: Once the user had activated his Asura Path and Preta Path, he releases 4 identical chakra signature seeking mechanical balls made of the same substance that are black chakra receivers are made of. Through the chakra receivers, the user is able to fuel them with his own chakra and control their movements and actions. These black spheres are floating within the air, encircling the user with jets powered by the user. The user keeping a constant chakra channel into the chakra receiver on the spheres. Once either these balls sense a foreign chakra within short range, they will extend an omnidirectional barrier and start absorbing that chakra using the Preta Path Absorption technique (which counts as a turn). Any chakra that is being absorbed, regardless of any shape or nature transformation, will be absorbed by spinning the chakra within the chakra rod ball in the opposite direction and stored within the chakra rod ball. Once a ball absorbed chakra, the user may decide to have it explode. The damage depends on the technique/s that was absorbed within the same timeframe. These spheres will keep on following the target upon the user's desire until they're out of their range. While they may be quite destructive, they may act defensively upon the user's desire. These spheres may get into a formation and form a sphere around the user, shield, or a platform to stand on within air. This technique follows the limits and regulations of the cannon Blocking Technique Absorption Seal.
Note:
-Can be only used by House
-Asura Path and Preta Path needs to be activated
-Can be activated 2x per battle
-Stays active for 4 turns unless they're destroyed
-Cannot use a-ranked and above Asura Path and Preta Path techniques the next turn once this is deactivated.

Declined - no <_< haha and loved the: Damage: Depends xd

(Nezāandāwārudo no Ken) - Reach of the Nether Underworld
Type: Offense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description: Once the user has activated Human Path and Asura Path, the user will extend a muscular mechanical arm from his shoulder with a hand already holding a giant hilt figuring a polearm. The hilt is designed in a way that 6 metallic hands surrounds a non-tangible massive blade with a pink hue rivaling the size of of the Sword of Totsuka. What's special about this polearm is not only the size but the ability it may do. Following it's pioneer technique "(Kinjutsu: Tamashī no jokyo Jutsu) - Forbidden Technique: Soul Removal Technique" the user may channel Human Chakra through the hilt, creating a non-tangible chakra blade that's only susceptible to human souls. With that being said, ninjutsu such as the elementals or anything tangible or non-tangible will pass through the blade harmlessly. If it touches the target, the soul will be literary cut out of the target which counts as a move. Once the soul has been cut out, it will kill the target. The sword also allows to learn all the knowledge the target knew once the blade has cut the soul out of the body.
-Needs to have Asura and Human Activated
-Can only be used once
-User won't be able to use Rinnegan related techniques above A-rank for the next turn.
-Hence this is a forbidden technique and the concentration of the sword takes stress, the user suffers -20 damage.
-Lasts 4 turns.

Declined - seems a bit much to me
Resubmit:

(Kikai Tekina Kōhai) - Mechanical Devastation
Type: Offense/Supplementary
Rank: S-ranked
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The basic idea behind this is once the user has activated Asura Path, it gives the user the capabilities to spawn an exact clone of himself that's purely made up of mechanics which can turn into a bomb that can once again reform after detonating itself. The clone is an exact replica of the user. The android shares the view and the speed of the user. Once the user gives a mental command, the Asura clone generates multiple explosive mechanisms inside itself almost instantly that explodes and taking anything within the explosion mid-range around itself. The explosion takes the enemy with him into an enormous omnidirectional explosion that takes everything within mid-range of the android. With the explosion, multiple fragments of metal and machinery flies with the explosion, piercing and hitting anything within range. As the dust and ashes dissipate from the air down into the enormous crater created from the blast, the clone's head will stand intact and will survive the blast that will be used to re-build itself. As the blast happens, the head is blasted back from the explosion. The clone will start re-building itself from the head to the bottom and reforming itself into a mechanical android that looks exactly like it's prime state. The clone may explode only once but may stay on the battlefield for 3 turns after which it'll fall apart. Naturally, the clone possesses the capabilities of forming multiple arms, legs, heads, eyes, ears, etc. the possibilities are multiple with its body augmentation. The android is also capable of performing Asura Path related techniques up to A-rank. The body augmentation and any techniques performed counts as a move.
Note:
-Can only be used by House
-The Asura clone lasts up to 3 turns.
-Can be used 2x
-Cannot use higher then A-ranked Asura related techniques the same and the next turn.
-Can be destroyed by A ranks and below, though the explosion is S rank in power.

Approved - made edits
Resubmit:

(Nezāandāwārudo no Ken) - Flames of the Nether Underworld
Type: Offense/
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Once the user has activated Human Path and Asura Path, the user will extend a muscular mechanical arm from his shoulder with a hand already holding a giant hilt. The hilt is designed in a way that 6 metallic hands surrounds a non-tangible massive blade with a pink hue rivaling the size of the Sword of Totsuka. What's special about this sword is not only the size but the ability it may do. Following it's pioneer technique "(Kinjutsu: Tamashī no jokyo Jutsu) - Forbidden Technique: Soul Removal Technique" the user may channel Human Chakra through the hilt, creating a non-tangible chakra sword that's only susceptible to human souls. With that being said, ninjutsu such as the elemental that are tangible or non-tangible will pass through the blade harmlessly while if it touches the target, the soul will be literary cut out of the target. Once the soul has been cut out, it will kill the target.
-Needs to have Asura and Human Activated
-Can only be used once
-Lasts 4 turns
-The user won't be able to use other Rinnegan related techniques while this is active.
-Can only be used by House-

Declined - dumb pervy, didn't see it before, it's just like the sword Itachi's susanoo has xd DNR

(Fukusū no Pasu no Ashura no Rekuriēshon) - Asura's Recreation of Multiple Paths
Type: Offense/Supplementary/Defense
Rank: S-ranked
Range: Short-Long
Chakra: 30
Damage: N/A (Depends on technique multiplied)
Description: Based upon more or less "(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu" where tools being shadow cloned into more tools such as kunais and shurikens, the user will multiply any types of missiles, bombs, rockets, etc. they wish. With the use of Asura Path, one may release a missile or a rocket from a construct on their body and once a pre-existing technique has been released, the user may create duplicates of the original jutsu within an instant following the previous technique. The appearance of the duplicated jutsu is exactly the same as the previous technique, their damaging property, rank, size, and purpose of jutsu is relatively the same as well. This technique can be used on missiles, rockets, mines, bombs, and mostly anything mechanical projectile related techniques. The user can create an extra missile for an attack, or another explosive bomb. The duplicates are created short range of the original jutsu, but the user can inject/use this jutsu on techniques from virtually any range.
Note:
-Can only be used with Asura Path Related Techniques
-Can only be used by House
-Can be used 3x
- The duplicates can only last up to two turns.
-Can only create one duplicate per technique.
-Can only be used on one technique at a time.

Declined - can be extremely OP. DNR. Been tried before btw.

(Ashura no Zennō Suchīru) - Almighty Steel of the Divine Heavens: War Clone
Type: Defense/Supplementary/Offense
Rank: A
Range: Short [Long Reach]
Chakra: 30 [+5 per turn]
Damage: 60
Description: Once Asura Path activated, the user spawns an Asura clone from the user's body that begins to cover around the user's body and take an armor like form around the user with multiple missiles and rockets built inside. The armor completely covers the whole user. The android is capable of covering not only the user but allies aswell but only one person at a time. Once the android covers the user, it allows the user to not only being capable of flight through propulsion boots but also capable of releasing A-ranked chakra signature seeking missiles once per turn upon mental command from it's pre-made storage of missiles without spending chakra and passively. Naturally, the android is capable of creating multiple arms, legs, heads, eyes, fingers, etc. upon mental command. The possibilities are multiple with its body augmentation.
Note:
-Can only be used by House
-Can be used 2x
-Stays active for 3 turns, after which it falls apart.
-Requires a one turn cooldown between useages
-Asura Path needs to be activated
-No other rinnegan techniques above A-ranked for the next turn

Declined - are you trying to make an asura Iron man suit?
 
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Priest

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Received from Erzo to submit a Lightning variant of his .

Raiton: Iyoku no Henka - Lightning Style: Change of Volition

Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A lightning variation of Wind: Will Change. This technique is created to make use of other-wise wasted chakra, thus the purpose of this Lightning technique. This technique is set to work with any and every defensive Lighning jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive
jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Lightning.
NOTE: Usable 3x per battle lasting a maximum of 3 turns if not deactivted early
NOTE: 2 turns inbetween usage.
NOTE: This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.

Declined - copied his jutsu but made it stronger xd 3x for 3 turns, his is even 2x for 3 turns.


Ninpou: Sutorīmupusshu - Ninja Arts: Stream Push
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This is a simple Ninjutsu invented to help the user to finish some rather unfinished or unwanted interrupted task.
This is aimed at techniques that requires continous focus, like streaming of fire or water, focusing on earth golem etc. Should the user needs to move on to the next technique, he has no choice but to interrupt the streaming technique to move on, making the technique a waste since it may not have done what it was meant to do. To curb this, the user activates a technique. At the point at which he interrupts the technique, he surges his chakra. He would interrupt the streaming technique but then this technique would replace the user with a phantom clone at the point of interruption, making the streaming continue but the user is now off its control. Its like an instant shuffle where the user's command of a jutsu is replaced and then a clone quickly assumes the command while the user breaks connection from it. The clone is not a normal shadow clone thus is different from them, possessing only the amount of chakra from which it was made. Its work is to continue the task and once the technique it was assigned to is defeated or ends, it disperses back. The shuffle is instant can be easily unnoticed if those around are not vigilant.
The technique is instant thus can be used in the same timeframe as the user using another technique.
Usable only once every two turns and 5 time per battle

Declined - The main drawback of some extremely strong jutsu are that you need to stream them and maintain them, if we approved this it would take all of that away making them even more powerful which i wont allow.
Received from Erzo to submit a Lightning variant of his .

Raiton: Iyoku no Henka - Lightning Style: Change of Volition
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A lightning variation of Wind: Will Change. This technique is created to make use of other-wise wasted chakra, thus the purpose of this Lightning technique. This technique is set to work with any and every defensive Lighning jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive
jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Lightning.
NOTE: Usable 2x per battle lasting a maximum of 3 turns if not deactivted early
NOTE: 2 turns inbetween usage.
NOTE: This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.

□ Declined □
Elemental variations of another members' technique is not allowed.

Ninpou: Sutorīmupusshu - Ninja Arts: Stream Push
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This is a simple Ninjutsu invented to help the user to finish some rather unfinished or unwanted interrupted task. This is aimed at techniques that requires continous focus, like streaming of fire or water, focusing on earth golem etc. Should the user needs to move on to the next technique, he has no choice but to interrupt the streaming technique to move on, making the technique a waste since it may not have done what it was meant to do. To curb this, the user activates a technique. At the point at which he interrupts the technique, he surges his chakra. He would interrupt the streaming technique but then this technique would replace the user with a phantom clone at the point of interruption, making the streaming continue but the user is now off its control. Its like an instant shuffle where the user's command of a jutsu is replaced and then a clone quickly assumes the command while the user breaks connection from it. The clone is not a normal shadow clone thus is different from them, possessing only the amount of chakra from which it was made. Its work is to continue the task and once the technique it was assigned to is defeated or ends, it disperses back. The shuffle is instant can be easily unnoticed if those around are not vigilant.
The technique is instant thus can be used in the same timeframe as the user using another technique.
Usable only once every two turns and 5 time per battle. However, the clone would not be able to maintain control for long. Thus it would only be able to maintain the control for 2 turns tops and it disperses.

□ Declined. □
Similar to existing techniques, like Moofy's Nourishment, for example.
______________________________________

Ototon-Taijutsu: Rizumikaru Ken | Sound-Body Arts: Rhythmic Fist
Type: Supplementry
Rank: D
Range: N/A
Chakra: 10(-1 per turn)
Damage: N/A(+10 to taijutsu)
Description:
This technique requires the user to have inner sonar skill active. Using information of the opponent's body, muscle vibrations and the sound of their heartbeat, the user is able to quantify the opponent's raw strength by knowing the thickness of the muscles, skin and body mass of the bone/body. This analysis is though in terms of non- chakra enhanced physical strength. Having known the opponents's raw physical power, the user is able to adjust his own body structure to play on the same level as the known strength. This is done by using the user's sound vibration to augment the body, toughening the user's skin and muscles by exposing it to constant vibration. This would buff the skin repeated and consistently and would in turn, toughen the user in terms of strength and endurance to match that of the information received. The principle behind the vibration is the same as using electronic belts used in fitness training. The mechanics of the belt solely is based on impulses and vibration sent to the muscles and the muscles responds by contracting and tightening thus increasing its own thickness and volume thus giving it durability and vitality. The mechanics of the belt itself work on the principle of daily work out, where one pumps the muscles by doing several routine of exercises and body conditioning. During work out, the muscles responds to vibration and pulses that are generated from moving the body in a special way thus the reason for the belt. The belt is there so that you don't go through the stress of moving your body or lifting heavy objects before you can condition your body, the vibration from the belt itself communicates with the muscles which would respond accordingly as if one is constantly working out. This technique however replaces the belt with sound chakra that fills the lungs and is released gradually into the body through breathing.
The technique is used passively at the same time as the inner sonar skill is activated so that with one kneading sound chakra into the ears to be able to register the opponent's raw strength, the user also kneads their sound chakra into their lungs and instead of breathing normally, their normal breathing is infused with sound chakra that releases high frequency sound that leaks into the body causing unnoticeable vibration throughout the user's body. The vibration is very minuscule and would not hinder the user's body or activity in any way. The reason to this is because the vibration is only meant to bolster the user's vigour to be able to withstand the raw physical strength of the opponent. This means freeform taijutsu would not phase the user and due to the gained body strength, non-freeform taijutsu hitting the user would be reduced in strength(1 rank). Also since the user's body is tempered to withstand normally, the opponent's raw physical strength, his own physical strength against the opponent is increased thus having a +10 damage to his physical strength.
The chakra needed for the vibration is very small because the bolstering of the body's strength does not depend on the sound chakra itself but the gentle vibration that constantly work out the user's muscles even without his own control. The rythmic vibration consistently works with the user's breathing. Its like working out at the same time while battling. However, the vibration would stop when the sound chakra within the user's lung is depleted. This means because the technique is a mutual technique to inner sonar skill, it ends when inner sonar skill ends. However the user would not be able to perform taijutsu in his next turn due to his muscles' need to stretch out.

□ Leaving for NK □

Declined - this is beyond the use of sound and way OP. And for the most part isn't even logical. DNR. (PS. i know i'm not NK but i'd have to slap him if he thought of approving this)

I'm not the one that approved Dolphins that move at 6th Gate speeds :coffee:

Raiton: Suimon - Lightning Style: Floodgate
Type: Supplementary/Offensive
Rank: B
Range: N/A
Chakra: 20
Damage: N/A(body paralysis)
Description: A simple lightning technique that requires rain to be falling, either through natural occurrence or by using "rain tiger at will". By infusing one's lightning chakra into the rain clouds, the user is able to add a shocking property into every rain drop. The rain drops won't do notable damage but it numbs and paralyse anyone except the user that comes in contact with the rain.
Paralysis last until the victim exits the rain or is shielded from it. However one must shield himself with an appropriate matter or object. Technique is instant and can be used in the timeframe of another technique due to it not doing any damage and because it depends on another active technique thus if the rain is defeated or ended, the technique also ends.

Declined - been done in a similar way with storm release.

□ Leaving for NK □
 
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Ryūjin

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(Custom Weapon) - Rebellion
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 (+ 30 for blocking each fire attack)
Damage: (20 base attack for normal use) (+15 damage to every fire based jutsu)
Description: the Rebellion sword is made out of a special metal that is able to use the user's fire chakra , it has a large white blade with a silver skull shaped handle ,it's worn on the user's back like Kakashi's sword when he was young , when the user channels his fire chakra into the blade, a fire Aura surrounds the white blade making the sword more lighter and enhancing the user with faster reactions and turning the blades color into bloody red, as long as the user is wielding the blade he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack.
~ Cannot be used without mastering the fire element.
~ User takes -10 damage when absorbing a fire technique.
~ Can only block fire techniques 3 times per battle.
~ Can only be weilded by ~Crow~


~Updating~

(Ryūjin Jakka) - Flowing Flame Dragon
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (+30 For absorbing each fire technique)
Damage Points: N/A (+15 damage to every Fire based Technique)
Description: Ryūjin Jakka or the flowing dragon blade is a Ninjatō that's made out of a special metal that is able to use the user's fire chakra, said to be the weapon of the god of flames himself, it highly resembles an ordinary Katana in its shape, with a glowing sliver blade and a black handle with a red dragon engraved onto it. The Ninjatō is shethed inside a black scabbard with a red glow that is attached to a belt wrapped around the user's back, worn horizontally. When the user channels his fire chakra into the blade, a fire Aura surrounds the Ninjatō making the sword more lighter, turning the blades color into bloody red, as long as the user is wielding the Ninjatō he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack, when the fire absorption effect is used, the dragon that's engraved on the hilt of the blade glows indicating the use of the technique.
Note: Must have mastered Fire Release to use.
Note: The user takes -10 damage when absorbing a fire technique.
Note: Can only block fire techniques 3 times per battle.
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~Simply updating the shape and form of the technique, removed the "faster reactions" portion since it was unreasonable.

Approved
 
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Old Submission :
Approved CSC :

(Kuchiyose : Bānakuru-wan) - Summoning : Barnacle Bay
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user can either do the normal summoning method or bite their thumb, wipe it on the summoning tattoo and then slam the ground. These are Acrothoracica type barnacles and they are summoned into the ground where they burrow into it, creating thousands of little slits in the earth all up to the max of Mid-Range all around the user. This summon uses its tendrils by sticking them out of their burrowed homes and anything that brushes passed they sense, sending the information back to the contract signer(s) of the disturbance in that area, their tendrils can be damaged but they usually retreat into their burrows if anything damaging starts to spread across the ground (like fire) and when it has dispersed they reappear. These barnacles disallow the opponent from using any jutsu using chakra that come from the ground up to A-Rank in their vicinity because they now have complete control of the earth stopping any chakra from above the surface.

Using one of the user moves the Barnacles can Manipulate the Earth to create an offensive B-Ranked Golem made of Earth, it's twice the size of the average person and has a few Acrothoracica type barnacles burrowed into it. The Golem is controlled by the barnacles and can be used to attack and defend. If it so wishes the Golem can rebind with the Earth Controlled Barnacles and pop out anywhere else on the field that is in control of the barnacles, it doesn't travel through the ground but they basically create a whole new one - this whole process costs another move.

- Can only be Summoned Once per battle, thrice per event
- Lasts 4 turns on the battlefield.
- If the Opponent uses an S-Rank Earth Jutsu For Example from the ground it is weakened to an A-Rank.
- User can still use Jutsu from the ground


Declined: The additional note allowing the user to utilize the ground is fine, but the paragraph detailing the golem seems to be too much, given that LoK has declined this technique in the past for stacking too many different things. An update is fine, but any additional abilities ought to be conducive to the technique's interference function.


Resubmission:
Approved Submission :
Pervy's Resub Check :

(Kuchiyose : Oregon) - Summoning : Oregon
Type: Summon
Rank: S
Range: Short/Mid
Chakra Cost: 40
Damage Points: N/A
Description:
The User bites their thumb and wipes it on their tattoo, performing a string of three hand seals and then slamming their hands on the ground which creates a couple metre tall tornado of water with 1 metre diameter anywhere within mid-range except around the opponent - this is harmless and purely cosmetic the water disappears and reveals the summon. The Summon is basically a very large amount of ordinary sized Thoracica type barnacles clumped together to form a humanoid shape, 7 foot tall and a strong looking build. The mastermind of these Lesser Barnacles is the Boss of the Summoning Contract and he is able to command them to do his bidding, 'Oregon' the Barnacle Boss resides in the Head of the man representing the brain and in form he is a very large Barnacle that has outgrown it's shell and so is protected by the other Shells. Oregon wears a mask that looks ever so much like a demon, the mask is a hard calcite shell which is what Thoracica Barnacles are made out of; the mask has two large curved horns which a protrude from his forehead which can be used to impale an opponent - the mask is shaped into a stern face. He also has a tail which is just an extended barnacle tendril he has full control of. Oregon has a greater intelligence and is basically the one whom trained the first Barnacles passing down his knowledge. He can talk or communicate mentally to the Contract signer.

Oregon is a Taijutsu Specialist and he has the ability to perform Taijutsu of up to A-Rank and gets a +10 Damage boost because of his extremely hard body. Since his body is made up of many thoracica type barnacles which have their tendrils also spread out through the body to keep together - means he can be pretty versatile. He can pull apart his own body (except the head) to dodge oncoming attacks like punches or swords and then quickly clamp it shut again, the tendrils of the many Barnacles stretch to allow him to separate his torso or other sections so that he is not hit. When Oregon clamps shut like this, it is strong enough to snap a blade and so can crush bone pretty easily whilst at the same time Barnacles detach from inside his body and attack onto the limb of the enemy if he decides to let them free. The Barnacles that are left on the opponent's limbs can be then set up for the Barnacle Jutsu, "Body of the Thoracica". Oregon can also use this to stretch his limbs or body, making them much longer so he can punch and kick much further, or to further ensnare an opponent. He has one final use of pulling his body apart and that is to be able to completely cover his opponent with his body of barnacles and slowly crush him, this however takes about two turns to actually do some critical damage and it basically becomes the opponent's armour; if Nagashi is used on them it wouldn't be effective and would crush the opponent much faster due to the contraction caused by paralysis.

Oregon has the ability to change his body structure further by changing from a man to a four legged creature very quickly, the only reason he does this is to close distance between his opponent and can do so pretty fast. When running on all fours like this he can close the mid-range gap in seconds but it still trackable and when he goes to attack he quickly changes back into a Man to fight.

He also has a very strong Defense, being made completely out of Thoracica Barnacles it's like being a Walking Piece of Armour, he acts like the S-Rank Earth Hardening Technique in strength except B-Ranks and below have no effect at all. Unless it is Lightning then this immunity only extends to C-Rank and below. He also cannot be effected by Genjutsu of any kind as other Barnacles in his head will take the effect instead of him and because there are many that form the head.

- Oregon can use "Body of the Thoracica" on any Acorn Barnacle on the Field
- Oregon can be summoned with a Weapon made of Calcite Shell, it acts like a normal weapon.
- Oregon separating his body to dodge attacks costs a Move (not if he's doing it to stretch his limb further to attack). He can use this to dodge small scale jutsu as well.
- Oregon changing in the Creature Form to move faster costs a move, changing back doesn't.
- Oregon can only be summoned Once per fight
- Oregon can only last 4 turns on the field
- Must have signed Barnacle Contract


Approved~


Jungle CW for Reference :

Janguru Ne Δ Jungles Roots
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
A Technique for Jungle that focus' more on Specialised Cards, these a cards that have further abilities specific to the pattern that has been created in Blood, pre-made like all the other cards - the user will channel chakra through them to activate. There is a certain aspect of stealth in this technique as unbeknownst to the opponent any card on the battlefield could have these special markings, so this technique can be used on any card that has been previously used as long as it originally came from the weapon "Jungle". These Cards have special abilities which the user can use to aid them in battle;

Lion's Rallying Roar - King
A Card that is capable of summoning, it channels the summoning technique and from it Summons something from their signed contract which comes from the Card itself, they will appear anywhere as long as it's directly next to the summoning card and then they fight as a normal summon does or whatever is summoned through this does. This doesn't work on Summons that absolutely require to be summoned around the user or have to remain within short range (if said rule applies to the summon they can still be summoned through a card in short range just no where else).

Snake's Crafty Stare - Queen
A Card which once has been activated and is within short range of the opponent will trigger an illusion where all Cards that come from the Weapon Jungle are Invisible to the victim's gaze, but only the cards - any techniques that erupt from them are still visible however. This only disrupts the opponent's sight of the Cards themselves and nothing else. This Genjutsu is A-Rank.

Monkey's Playful Poke - Jack
A Card which allows the user to perform a Technique of one of their Two Specialties from, it cannot be another element or ability as it has to be either your primary or secondary. From the Card the Technique is created and will travel from it to it's desired target. However to use this the chakra cost from this technique and the target technique still apply, but it counts wholly as 1 of your three moves. (F-Ranks techniques not at all, S-Rank techniques can only be used once, A-Rank techniques can be used thrice, B-Ranks can be used 6 times, C-Rank and Below have no limit).

Rhino's Feared Charge - Ace
A Card which can be used to boost one of the user's abilities if it is thrown along side a technique or near it, the card will release a pool of chakra which will strengthen the technique, applying a rank boost to it, the technique has to be physically on the field and cannot be Genjutsu or a Summon. The Rank boost is applied whenever the user wants it, if the technique remains active later or, or as soon as it is formed. However this is single Ace of Spades card which can only be used once in an event or battle.

- King can be used 3 Times with a 2 turn Cooldown.
- Queen can only be used 2 Times on Two different opponents.
- Ace can only be used once
- Same Card can't be used More than once
- Once one of these abilities have been used, there is a cooldown of 2 turns before another can be used.
- Cannot use Multiple in the same turn


Declined: 3/4 of the card variants are currently unable to be approved, with Snake being the exception. Lion has been similarly attempted by both Bloo (declined CJ) and Broly (according to LoK, regarding a CFS). According to NK, "Monkey is similar first to an ability Zaph tried in a CW, and indirectly related to a seal Vex has." Lastly, Rhino is not allowed "at all".
 
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