Custom Jutsu Submission - III

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Klad

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

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

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

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Resubmitting


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

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

‡ Declined ‡ I'm not keen on techniques materialized so close to an opponent, especially one as dangerous as this and generally they need to be 3-5 meters away at least. Not only that but materialization anywhere on the field only applies for certain elements e.g. Wind and Water because of ambient air moisture. Elements like Fire, Lightning and Dark have to be created from the user's body, streamed into the ground or created a maximum of short-range away from the user.

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Python

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Approved~


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

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

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

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

Completed redid this idea

Link to training [ ]


Declined: legit animal abuse. Jokes aside, there are two tangible issues pertaining to this technique. Notwithstanding the monkeys' small stature, the sheer quantity of summonings inbound to the field via a single technique lacking hand-seals is too much. Take into consideration the Rain of Spiders Technique, which is B-rank and allows for merely 20 baby spiders. Proportionate to S-rank, 80 baby spiders would be potentially feasible, but not much more than that and without mention of explosive tags. Furthermore, your note stipulates it being usable twice per battle, which ultimately doubles whatever quantity would theoretically be permissible. Now, the second issue isn't so much a matter of ethics, rather, a matter of implausibility. Keep in mind summonings are typically allies and not tools. Why would they all be willing to act as what is essentially suicide bombers? If you want monkeys in a barrel, reassess some alternatives.

 
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Referncing Original


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

System Ares -On command the user will release four parts from the main blade. Each part will attach to one of the user’s wrists, or one of the user’s ankles. Essentially they serve as ankle and wrist bracers. (This is possible as these parts are designed to open up, and close around the limbs. The container like design aids in this process.)In exchange for the user's chakra, an invisible, spherical B ranked barrier is erected around the user. This barrier does not boast in defensive capabilities and is much like the sensing barrier in terms of physical properties. The enemy is capable of passing right through it; moreover, the user remains at the center of the barrier at all times (i.e barrier moves with user at its center) While in this barrier, the light that hits it is refracted so that the users image is always displaced approximately 2 meters (in any desired direction)from his actual location. (Once the image placement is chosen it cannot be changed until System Ares is deactivated.) This makes it impossible to attack the user with attacks that require pinpoint accuracy as they will only hit the displaced image, and not the user. In a close ranged encounter it also makes it difficult to evade his attacks since the image seen, is not the actual location of the user. Doujutsu users (excluding byakugan) would be unable to determine the users exact location due to the barrier being created out of the user's chakra. The same would go for normal chakra sensing. The users exact location within the barrier would be impossible to detect since it is also comprised of his chakra. They would only be able to see a spherical entity. Since the blades are constantly absorbing the user's chakra, if any foreign source enters the user's body, the blades will automatically create a spike in the user's chakra to fix the error in the system. This is not to say that it can tell if there is foreign chakra, but it cannot absorb two different chakra's at once. The spike follows the same rules as kai, but it only works for genjutsu up to A rank.

pretty sure i approved a fuuin that does something similer to this already.

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

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



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

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

Declined - see little notes above
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Referncing Original


(Kuroi XIV) - Black XIV
Type:Weapon
Rank:S
Range:Short (Mid once seperated)
Chakra: (30 to activate each system) (-10 per turn)
Damage:N/A
Description: This sword was originally created for the use of smoke ninjutsu users, but its full potential was realized as it underwent a massive overhaul in design and purpose to help in more general ways. By using its unique container like make up, along with its ability to separate and still function, this blade became a very useful and unique weapon. Black XIV is a large sword that equals to about 6 feet in length. It is made out of hard tempered steel making it quite durable (Can be destroyed by S rank elemental attacks). Its general ability is that the blade is able to separate into 15 parts which can be operated up to mid-range of the user via mental command. Smoke as well as smoke bombs can be shot/released from Black XIV. Each part is the size of a small triangular box, and its edges are sharp enough to cut through objects; however, the different parts of the blade were modified to aid the user in greater ways.

System Ares -On command the user will release four parts from the main blade. Each part will attach to one of the user’s wrists, or one of the user’s ankles. Essentially they serve as ankle and wrist bracers in basic aesthetics, but their purpose is to aid in close ranged combat. (This is possible as these parts are designed to open up, and close around the limbs. The container like design aids in this process.) In exchange for the users chakra, the blades will release smoke around the user up to mid range in all directions to hide his movements. The smoke behaves much like the chakra sensing rain, in the fact that the smoke emitted in this form is linked to the users senses as the blades are linked to the user. Covering his movements with the smoke can aid in close combat situations. The smoke released is only B rank in power, and can be blown away by an appropriate C rank wind technique; however, the smoke will reform in the next turn until System Ares is deactivated. Since the blades are constantly absorbing the user's chakra, if any foreign source enters the user's body, the blades will automatically create a spike in the user's chakra to fix the error in the system. This is not to say that it can tell if there is foreign chakra, but it cannot absorb two different chakras at once. The spike follows the same rules as kai, but it only works for genjutsu up to A rank.

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

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


System Hades-System Hades-During critical moments, or deteriorating situations the user can use this ability to take the enemy along with him. The blade parts have a self destruct function, and the user only needs at least four parts the use the self destruct sequence. On command four blades will self destruct and generate a powerful explosion that extends to short range. (Equal to an A rank ninjutsu based attack).

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

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♪ Declined, the genjutsu break ability infringes on numerous other CWs. System Athena doesn't require a move, and has no usage limit? ♪

(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.


(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, also at the cost of a move.

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 one rank (per the normal rules) by adding her wind chakra to the techniques. This is exclusive to Katon based techniques due to her familiarity with the element. Ex: If D rank fire is used, Pearl can use D rank wind to boost this to a C rank fire based technique. If S rank is used, A rank wind can make the fire a high S rank technique.)

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


Approved~


(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.


(Genjutsu/Kenjutsu|Tanran) - Illusionary Arts/Sword Arts:Avarice
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra cost:40
Damage points:60 (-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 at which point the genjutsu is triggered. The user will then channel chakra into his blade to augment a powerful thrust to skewer the enemy. The genjutsu that was triggered would be an A rank gen 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 A rank or above genjutsu for two turns
-Costs two move slots
-No S rank kenjutsu next turn

♪ Approved, made a slight edit ♪
 
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McRazor

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Dropping current .

Osoroshī no Hakui | Horrible's Lab Coat
Type: Supplementary
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: N/A
Description: Horrible's Lab Coat is a special form of equipment used by certified medical ninja. Due to this, some of its abilities are closely related to and further advanced through medical knowledge. It is, essentially, a white doctors coat that fits tightly around the user, with a row of buttons on the right shoulder, which are used to tighten the coat properly and to avoid it from being taken down or ripped off. The coat is imbued with a single seal of great power and diversity, used for generic sealing through advanced medical sealing knowledge. The seal is placed into the lining of the coat and it is invisible to the naked eye. The imbued seal mainly manifests itself in the chest pocket that the coat has, and it has the ability to seal anything put into it. For example, if the user puts a kunai into it, it will be sealed properly by recognizing the object, it's composition and finding the proper medium to seal it within. Likewise, if the user needs to store living tissue, organic matter, etc. the user can put it into the chest pocket and it will recognize it and seal it into a container within the proper medium required to prevent it from decaying and deteriorating. Once an object is sealed through the chest pocket, the coat has the ability to store the sealed object until the user has a need for it. Visually, from the inside of the coat, the stored objects can be seen as drawn objects with their appropriate sealing formulae surrounding them. Essentially, it acts as a warehouse status, allowing the user to know all the objects that are sealed within the coat. Once the need arises, he can call forth of the sealed objects in the form of simple sealing scrolls that will slide through the users sleeve and into his hand, or in case of medical tools and weapons, simply slide out in their natural form. The coat is, sort of, a mobile library and imbued within the coat are already sealed all of the necessary medical tools that a medical ninja might need. Furthermore, the coat removes the users need to carry pouches for various other ninja tools and weapons. Following the same principle, all of the aforementioned objects are sealed and stored within the coat and can easily be called upon when need arises. Sealing and calling forth of tools are considered a passive ability of the coat, allowing the user not to spend a move, however, activating any sealing scroll and using any tool would have its own usage penalties depending on the technique that is being used. Techniques for scrolls and ninja tools would have to be posted and thus, would count towards the users moves per turn. Due to the nature of the coat and its requirement for chakra, the coat has its own chakra circulatory system that is a perfect copy of the users and it reflects the state of the users chakra circulatory system onto itself. Due to the intricate connection of the two chakra circulatory systems, the coat has the ability to override the users chakra circulatory system and to take its disruptions upon itself, essentially acting as a 2-stage protection against chakra circulatory disruptions. For example, when the user is facing chakra circulatory disruptions, the coat would take the disruption upon itself and act as a buffer, thus the users own chakra circulatory system would have to be disrupted once again in order to take effect, as long as the coats own chakra circulatory system is disrupted. Logically, the user can always reset the chakra circulatory system of the coat using any of the allowed methods to disrupt his own chakra circulatory system, such as Kai and full body surges. Unfortunately, pain wouldn't work on reseting the chakra circulatory system of the coat because it doesn't feel nor register pain as it isn't a living being. Only the user can see the chakra network of the coat and it is displayed as a sky blue net of chakra pathways and chakra nodes all across the coat in a real multidimensional fashion. Regarding the active ability of the coat, which counts towards the users moves per turn, it allows the user to pull the chest pocket open, wider than usually. This action triggers the seal within the pocket, but in a different fashion, activating its second purpose due to the different trigger. As the user opens the pocket, the seal pulls in any opponents technique that is present within mid range on the field and consumes its chakra, removing the technique from play, up to S rank. Visually, it is similar to how Kamui works. This consummation can only be done once per battle. Once the chakra is consumed within the coat, the user has the ability to add half of it to his next technique in the form of a damage boost of the same value (eg. +20 for consumed S rank). Essentially, the coat helps the user to perform the next technique, by adding an additional amount of chakra, which in essence boosts the technique. The user obviously has to post the technique that he is using and it regularly counts as a move per turn. Once sealed and consumed, the user can also use the sealed chakra to aid the user in further medical procedures as those are in many cases very chakra consuming.
Note: Consummation can only be used once per battle
Note: Consummation counts as a move per turn
Note: Only McRazor can use this

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Declined - in all cased sealing and unsealing anything will cost a jutsu, none of this will be passive. Next the way you word it, your coat can block any gen or foreign chakra really from what i gather, as they wont be able to change your chakra system to inudce the gen which i'll never allow. And lastly absorbing a jutsu and releasing it, i own this as a personal jutsu already.
 
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DrProof

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(Tehsa): Tehsa
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (per form change)
Damage: n/a
Description: Tehsa is a mechanical compound bow created by Garrett to further aid himself in the Art of Assassination; Specced with multiple weapon changing modifications. The weapon's versatility comes from the modifications attached to its inner-workings, allowing the bow to transform into various weaponry: Sword & dagger. - Or simply to remove preexisting equipment. Tehsa is capable of assuming three forms (including it's base state): Bow, sword, and daggers.

Tehsa | Bow: In this state, Tehsa takes on the form of a 31" mechanical compound bow, equipped with two canisters one on each side near the bows' grip, each containing two specially engineered explosive chakra bulbs equal to that of A-Rank elemental jutsu; Capable of emitting an explosive radius of up to five meters. In addition to the preexisting elemental chakra within the canisters, rather than removing them, the user while utilizing Tehsa in bow form, can shoot up to four elementally powered explosive arrows.

As well, within this state, the user is capable of removing the wiring cable used to shoot arrows, as a weapon of restraint. The wire cable however, is only capable of extending its reach up to five meters.

Tehsa | Sword: In this state, Tehsa is capable of being configured into a single, or double swords reaching similar lengths to its bow form; 28". Within this form, the user is capable of performing the basics of Kenjutsu, as well chakra manipulation to elongate its reach up by up to 31". As well, due to Tehsa being the byproduct of mechanic structuring, in sword form, within the each blade lie six, very thin shuriken, capable of being sent out swiftly from the side edges, in increments of however, the user determines.

These shuriken can also be coated with the elemental chakra from the preexisting canisters within Tehsa -- Though the drain rate is scaled down due to simply coating the ninja tool is the respective element, rather than exploding on contact as with Tehsa, in bow form.

Tehsa | Dagger: In this state, Tehsa is capable of being configured into both single, or twin daggers reaching a meager length of 13" however, being thick in compaction in the hilt area. In dagger form, Tehsa is capable of having chakra channeled through it similar to its previous forms, capable of having its length elongated, and reaching a maximum length of 22". However, thanks to the two elemental canisters lying within each daggers' hilt, the user of Tehsa is capable of channeling the already predetermined elemental chakra into the daggers allowing the weapon to take on the properties of one of the five natures for two turns per canister.

In addition, the user of Tehsa is also able to expunge the canister bulbs throughout the hilt within short range, in single increments capable of causing a five meter radius explosion.

Note: The canisters are capable of containing smoke bombs, as well. Though smoke bomb canisters cannot be used in the same manipulation method as elemental chakra eg; explosive elemental arrows - coating weapons with chakra.

Note: At the start of every battle, the user of Tehsa must state which four canisters he/she has prepared Tehsa with eg; Katon/Wind/Smoke Bombs etc.

Note: Each elemental canister possesses A-Rank elemental chakra of the users predetermination.

Note: Each form change, counts as one of the three moves per turn.

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♪ Declined, the bow portion would clash with Mathias' 'Snper Arts'. The sword elongation ability clash's with Better's CW, same with the dagger. Also, just channeling elemental chakra through the weapon is a fairly generic ability. ♪

(Kuikku Wo Tekkai Shi Masu): Quick Withdraw
Type: Weapon
Rank: C
Range: Short-Long
Chakra: N/A
Damage: N/A (30, if used on human/animal targets)
Description: In clutch situations where escape would nearly be impossible, the user swiftly notches a retractable arrow, shooting it at the nearest/farthest object in sight. Once the arrow drives itself deep into its target, the user of this skill times the retraction of the arrow cable, and their own foot speed; Dashing forward at the exact moment the cable retracts, increasing their speed of withdrawal, and allowing them to escape from an imminent fatal situation.

Note: Can only be used three times per battle on living targets, otherwise there is no set limit of usage.
Note: Must have a bow equipped to use.
Note: Can only be taught by DrProof.

(Daun Taimu Zero): Zero Downtime
Type: Weapon
Rank: C
Range: Short-Long
Chakra: N/A
Damage: 30
Description: After dodging, or countering an opponents' attack, the user focuses on retaliation. Suffering no downtime, the user strikes back instantly at his/her opponent with a coordinated tri-arrow attack; Two wrapped in explosive tags, and one harboring a small-attached smoke bomb, delicately wrapped around the shaft. Shooting the arrow attached with the smoke bomb first, then following up with the explosive arrows. The smoke bombs release is used to conceal the properties (the explosive tags) of the remaining arrows, as well the user's location.

Note: Can only be used three times.
Note: Must have a bow equipped to use.
Note: Can only be taught by DrProof.

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♪ Both declined - Weapon was declined. Also, weapon is not a valid type unless you're submitting a CW. ♪
 
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Shroud

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(Shattādobureido) Kenjutsu: Shattered Blade
Type: Offensive
Rank: A
Range:Mid
Chakra: 30 (20 per turn to keep active)
Damage: 60
Description:The user channels his chakra into a special blade (prepared before battle) and it shatters into several pieces the size and amount of which depending on the user for example a lower skilled ninja might be able to seperate it into say 7 peices while a more experianced ninja could turn it into say 40 peices. after it is "shattered" the user man control the peices at will
Example: the move a large piece through the air with flick of the wrist to block a kunai. etc the downside being you cannot form handseals and have to rely on handsealess jutsu and taijutsu
(similar to lightning blade levitation in the scense you make them fly by sending your chakra into them)

Note: cannot form handseals while in control of the "shards"
Note: The user Cannot control the "shards" past mid range (similar to how a tsb will drop when out of range of the user)
Note: can only be used for a maximum of 3 turns
Note: must be Taught by

Feel free to make some changes :D

♪ Declined, notes like "feel free to make changes" break the blue rule (first post of this thread for more info). Also, this clashes with Vegeta's CFS. ♪
 
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Beifong

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(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will gradually spread across the earth source in question and at most it can cover a mid-range radial reach. This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely.

Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn

✦ Both approved, and there goes that jutsu I was talking about ✦
(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will spread across the earth source in question at the speed of an arrow fired from a compound bow. This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely. Alternatively, the user can stream their koton chakra into the ground and convert a certain area on the battlefield into steel (similar to how Swamp of the Underworld is used).

Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn

♪ Update Approved - reduced the range to mid, as otherwise you make it completely impossible for the opponent to use ~90% of his arsenal. Highly abusable when combined with boosted water techs. ♪

(Koton: Kasei no Gaheris) – Steel Release: Growth of Gaheris
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: N/A (+30 chakra to the technique it's applied to)
Damage Points: N/A
Description: Before performing their next koton technique that emerges from the body or the ground, the user activates an instant ability and infuses additional chakra into it. The technique will be created seemingly as normal but in reality it will be constituted of thousands upon thousands of extra fine wires. This difference to normal steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This regeneration can happen once and will use the additional chakra input into the technique to facilitate this restoration . The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. Regeneration counts as a move but it doesn't need to be initiated and the user is free to perform other techniques while it occurs. This technique makes armours more flexible, enabling seamless movement inside of them even at the joints (back of the knees, elbows, etc).

Note: Can only be used thrice per battle
Note: Can only be applied to one technique per use
Note: Cannot be used on Forbidden Ranks
Note: Can only regenerate once

Approved
(Koton: Kasei no Gaheris) – Steel Release: Growth of Gaheris
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: N/A (+10 chakra to the technique it's applied to)
Damage Points: N/A
Description: Before performing their next koton technique that emerges from the body or the ground, the user activates an instant ability and infuses additional chakra into it. The technique will be created seemingly as normal but in reality it will be constituted of thousands upon thousands of extra fine wires. This difference to normal steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This regeneration can happen once and will use the additional chakra input into the technique to facilitate this restoration . The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. Regeneration counts as a move but it doesn't need to be initiated and the user is free to perform other techniques while it occurs. This technique makes armours more flexible and lightweight (identical to Steel Release: Authority of Arthur), enabling seamless movement inside of them even at the joints (back of the knees, elbows, etc).

Note: Can only be used thrice per battle
Note: Can only be applied to one technique per use
Note: Cannot be used on Forbidden Ranks
Note: Can only regenerate once

♪ Update Approved, although the only aspect similar to the wires from AoA is their weight. ♪

(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Mid-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel of up to A rank outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon.

Note: Can only be used four times per battle and every 2 turns
✦ Approved ✦
(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Mid-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon. When used on steel devoid of chakra, the rank of the explosion will reflect this technique's rank/power. When used upon techniques, it will take on the power of technique this was applied to. If the user is in contact with the steel technique in question (e.g. an armour), they can "control" the explosion. For example, the shards can be directed outwards and away from the user to prevent them from being harmed.

Note: Can only be used four times per battle and every 2 turns
Note: Cannot be used on opponent's clothing or attire

♪ Approved, added a note. ♪

‡ Pending ‡ Leaving all for Vex.
 
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Tsuki

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It was pending since last time so I didn't bold stuff in the description.
Cannot quote so here's the link:

(Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius rapidly due to its nature. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot evade is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which spreads out at the same pace as the lightning walls the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no actual harm beside the paralysis. The giant column of energy and the rising walls of lightning do cause actual harm.

- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists


How the technique looks like around the user:
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♪ Approved ♪

It was pending since last time so I didn't bold stuff in the description.
Cannot quote so here's the link:

(Dōbutsu Geijutsu: Koyōte o Nogaremasu) - Animal Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 per animal the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. This technique serves the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the animal(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animals contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the animal(s) that are being summoned, informing them that they would have to move at exceedingly fast speed for the first few moments when appearing at the battlefield. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique spend on themselves would be specifically focused on the animal(s)' body parts that helps their movement, allowing them to achieve this sudden high speed upon entering the battlefield. With this sudden speed, the animal(s) would be able to move away or arc around and even behind the enemy aswell as evading the harmful technique at a speed slightly above the speed of a crossbow bolt. A delayed trail of dust/water would be left behind if the animal(s) ran on ground/water surface. This being purely supplementary, the summoned animal(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one animal, then both can move independently from one another. Alongside their animal summons, the user is capable of escaping the likes of "Fire release: Great Fire Majestic Annihilation", "Earth Release: Mountain Smash" and other large scaled attacks at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an animal summoning technique. This technique only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".

Note: Cannot be used on summoning techniques containing 3 or more animals
Note: Cannot be used on summoning techniques that are, by themselves, initially extremely slow or immobile.
Note: Although extremely fast, most shinobi of kage rank or above can easily track the animal.

♪ Approved, made some minor edits. ♪
 
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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
Thought a mid ground was worth as a shot xD
(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. 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.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.


♪ Approved, minor note ♪
Gyorai Shin) - Torpedo Needle
Rank: C
Type: Attack
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user throws nails into the air. Upon impact on the ground, they dig themselves into the earth. When the opponent walks over the ground where the nails dug themselves in, nails pin their feet stopping their movement. Then, the user forms a hand seal and hundreds of nails shoot out of the ground at the opponents
(Sodaina Gyorai Shin) - Grand Torpedo Needles
Rank: A
Type: Attack/Supplementary
Range: Short - Mid (Long range activation)
Chakra Cost: 30
Damage Points: 60
Description: Similar to how torpedo needles work, the user would throw/place any nail like constructs onto the field/surface(After infusing them with chakra). Upon impact the nails would dig themselves into the ground/surface. Unlike the original technique in which hundreds of small nails would shoot out of the ground/surface, hundreds of chakra infused nails would shoot out. The nails would have a small coating of pure chakra surrounding them once they are shot, thus they would be bigger(1.5 meters) and deadlier. This however removes the stealth trait of the original technique but does more damage.
-Five times per battle.
-The nails can travel up to mid range length(15m). However they can be activated with a hand seal from long range distance.
- Can only be triggered in the same turn

♪ Approved, removed references to the chakra shroud. You won't be doing 90 damage with an A rank. Also, added a minor note. ♪


(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all momentum of the opposing technique. This is achieved through absorbing the momentum of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the momentum would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. A second layer of shadow would appear on said technique. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, momentum can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the momentum from a boulder for example would use the momentum to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.

Declined - the first part is basically you create walls of shadows which would stop mometum anyway, which you can already do with existing jutsu that you made. The second part doesn't make much sense as a shadow is a shadow, it's not layered so it wouldn't work in the way you intend.

♪ Pending, leaving for either NK or Pervy ♪
 
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Goddess

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Hyouton: Rafaeru no heiki - Ice Release: Armament of Raphael
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user generates a massive amount of black snow from their body or a preexisting source of Ice that cascade and close in on the opponent. The mass/wave snow is released with great force similar to a cannon being shot out of a cannonball, moving at incredible speeds in a short amount of time. Once the snow is released, the user can manipulate its shape to form compacted bullets of snow, spikes etc. However, this technique is capable of serving a second function. Similar to mechanics of sand and how it is able to crunch and grind earth to form more sand, Armament of Raphael is capable of grinding and shredding other ice techniques and turning them into snow to increase the power and size of the technique by one rank. Armament of Raphael can be used 4 times per battle with a two turn cool down in between usages. This technique can only be taught by Goddess.

‡ Declined ‡ Remove the bolded. Seriously though, did you just think "let me make the most unreasonable technique I can think of?" The speed of this is a no. The increasing of rank and size is a no.

Hyouton: Sento Servatius no Tatchi- Ice Release: Touch of Saint Servatius
Type: Supplementary/Defensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: N/A (60 if prolonged exposure)
Description: Touch of Saint Servatius is an Ice Release technique that mainly focuses on the freezing temperatures associated with Ice Release. The user focuses Hyuton Chakra into the air around the opponent, freezing water particles within the air to create a freezing mist, similar to Hiding in Frost technique. The ice rapidly cools down the opponent’s body to the point where their body is instantly cooled to subzero temperatures. The cold/freezing produced by the mists are so fierce that the opponent would not be able to move properly or feel their fingers, similar to the effects of Hypothermia. This reduction in motion would reduce the opponent’s base speed by half and make it extremely hard to perform adequate handseals. If the ice covers the entire body of the opponent, they will receive 60 points of damage while being completely frozen which would result in the freezing of muscles etc.To reverse the effects of the freezing, the opponent must use a heat based technique (of equal rank or depending on elemental strengths and weaknesses) that generates enough full body heat to keep themselves warm. The affects the opponent sustains with this technique last 3 turns before they thaw out completely. This technique can be used a total of 4 times per battle, with a 2 turn cool down in between usages.


‡ Declined ‡ Again, this is unreasonable. Instant hypothermia? Reduces their base speed by half? This is just a more powerful version of existing techniques.

(Hyouton: Hijiri Rongubou, Gandiva) Ice Release: Holy Longbow, Gandiva
Type: Supplementary/Defensive/Offensive
Rank: S-Rank
Range: Short(Creation) – Long (Reach)
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Holy Longbow, Gandiva is a Long Bow created by the user made entirely of ice. The user can either generate the Bow from their body, existing sources of Ice such as other Ice techniques, or even materialize it out of thin air by freezing and condensing water particles to shape the bow itself in its entirety. The bow is white/semitransparent containing a corkscrew that protrudes out of the arrow shelf of the weapon. This serves as an accurate way to pinpoint attacks easily and negate any sway the user while wielding the bow. The bow can shoot arrows that are instantly created as the bow string is pulled back doing, S rank damage. The amount of arrows can increase to hit multiple targets but the power of the arrow divides between the arrow. Creating Additional/multiple arrows don’t count as an additional move per turn. The user is allowed to fire as many arrow as he/she wants at once as long as they all add up to S rank damage. The arrow(s) fired from this bow at an extremely fast pace, covering 5 meters in a near instant. The Bow itself can also be used as a source of Ice to quickly generate techniques in quick succession with the arrows fired. The Holy Longbow, Gandiva can be maintained as long as the user has enough chakra to pay the chakra cost. If destroyed, the Longbow can be made again but can only be made a maximum of three times per battle.


‡ Declined ‡ Again, really unreasonable. Also, I believe bow and arrow related techniques are patented by Sniper Arts. You can make crossbows but not long, compound or recurve bows.

Completed Ice training:

♪ All pending, leaving for NK ♪
 
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Anbu Kirito

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Tenshi No Tamashii | Archangel Soul
Type:Supplementary/Defensive
Rank:S
Range:Short
Chakra:60 for activation, 20 for each turn after that
Damage:80
Description:
The user will innately activate all of their chakra, actively converting each particle of it into pure lightning chakra, without the usual split. By doing this, the user will alter their body composition, causing them to become partially pure lightning. Due to the immense amount of lightning chakra in their body, even when naturally insulating themselves due to the sheer exposure, they need to blow off some of the power. This can manifest as anything ranging from a cosmetic sweatshirt made of a blue electric chakra, or in the case of Kirito, cosmetic wings of lightning. These wings appear as a wireframe for the actual thing, and protrude from his shoulder blades. They cannot be used to fly, but look really cool. By activating all of ones chakra, the user gains the innate ability to form their body into raw plasma by shifting the balance of lightning in any given area. This allows them to phase through physical attacks (taijutsu, shuriken/kunai,doton attacks) of up to S-Rank once per turn. This ability also naturally gives the user insulation and immunity to lightning, as they simply absorb it while in this form. Forbidden Rank attacks still effect them though, regardless of type, as the amount of power behind them is simply too much.
Notes:
-This form lasts 4 turns
-The user can only use lightning, taijutsu, and ninjutsu techniques when using this ability
-Afterwards, the user will have severe burns all over their body and will be restricted to molding C-Rank chakra.
-The user can only phase out one body part at a time, like their torso, or their right arm. This also only works once per turn.
-Can only be taught by AnbuKirito

♪ Declined, DNR. Clashes with existing customs, and a lot of this doesn't make much sense. ♪
 
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BoBoKittyDuck

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(Ōkami otoko no ikari) Wrath of the Werewolf
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
When an Inuzuka member witnesses their Ninkin being seriously injured or killed, they can focus a massive amount of chakra throughout their body, causing their looks to be changed to that similar of a werewolf. Improving their reaction time greatly, and enhancing their senses, allowing them to easily sense Elemental jutsus, such as hearing the crackle of lightning easily, and feeling the wind and heat and the vibration of Earth.
It also enhances their speed by 2 levels, and increases their Taijutsu damage by +10.

~Notes:
- Cannot be stacked with the 4-Legged technique.
- The user must witness their Ninkin being harmed.
- This effect lasts 4 turns.
- Can only be used once per battle.
- Must be a member of the Inuzuka Clan.

Declined - just because you pet gets hurt you don't become a werewolf haha, but seriously, you need reasoning behind it to create the effects you want.

- Can only taught by Bobokittyduck.



(Ōkami otoko no ikari) Wrath of the Werewolf
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
The user will take their connection with their ninkin to the next level with this jutsu in a form of partial transformation pushing forwards with the animalistic like attributes. When an Inuzuka member witnesses their Ninkin being seriously injured or killed, they can focus a massive amount of chakra throughout their body, while also mixing it with the chakra transferred to them by their Ninkin through physical contact, causing their looks to be changed to that similar of a werewolf becoming the embodiment of their bond, half man half beast. Improving their reaction time greatly, and enhancing their senses, allowing them to easily sense Elemental jutsus, such as hearing the crackle of lightning easily, and feeling the wind and heat and the vibration of Earth.
It also enhances their speed by 1.5, and increases their Taijutsu damage by +1 rank up to S rank, S rank and above gain +10 damage. This applies to other physical jutsu such as ninkin jutsu like fang over fang.

~Notes:
- Cannot be stacked with the 4-Legged technique.
- The Ninkin will be unable to participate in the fight any longer, unless somehow healed.
- This effect lasts 4 turns.
- Can only be used once per battle.
- Must be a member of the Inuzuka Clan.

- Can only taught by Bobokittyduck.

Approved - made alot of edits, 1 to explain it, and two to make it better.
 
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Jin

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Re-Submitting :

(Raiton: Mirābōru) – Lightning Release: Mirror Ball
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user concentrates his Raiton chakra in his hands. Then he shape-manipulates the lightning and forms a mirror ball. After doing so, the user throws the mirror ball of lightning in the air. As soon as the it stops, it starts spinning rapidly. Then, while spinning, lightning "senbons" start being fired from the ball. The more lightning "senbons" are shot, the smaller the lightning ball gets, till it finally vanishes after all the "senbons" are shot. This jutsu covers a 360 shooting range, which means it can shot anything with the exception of the user.

- The "senbons" only lasts only one turn
- Can only be taught by Gin
(Raiton: Mirābōru) – Lightning Release: Mirror Ball
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user concentrates his Raiton chakra in his hands. Then he shape-manipulates the lightning and gives it the shape of a mirror ball, made out of compressed lightning chakra. After doing so, the user throws the mirror ball of lightning in the air. As soon as it stops, it starts spinning rapidly. Then, while spinning, lightning "senbons" start being fired from the ball. The more lightning "senbons" are shot, the smaller the compressed lightning ball gets in size, till it finally vanishes after all the "senbons" are shot. This jutsu covers a 360 shooting range, which means it can shot anything with the exception of the user.

Notes :
- The "senbons" last only one turn.
- Can only be taught by Gin.
Jutsu illustration can be found below, showing what a mirror ball is and how it fires the "senbons"(white lines in the gif).
You must be registered for see images

□ Declined. Similar to the canon technique, Lightning Release: Lightning Shock Rain, but instead of Lightning bolts being released, this one releases Lightning "senbons". Serves the same purpose, though. □
 
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Penguin

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Forculus no Mittsu Unmei ▽ Three Fates of Forculus
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would produce three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of purely cartilage as well as being sentient, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-rank. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability is S-rank in power, and the creations of these toothen structures are only limited to the user's imagination. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a one turn cool down before re-use.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's primary elemental specialty in shark ninjutsu (relating to teeth the user or his allies produce). While channeling this chakra into shark ninjutsu, the teeth would then take on properties of whatever primary elemental specialty the user has at that time. When these teeth make contact with opponent, they would not only have cutting damage, but the affects of the elemental chakra would be very similar to the Dragon Beast Kaito Tai techniques as well as being capable of defending against twenty more damage points than usual. This in no way adds damage to the teeth, however, just extra affects when the teeth make contact with other beings. This ability is B-ranked and can only be used four times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool
▽ Must have been taught Kaito's Taijutsu for the last Fate's ability



♪ Declined: I'd slap NK for approving this. Chakra sensing, immunity to gen up to S rank, creation of D-S rank shark teeth "limited only by the user's imagination", and imbuing shark teeth with elemental properties? All without move cost, and most without restriction? Tone this down severely and add more restrictions. ♪
Forculus no Mittsu Unmei ▽ Three Fates of Forculus
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would produce three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of purely cartilage as well as being sentient, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood, but only within short range of it's location. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-rank. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability varies in power from C to A rank, and the creations of these toothen structures are quite limited. The shark can only manipulate the teeth to form walls, waves, and weapons only. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a two turn cool down before re-use.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's primary elemental specialty in shark ninjutsu (relating to teeth the user or his allies produce). While channeling this chakra into shark ninjutsu, the teeth would then take on properties of whatever primary elemental specialty the user has at that time. When these teeth make contact with opponent, they would not only have cutting damage, but the affects of the elemental chakra would be very similar to the Dragon Beast Kaito Tai techniques as well as being capable of defending against twenty more damage points than usual. This in no way adds damage to the teeth, however, just extra affects when the teeth make contact with other beings. This ability is B-ranked and can only be used three times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool and count as a move in the user's moveslot
▽ Must have been taught Kaito's Taijutsu for the last Fate's ability

‡ Approved ‡
 
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Deviation

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(Suiton: Suiren) - Water Release: Water Lily
Type: Offensive/Defensive/Supplementary
Rank: B-A
Range: Short
Chakra: 20-30
Damage: 40-60
Description: Through skilled precision in chakra control and experience in water techniques, a water specialist is able to release a surge of water from the pores of his skin throughout his body, akin to the water replacement technique. However, the user instead manipulates that water and releases outward, omnidirectionally and made to appear like a bomb setting off. Because using too much water could exhaust the user, he is only able to extend its range so far and with so much strength. While the technique is relatively short-lived, its power is in its burst damage, being able to repel almost anything within its range. Afterwards, the moderate amount of water left over is able to be used as a source of water that can be utilized for additional techniques barring large scale techniques. Additionally, as the technique counts as a full-body surge, it can aid its user in releasing him from most Genjutsu of B-Rank and below (unable to be done with MS techniques or those aided by Ying, Yang, or Ying/Yang Release). If the user wishes, he can elect to direct a small release of water in any area of his body however it does not count as a full body surge, does not require one to specialize in water, and is considerably weaker (B-Rank).
Note: Regardless of rank version, technique can only be used 3x per battle
Note: A-Rank version requires a two turn cooldown in between use
Note: A-Rank version requires Water as a specialty

□ Declined. Similar techniques exist. □​
 
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Alternative

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(Suiton/Fuuton: Hana ga Sakimasu) ✿ Water Release/Wind Release: Blossoming Flowers
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: -
Description: The user will hold out the palm of their hand, using shape manipulation to create a small number of flowers solely made of water, up to a maximum of four. After doing so, the user will channel Wind chakra around the flowers, allowing them to maintain stability and the ability to move away from the user, up to long range. Breaking the wind barrier around the flowers causes it to deform into small drops or water. This technique can be sustained for as long as is necessary, although not much can be said for it's battle prowess.

Declined - sorry you would need y/y for this, or need to make it cost two of your moves per turn, so you create the flowers then coat them in wind to hold the waters shape

Old thread, can't quote. Updating jutsu.

(Furubodi no Chakra Tate) - Full Body Chakra Shield
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40
Damage Points: -
Description: This is a greater version of the Chakra Shield technique. The user controls their puppet to separate the entire body, and mechanically form the shape of a target, or some other shape to cover a wide area. From there, the user forces chakra into the puppet, forming a shield using the full body of the puppet. The shield itself is made up of completely pure chakra, and can withstand any and all physical blows, and focused Ninjutsu techniques up to A-Rank, and unfocused techniques up to S-Rank (elemental or otherwise). A single use of this technique destroys the puppet used in question, leaving nothing but debris.
Note: Can only be used twice.
Note: Destroys puppet after a single use.



Declined: the wording, in regards to interactions, would need to be revised and more reminiscent of the technique's initial approval. The "focused" versus "unfocused" distinction is no longer relevant and furthermore, raw chakra is weak to all elemental techniques (regardless of nature) [ ]. With the current rank, it would only enable A-rank elemental techniques to be blocked. Conversely, the ability to block basic ninjutsu could theoretically be increased to include defense against S-rank techniques. Beyond the aforementioned distinction being null, a more significant issue is the bit annotated in pink. Using absolutes to define a shielding mechanism against something as relatively ambiguous as "physical blows" is fairly unreasonable, given that such wording would allow whichever puppet was used in conjunction with this to guard against even the more extreme EIG techniques, and twice at that. That said, if limited to basic, non-elemental bukijutsu, kenjutsu, taijutsu, etc., then it would be permissible to include higher degrees of defense.

 
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Thoth

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Smoke Ninjutsu completion: [ ]

(Kemuri Shingan) - Smoke Mind's Eye
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Descrtiption: The user will do an additional Ram hand seal while performing a Smoke technique and gather more chakra into the smoke they are releasing from their body or wrist launcher/s and make it very sensible to obstacles it encounters. This does not change defensive nor offensive capabilities of the smoke but rather just adds a passive sensing ability. The user will be able to feel the changes that happen in the molecular bonds of smoke to the extent of distinguishing shapes and materials and correctly guessing the location of a certain mass and its movements.
Notes:
- Lasts for four turns and can be applied to a single Smoke technique per turn.
- Only takes a technique slot upon being initially activated.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

Declined - chakra sensing smoke is intriguing, but the thing i have a problem with is how long it lasts. Smoke would last 4 turns all the time, natural wind can blow it away. Have it useable 4 times and last as long as the smoke jutsu lasts. Keeps it more realistic IMO

Updating (old thread): [ ]
- changed range to short
- removed wrist launcher, analogy with other jutsu and the sensing part
- added a possibility of the fists being combined into one large fist

(Kemuri Genkotsu Rendan) - Smoke Fist Barrage
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user will, upon releasing smoke, proceed to manipulate it to create multiple extending fists that will stretch out to cover a wide radius, punching desired targets with great speed. The user must use precise chakra control and skillfully compress the smoke into the created fists to do damage. The purpose of the fists is that they can launch a target into the air, or knock it down. The user is also able to combine all of the fists, as they are being formed, into one large fist to increase the impact when striking a single target.
Notes:
- Usable only three times per battle.
- Can make a maximum of ten extending fists.
- The used smoke cannot be utilized for making another Smoke technique in the same turn.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

Approved - but because i'ts B rank if you wanted to make it useable more and mid range that would be fine too.
 
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(Koton: Gildarts) - Steel release: Gildarts
Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more tricky jutsu created by Gajeel, inspired by the ninji Gildarts. The user will either make a handseal, or swing their arm, or make a han gesture or movement as they release their steel chakra into a solid or liquid. This can be a regular structure like a tree or the ground, or an incoming jutsu (A rank and below, following strengths and weaknesses). As they do this they will create a thin layer or steel in the shape of hollow cubes throughout the entire liquid or solid. The steel will form inside the chosen target slicing through it to make the cubes. For this reason it can't be used on elements that steel is weak to and due to the complexity of it, making it A rank. The user will grow all these cubes at the same time at the same speed as normal steel release jutsu and from there be able to control them. While the cubes form the target will remain where it is if stationary or continue on it's current trajectory. Once the cubes have formed the user will use their chakra control and can then break apart the construct of steel like lego blocks. All these cubes are 30cm in diameter. While controlling these cubes the user can't use any other jutsu but can then control them for as long as needed. The combined strength of all the cubes are A rank so each indevidual cube is E rank at best, depending on the size of course.
Note: Useable 4 times
Note: No other jutsu while this is being used
Note: the cubes can be controlled for up to 3 turns.
Note: The direction and control of them is controlled with hand gestures.
Note: When the user stops controlling the cubes they will just fall to the floor.

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‡ Declined ‡ Look at the bolded. Creating steel inside a liquid isn't feasible at all.

(Koton: tatsumaki ) Steel Release: Tornado
Rank: A
Type: Attack/Defense
Range:Short-long
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more basic applications of steel release. The uses will release their chakra into the earth or into the sky to create a large volume of steel blades 1inch in diameter. The do this as they use chakra control to apply the same application as wind release to make the blades spin rapidly forming a large tornado of rotating razor blades. The user can control the direction of these tornadoes with hand gestures or just release them in a chosen direction or area which they will then maintain themselves for one turn. They can make up to 4 tornadoes but the power will be divided by them (1=A, 2=B, 4=C). If made from above they will come down from the sky in a mass to the desired location. The width of these are up to 10m. This can also easily be made by breaking down current steel release jutsu the user has made or are void of chakra and break them down into the blades to for the tornado.
Note: Useable 4 times
Note: Changing their direction counts as a move per turn

‡ Declined ‡ Choose one method of release: the ground or the sky. If it's the former, this requires handseals. If it's the latter, you need to slam your hands on the ground to effectively "summon" it. This needs to be a Steel/Wind Release technique also if you're trying to make an elemental combination and it needs to require two of the user's three moves per turn to perform.
(Koton: Gildarts) - Steel release: Gildarts
Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more tricky jutsu created by Gajeel, inspired by the ninji Gildarts. The user will make a handseal, as they release their steel chakra into a solid or liquid. This can be a regular structure like a tree or the ground, or an incoming jutsu (A rank and below, following strengths and weaknesses). As they do this they will create a thin layer or steel in the shape of hollow cubes throughout the entire solid. To make it around a liquid, steel will shoot out of the ground below it and encase it as a whole. From here the steel will section off the water into cubes to break down. The binding of the water is rather fast, almost forming a square water tank that then sections off the water into cubes forming a rubix cube like structure. The steel will form inside the chosen solid target slicing through it to make the cubes. For this reason it can't be used on elements that steel is weak to and due to the complexity of it, making it A rank. The user will grow all these cubes at the same time at the same speed as normal steel release jutsu and from there be able to control them. While the cubes form the target will remain where it is if stationary or continue on it's current trajectory. Once the cubes have formed the user will use their chakra control and can then break apart the construct of steel like lego blocks. All these cubes are 30cm in diameter. While controlling these cubes the user can't use any other jutsu but can then control them for up to three turns. The combined strength of all the cubes are A rank so each indevidual cube is E rank at best, depending on the size of course.
Note: Useable 4 times
Note: No other jutsu while this is being used
Note: the cubes can be controlled for up to 3 turns.
Note: The direction and control of them is controlled with hand gestures.
Note: When the user stops controlling the cubes they will just fall to the floor.

‡ Declined ‡ This should only be usable on earth or steel for solids. Also, if it's used against an opponent's technique it needs to overpower the chakra in the technique. Since this is A-Rank, it can only overpower B-Ranks and below.

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□ Pending. Leaving for NK or Vex. □​

(Koton: tatsumaki ) Steel Release: Tornado
Rank: A
Type: Attack/Defense
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more basic applications of steel release. The uses will release their chakra into the ground peforming one handseal create a large volume of steel blades 1inch in diameter. The do this as they use chakra control to apply the same application as wind release to make the blades spin rapidly forming a large tornado of rotating razor blades. The user can control the direction of these tornadoes with hand gestures or just release them in a chosen direction or area which they will then maintain themselves for one turn. They can make up to 4 tornadoes but the power will be divided by them (1=A, 2=B, 4=C). The width of these are up to 10m if one tornado is made, if two the size is divided by two so each will be 5 meters, and if divided into 4, they will be 2.5 meters each. This can also easily be made by breaking down current steel release jutsu the user has made or are void of chakra and break them down into the blades to for the tornado.
Note: Usable 4 times
Note: Changing their direction counts as a move per turn

Made changes to the bold, it's not two elements it's just comparing the cutting to wind.

□ Approved. Made edits. □​
 
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Avonomemi

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(Shikigami no Boido) Void of Shikigami
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-5 to maintain)
Damage: 40
Description: After using Dance of Shikigami technique, Konan attain the ability to turn her whole body into sheets of paper making her both indestructible and dangerous. Void of Shikigami technique take this ability to a new level, After Konan has turn her body and clothing into sheet of papers she will make these papers to reduce in size more like cut into tiny pieces that can not be seen by the naked eye. This technique produce more(in amount) and lighter(in weight) sheets of papers allowing the paper to move at a faster rate and cover more ground, in comparism it become faster than gaara's sand but reduce in power (damage) of the paper. Like the primary technique Konan at will can form these tiny papers into tool, animal, weapon or object to do her bidding and this tiny paper is seemingly expendable and how much paper she can expend depends on her chakra reserve. While using this technique, Konan is immune to physical damage and as long as some sheets of paper remain, she can reform. This technique can be done partially or completely on the original sheets of paper.
Restrictions:
* Must have perform Dance of Shikigami beforehand.
* Restricted to Paper ninjutsu while the technique is active.

□ Declined. Okay, first of all look at the parts that I made bold, so this technique will make all of Konan's paper techniques invisible to the naked eye and also faster than Gaara's sand, which is also not a real "unit" to use, as it can cause a lot of debates on the real speed of the paper. Secondly, link your paper training next time, and last but not least, Akasha has a technique called Dance of Nature which has a similar effect on the paper when enhanced with Wind, where it makes it lighter and faster. Oh, and the restrictions are underwhelming as well. □​





(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.
(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 but however the target perception while inside Roku is disturbed. 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 - if it's A rank it's A rank, no boosting in the middle, if it's meant to be lightning aswell due to static charge that should be included in the overall rank of the jutsu.

(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, it has a normal spear range. 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 B 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 B rank and as a support provide +50 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.
* The user equip with the Hisbanek is able to perform up-to C rank earth release by waving or extending the weapon that is without hand seals.
Restrictions:
* Require mastery of Earth Release 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 - +50 damage? You could say it's strikes are B rank in power costing a move but +50 damage, hell nawww
 
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(Ninjutsu: Ricochet no janguru) Ninja Art: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel their earth chakra into the ground raising a ring of earth 15 meters tall to surround the opponent, the user will then throw his shuriken within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both it's speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu user's can easily track this.
Note: Takes three turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.

(Suiton/Doton: Ījisurōtēshon) Earth Release/Water Release: Aegis Rotation
Rank: B
Type: Offense/Supplementary/Defensive
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: The user of this technique will mold a basketball sized portion of mud. He will then channel his suiton chakra to surround the mud in water. The user can then throw the shield and manipulate it to attack the opponent, knock away or defend against projectiles etc. The shield can be used to coat one of the user’s limb, be it the an arm leg torso or head. Two unique properties of the shield would be that the mud can seep into the water and harden to act as a defense, deflect projectiles, or ram into the opponent. The water can be used to not only cut through and slice projectiles and adversaries. But as the shield is rotating the water can absorb other water techniques, C rank and below. The earth acts as a core/nucleus, and the technique can easily be dismantled by channeling Raiton Chakra into the the water that conducts electricity to break reach and break the core. The user must have a hand on the ground in order to manipulate the Shield.
Note: User must have a hand on the ground in order to manipulate the shield.
Note: Shield lasts for three turns or until it’s destroyed.
Note: Absorbing other water techniques gives +10 DMG.
Note: A maximum of three water techniques can be absorbed, exceeding this limit will unstabilized the technique.
Note: Move takes two move slots for each turn in play.

□ All Declined. Follow Marker Rules, here it is; 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.

Feel free to re-submit next cycle. □
 
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