Custom Jutsu Submission - III

Status
Not open for further replies.

Houdinii

Active member
Elite
Joined
Jan 9, 2012
Messages
8,723
Kin
738💸
Kumi
4,046💴
Trait Points
33⚔️
Awards


(Suiton: Saishuu Moyoushi)- Water Release: Final Gathering
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (+10 per turn)
Damage Points: N/A
Description:
This is a useful jutsu that focuses upon altering the nature of mist based techniques. The jutsu is started by forming two hand seals, creating its own mist similar to the Hidden Mist technique or altering an existing mist that is present on the field with the additional hand seals during its creation. The sole function of this technique revolves around the water droplets that comprise the mist itself. This alters the mists nature by linking each individual water droplet to its neighbours with very tiny strings of sticky and stretchy water while bolstering the strength of its form overall. This creates a network of linked droplets that not only connect to the mist but also stick to the ground itself underneath the mist.

Due to the network of sticky water and the mists natural intangible nature it makes it extremely difficult to disperse mist altered by this technique as although it may spread out temporarily the sticky water will come into effect and retract, pulling the water droplets back to their position and effectively reforming the mist. Due to the presence of the strings of sticky water throughout the mist it would make it quite difficult for enemies to move through it as the sticky water would hamper and slow them due to its viscous and adhesive nature, such that enemies moving through the mist would find their speed halved while the user would be able to pass through the mist unaffected.

The sticky water continuously draws upon the users chakra passively to maintain the bonds and strength of the network, and due to the chakra coursing through the entirety of the mist it has the same chakra signal as the user. Finally due to the passive link between the user and the mist through chakra, they are able to detect any movement made within the mist as though it was an extension of themselves.

Note:
~Can only be used 3 times
~Cannot use Suiton techniques above S rank for 1 turn
~Can only be taught by Houdinii

Leaving for NK
 
Last edited by a moderator:

Twilight

Active member
Elite
Joined
Mar 10, 2014
Messages
7,361
Kin
826💸
Kumi
3,282💴
Trait Points
0⚔️
Awards
(Shackleton: Yabureme Atsusa) Scorch Style: Tears Of Heat
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (-5 per turn)
Damage: N/a
Description: This technique is one of the non lethal scorch techniques with the creation derived from the rain will of tiger technique. The user will put their hands up sending a scorch sun into the sky above. Once done the user will do the tiger handseal causing the scorch sun to disperse into what seem to look like a scorch cloud infused with the users chakra. Once done droplets of scorch "Scorch Drops" will come raining down onto the battle field infused with the users chakra, allowing him to sense any and everything within the battle field. The user can choose the diameter from around him to which he dont want the scorch rain to fall. The unique thing about this technique is not the sensing aspect but the fact that the scorch rain once it hits the skin of the opponent it will scorch the opponent to a very low degree. Not enough to deal damage but cause an increase in temperature but not to a dangerous degree. Due to the user body being slightly scorch, it restricts them from using high level techniques (Forbidden rank) or else they risk passing out due to the drawbacks of the their forbidden technique, added with the fatigue this technique would cause on an over strained body.
Note: Technique follows the elemental S/W guide

Declined - scorch sensing doesn't make sense in the slighted, the are like dehydrating heat waves not sensory. Not only this but rain tiger at will tells you that someone has entered the rain, it doesn't pinpoint the location. Check the wiki for clarification.
-
(Shakuton: Fukai Niiro) Scorch Style: Deep Red
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: This technique is a delicate technique used for multiple reasons such as diversion, throwing off the opponents sensing. The user will create scorch orb(s) within short range of the user. Once
done the user will do the tiger handseal causing the scorch orb to form into tangible scorch troopers. They stand roughly 5 feet and the size and speed of
a typical kage rank shinobi. These troopers can be mentally commanded or they can be free to move about as they please. The troopers though tangible are still weak durable wise and can be dispersed with B rank and above taijutsu. These troopers are extremely agile and can dodge small techniques within reason (Basketball size and below).
These troopers are fueld with the users chakra thus making it very difficult to decipher them from the real user if an opponent is relying on their sensory and not visuals since the troopers look like a manifestation of scorch meaning its obvious to the naked eye they arent real.
Note: Can only create 3 troopers at a time
Note: Can only use twice
Note: Stays on the field for 3 turns max
Note: Troopers Freeform taijutsu deals D rank with 1st degree burns
Note: Troopers are able to use scorch techniques A rank and below
-

Declined - the way you've made this just doesn't go with scorch release. it's an energy of heat, if you make what i can tell clones they wont be destroyed by B rank tai, they would eat that shit alive. It just needs reworking. And by that reduce the usage, fix how it works, and reduce the rank, im not gonna approve S rank elemental clones.

(Shakuton: Ooi taiyou) Scorch Style: Shroud Of The Sun
Type: Supplementary | Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/a
Description: This scorch technique is used as a means to be another means of seeing besides typical eye vision. The
user will shroud the outside of their body in scorch waves that resonate around them that can reach up to 4 meters that takes on a translucent hue. The scorch waves are infused with the users chakra thus allowing the user to pinpoint anything that goes through the scorch wave be it from behind, below,
above, or frontal. This technique is a low offensive technique and thus does no damage, though if anything living (human or summon) get within 4 meters of the user, it will feel as if it the temperature sky rocketed up to 90 degrees thus limiting the opponent how
long they can stay within 4 meters before dehydration kicks in.
Note: Can use a max of 3 times
Note: Last a total of 4 turns
Note: Dehydration kicks in after 4 turns for the opponent, thus if they stay within range for 5 turns they will begin to feel fatigued and the 6th turn they will simply pass out.
Note: No Wind or Fire jutsu above S rank for the same turn and the next turn

Declined - reduce usage and reword it, explain how and what you can sense.
 
Last edited by a moderator:

Mudo

Active member
Immortal
Joined
Jan 5, 2012
Messages
46,496
Kin
355💸
Kumi
11,278💴
Trait Points
0⚔️
(Bushidō: Dai San Seijū: Kai no Byakko) - Way of the Warrior: Third Holy Beast: White Tiger of Kai
Rank: S
Type: Offensive
Range: Mid-Long
Chakra: 40
Damage: 80
Description: Kai no Byakko combines the concept of Iai Beheading with the Samurai Saber; it is part of a series of fabled samurai techniques based on the Four Holy Beasts. The user will activate the Samurai Saber technique (if not already activated prior) while simultaneously unsheathing it using Iaidō, gripping the sword with both hands as they swing it downward, releasing a torrent of chakra that takes the form of a massive tiger (slightly smaller than the Greater Stone Golem); the speed of the release is such that the tiger travels forward in the direction of the slash at the rate of a destructive sound release technique/slightly quicker than a wind release technique. The tiger crashes down onto the ground as it reaches the target, swiping its paw in a downward motion to cleave the opponent's head open and crush them. An alternate movement involves drawing the blade with Iaidō and pointing it directly in front with both hands in a forward thrusting motion, causing the tiger to materialize on the ground and sprint forward. The former maneuver is essentially used to contest against attacks that come from the sky or to drop down on the opponent, while the latter is used against incoming attacks that travel at ground level. From here, the Samurai can control the tiger's movements through their blade; these movements consist of moving the tiger to chase after its prey or swiping and biting into them. This technique is unique in that it cannot be used if the target is short range from the Samurai due to the sheer size of the tiger construct.
Restrictions:
Note: Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: Because the tiger is formed from the Samurai Saber, the user is capable of sustaining its form continuously for one turn following the initial activation of this technique as long as they fuel chakra into their blade (20 chakra for the following turn), or until the tiger has been destroyed.
Note: For the alternate movement that creates the tiger at ground level; the same restriction of distance applies, meaning that it doesn't materialize into the construct until the torrent of chakra reaches five or more meters away from the Samurai.

‡ Approved ‡ Nice technique.

(Bushidō: Dai Shi Seijū: Genbu no Kurogame) - Way of the Warrior: Fourth Holy Beast: Black Tortoise of Genbu
Rank: S
Type: Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Kurogame of Genbu is another renown Samurai technique, and the fourth Holy Beast. Similar to its counterpart techniques, this utilizes the concept of the Samurai Saber and Iaidō to create a construct that provides a near absolute defense. After evoking the Samurai Saber technique (if not activated prior) the user will unsheathe their blade using Iaidō, performing a 360 degree horizontal slash while simultaneously releasing chakra, which in turn forms a construct that takes the form of a tortoise encompassing the immediate vicinity of the Samurai. The size of the tortoise doesn't exceed past short range, and varies in height such that its user can stand within it comfortably regardless of their own height. Immediately following the rotational slash, the Samurai pierces the earth below them with their blade, completing the technique. The result is a defense that completely encases the Samurai in a "dome" of chakra; the earth below is also covered by the tortoise, protecting them from attacks that may come from directly underneath. Additionally, the density of the chakra in which the tortoise is formed from causes the opponent to completely lose sight of the Samurai from within the dome, preventing any genjutsu that requires visual contact from going through; this is a double-edged sword however, since the Samurai will also be unable to see their opponent while inside. Due to the speed in which this technique is released through Iaidō, the entire construct forms at a moment's notice.
Restrictions:
Note: Can only be used twice per battle.
Note: Can only be used by Samurai biographies.
Note: The amount of damage this technique can take is equivalent to its rank.

‡ Approved ‡ I really like these.

(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A (-10 for each iaijutsu performed)
Damage: N/A
Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (1.5, or slightly below that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases.
Restrictions:
Note: May only be used by samurai who have attained the rank of Sage (unofficial or official).
Note: Must be posted in the samurai's biography.
Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active.
Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.

‡ Declined ‡ The speed reference is inconsistent since Leg Weight speed is x2.
 
Last edited by a moderator:

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
(Chikushōdō/Ningendō: Tamashī no Kaisō) – Animal/Human Path: Soul Recollection
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique utilizes a combination of the Animal and Human path abilities to summon a human soul. After acquiring the blood of a dead individual, the user will smear it on their palm, form two handseals, and slam their palm on the ground. A summoning formula covered in pale violet chakra will spread from their hand and the soul of the designated person will be transported to the living realm in the form of a wisp-like orb the size of a human skull at the center of the formula. This is accomplished by applying the Animal Path ability to summon people and specifically targeting their soul. While the soul is held in the living realm by the formula it may be used for various techniques such as sealing or mind reading. If used by separate Paths, they will perform the summoning steps together.
-Lasts for two turns
-Can only be used by Rinnegan bios with the Animal Path and Human Path active
-Will not work if the designated soul is sealed
-Can only be used by Ushiro

DNR DNR DNR --- nooooo can't allow this xd Its kinjutsu and OP

(Kuchiyose: Kyodai Wani) – Summoning: Giant Crocodile
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A giant reptilian summon resembling a crocodile about the size of the Giant Dog with a number of body piercings, linking its chakra with the user and as such manifests the Rinnegan. Its physiology is strange as its underside mirrors its back, appearing to be another crocodile when flipped over. Having another pair of eyes on its lower half and 6 limbs capable of inverting to accommodate its orientation, this summon functions the same whether or not it is upside down. Its tough hide and large size make it unaffected by B rank techniques and earth techniques up to A rank. has the ability to control any earthen substances in its immediate vicinity to a high degree which it uses in three different ways. Covering itself in earth and hardening it creates a protective layer over its body that also aids it offensively. (S rank, usable twice, counts as a move of the user). By manipulating the surrounding terrain, the crocodile may travel quickly through the earth and even return the earth it moves through to its original state (A rank, counts as a move of the user). While using this technique near the surface the crocodile may hide signs of its presence (movement, sound, camouflage) until it emerges to ambush anyone who comes near as it can easily perceive what is happening nearby though vibrations in the ground. Its final ability allows it to consume large quantities of earth including other’s earth techniques up to A rank and launch it from its mouth as a barrage of powerful bullets (A rank, counts as a move of the user).
-Can only be used by Ushiro
-Can only be summoned once per battle
-Lasts for 4 turns
-Can only be used by a Rinnegan bio with Animal Path active

Declined - it's nice just too much going on for one summon... reduce the number of abilities.

(Kuchiyose: Fukurō no Gikai) – Summoning: Parliament of Owls
Type: Summoning
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Three owls which have a number of body piercings, linking their chakra with the user and as such manifest the Rinnegan. Unlike most Animal Path summons, these owls are normal sized and lack any special abilities. The user’s vision is linked with each owl as they would with other summons which makes them ideal for surveillance and scouting.
-Can only be used by Ushiro
-Can only be summoned twice per battle
-Due to being relatively ordinary summons there is no limit to how long they can remain on the field
-Can only be used by a Rinnegan bio with Animal Path active

Declined - still need a turn limit for how long they last, 6 turns maybe, or have it summon 1 bird at a time up to 3 times.
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
(Senninka: Tsuyoi Uyoku of Icarus) - Sage Transformation: The Mighty Wings of Icarus
Rank: B
Type: Supplementary
Range: Short - Mid (When used to attack)
Chakra Cost: (-20 per turn) (-5 to extend the hook like growths)
Damage Points: 40 (when used to attack)
Description: Jugo uses his Sage Transformation ability to form two fleshy bat-like wings on his back. These wings can sustain flight and can be sustained for an entire battle as long as he remains conscious. They can be used to pull off jutsu such as ( Futon: Tatsumaki Heki ) - Wind Release: Tordado Wall that can be created through the use of wings. The wings also allow use of Fuuton Jutsu that are formed through bursts or gusts of wind this is doable without the use of hand seals. Jutsu that require precise control like (Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere and (Fūton: Shinkū Renpa) – Wind Release: Serial Waves are exceptions and not able to be formed through this manner. Wind jutsu that require fans can also be created through the use of the wings and the wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks can be used to create wind jutsu that need the use of a blade or a sword and are claw-like in nature and can be extended at will (-5 chakra to extend them.) Like most of Jugo's jutsu these can be sustained as long as he has enough chakra to do so.
Note:
-Speed while flying is 1.5x base speed
-Can only be used thrice
-Can only be used by a Jugo bio
_________
-Declined- You stretched the abilities too much, remove the whole reference to wind, i can go as far as flight because it's shown with Curse Marks, but no wind techniques are going to be made from those, also remove the extension, and speed is equivalent to first gate = too much, you have to a max of the running speed of a Kage rank ninja. Next time if you don't do what Scorps said to change, then i'm going to DNR the technique with no question.
(Senninka: Tsuyoi Uyoku of Illidan) - Sage Transformation: The Mighty Wings of Illidan
Rank: A
Type: Supplementary
Range: Short - Mid (When used to attack)
Chakra Cost: 30 to initiate +5 to sustain per turn
Damage Points: 60 (when used to attack)
Description: A member of Jugo's clan uses their Sage Transformation ability to form two fleshy bat-like wings on his back as well as jet boosters that allow the user to control and manipulate their rise and decent. These wings and boosters can sustain flight and can be sustained for an entire battle as long as he remains conscious. The wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks are claw-like in nature. Like most of the Jugo clan's jutsu these can be sustained as long as he has enough chakra to do so. The boosters can be used to avoid incoming techniques by quickly changing the user's trajectory and moving them out of the way. This can only be done thrice per battle and counts as a move each time. The user flies at their current running speed.
Note: Can only be used thrice

Declined - it would need a turn limit due to the chakra stream coming out of them. If it was just the wings that flap to fly that would be fine.

(Me No Hari) - Eye Beams
Rank: S
Type: Offensive
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: A Jugo clan member concentrates a massive amount of their natural energy infused chakra into their eyes forcing them to glow a repugnant green before releasing from them all of the built up chakra. This chakra is comparable in strength to all of the basic five nature releases being as strong as all of the elements and stronger than basic chakra. It is comparable in strength to ( Senninka: Chakra Bakuhastu ) - Sage Transformation: Chakra Blast but does not require a Complete Transformation to use.
Notes: Can only be used once per battle
Notes: Cannot use Sage Transformation the following turn

Declined - this already exists just not as a sage transformation jutsu.A DBZ fan made it years ago
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️
‡ New Cycle ‡
The new cycle starts on 24/09/2016 (at 13:30 GMT +1) and ends on 2/10/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

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

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

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

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

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

6) Any remaining jutsu will be checked shortly.


Just a thank you to the new staff members who have made it our lives easier and meaning that we don't have to close the cj thread to start a new cycle. Good job Pekoms, Vex and L. Also thanks to NK for overseeing the work.
 

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,401💴
Trait Points
80⚔️
Kuchiyose no Jutsu: Saisai (Summoning Technique: The Beloved)
Type: Summon
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Saisai is a very special Caracal summon to Nakiri, Jun being her personal summon. Saisai despite her size - being as small as a kitten, is actually quite strong for someone of her appearance. Her ability extends roughly towards the Chakra Transfer Technique in which she has her own unique use of it , the first is being able to passively transmit chakra into her ally thus boosting the power of the next jutsu used by +40 and or transfer 100 chakra points; all in accordance to the original jutsu but she is able to use this passively but only three times per battle. She also can use this method as a means of Kai, being able to release her ally up to A rank but at the cost of a move. This variant can used twice per battle, however not in the same turn as one if her passive usages and vice versa(if one of passive usages are used, the active ability can't be used in same turn). Jun's connection to Nakiri runs deep enough to the point that they can communicate through a mental link with each other while also being able to remain indefinitely in battle with Nakiri. Saisai is grey in fur, white several white patches on her body , carrying a earring on her left ear, while having an honest yet blunt approach to people she deems unworthy of summoning her but she genuinely cares for others of the Sanctuary. She naturally has all the generic abilities of the contract, and is summoned after weaving the needed hand seals of the summoning jutsu.

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

Signed Contract Here:

Declined - hell nawww... +40? really?
Kuchiyose no Jutsu: Saisai (Summoning Technique: The Beloved)
Type: Summon
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Saisai is a very special Caracal summon to Nakiri, Saisai being her personal summon. Saisai despite her size - being as small as a kitten, is actually quite strong for someone of her appearance. Her ability extends roughly towards the Chakra Transfer Technique in which she has her own unique use of it , the first is being able to passively transmit chakra into her ally thus boosting the power of the next jutsu used by +15 and or transfer 100 chakra points; all in accordance to the original jutsu but she is able to use this passively but only three times per battle. She also can use this method as a means of Kai, being able to release her ally up to A rank but at the cost of a move. This variant can used twice per battle, however not in the same turn as one if her passive usages and vice versa(if one of passive usages are used, the active ability can't be used in same turn).Saisai's connection to Nakiri runs deep enough to the point that they can communicate through a mental link with each other while also being able to remain indefinitely in battle with Nakiri. Saisai is grey in fur, white several white patches on her body , carrying a earring on her left ear, while having an honest yet blunt approach to people she deems unworthy of summoning her but she genuinely cares for others of the Sanctuary. She naturally has all the generic abilities of the contract, and is summoned after weaving the needed hand seals of the summoning jutsu.

~Can only be summoned once per battle, lasting four turns for normal signers of the Caracal Contract. When summoned by Nakiri, Saisai remains indefinitely~

‡ Approved ‡

(Karakru Ougi: Seiiki no Hantaa) Caracal Secret Art: Hunters of the Sanctuary
Type: Supplmentary
Rank: C - Rank
Range: Self
Chakra: 15
Damage: N/A
Description: A rather basic technique which through the kneading chakra into the appropriate locations on the body, the user is able to emulate the exact senses of the Caracals , thus allowing the user to mimic them but only for a short period of time. This ties in with everything from sense of sight, smell , hearing etc, thus becoming on par with the actual animal's generic senses; thus an equal level of clarity etc.

*Can be used three times per battle, lasting five turns*
*Can only be used by Caracal Signers*

‡ Approved ‡
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
(Uchi kokkaku) Endoskeleton
Type: Supplementary
Rank: A
Range: Self
Chakra: 30( If summoning)
Damage: N/A
Description: A skeleton is generally something that helps to maintain the internal structure of an organism. Most organism have what is considered an endoskeleton that helps to maintain their body structure as well as increase their endurance. Sasori crafted this puppet in order to successfully increase his puppet body's weak and fragile structure. Essentially this puppet is modeled after a human's skeleton in order to place inside of the user's body. It is because Sasori has a hollow body frame that it is possible for him to insert the skeleton inside of his body. This Endoskeleton was formed from dense and hard materials some quite similar to that of Hiruko's shell. Quite similar to how an animal's skeleton gives them heightened abilities and prowess it helps to increase some of the user's physical prowess greatly considering that Sasori originally does not need a skeleton like ordinary organisms. To start off, whilst attached to the user it will give them a sort a of enhanced strength and endurance. Sort of like how a human's skeleton supports their body this puppet increases the user's durability and endurance allowing them to not be crushed by opposing forces such as boulders or binding forces up to A-rank due to the skeleton inside of them which would indeed make it more difficult to harm their body with external forces such as those. It makes it harder to damage the user and their body will now be more resilient and endurance. Let it be noted that the skeleton is actually tightly connected to the user's body. Not only does the skeleton give good internal defense it allows for the user to increase and decrease the impact of incoming or their own taijutsu. It makes sense for taijutsu strikes to be reduced in strength due to how hard it would be to actually harm the user's body just like how a human's skeleton gives their body a sort of dense layer that inevitably increases their defenses. With this second body layer it enables the user the side effect of added endurance. Also, taijutsu attacks from the user will have also grown in strength due to the weight that the Skeleton is adding to their body as well the damage of it along with the attacks of their own body. An ordinary punch from a person is increased greatly with the help of their skeleton which makes up most of the force behind the punch. If said purpose throwing said punch did not have a skeleton then there would not be much momentum or focus in the strike. In terms of strength and defense the user's taijutsu gains a +10 damage and vice versa taijutsu strikes to the user will deal -10 damage, but only for B-rank or below strikes.

Note: Can only be taught by Sasori
Note: Can only be summoned once
Note: User can choose to enter battle with skeleton attached.
Note: Generally it will only be able to be attached to hollow puppets.


Declined: largely an issue pertaining to continuity. The basis for this technique presumes Sasori's main puppet body to be predominantly hollow, but the one canon technique entitled "Sasori" delineates his primary vessel as possessed of, at minimum, four compartments involved in containing either his weapons or his core. Furthermore, I reviewed Sasori's fight with Chiyo and Sakura; there's no clear indication that his main puppet body is excessively hollow in any specific place, aside from circumstances in which the cable/stinger located in his abdominal region was completely uncoiled. Beyond usage in conjunction with Sasori, himself, its insertion into other puppets obliges them to be anatomically correct insofar as their structures are concerned. Realistically, a puppet functioning as an exoskeleton would be much more plausible.


(Abadon) Abaddon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (If Summoning)
Damage: N/A
Description: Abbadon is a puppet which looks as if it came straight out of the nightosphere. Its body frame followed one that was different from his usual puppets which were modeled after humans. An added side effect of this puppet is that while the user is inside of it their voice will become deep and hoarse as well as they will speak at the same time as the three entities connected to the puppet.This puppet mainly resembled a skeletal demon because of its ghoulish appearance. Abbadon has a pretty strong metal body frame which allows for it take up to a certain amount of damage before being destroyed. The material that it is composed of is quite similar to that of Hiruko’s shell. On to its appearance it had six sets of leg limbs which are in fact more of pincers that it stood on. Its upper body is spread into two almost as if it could allow for something to get climb inside or merge with the puppet. Emerging from its head which is separate from the user's when connected and its upper body would be four metallic, pincers with two arms below them which the user can manipulate throughout the battle for whatever purpose. Abaddon's head was also pretty thick acting a sort of individual manifestation from the user, but could be manipulated just the same as the user's. The second head of the puppet is able to be extended up to mid range by a chakra thread and holds the ability release a focused chakra blast of A-rank strength that reaches up to Mid-range. With the head and user connected it enabled the user the ability to release jutsu from it since it acted a sort of second head to the user's and can also be used a medium to perform basic puppetry techniques. Additionally, it has a very lengthy tail which is connected with its body so it looked like was just one being. The user can manipulate the tail in order to attack enemies by piercing them with C-rank strength. Now to the abilities of the body, Abaddon’s two pincer like arms are equal to an B-rank technique where it can be used to pierce enemies with acute precision. The arms are also capable of extending up to Mid range in order to attack enemies from far away. Each of the pincers on its feet and arms can be used to spin rapidly simulating a drill which could spin in reverse as well. Like it was stated above there is an opening among its rib cage, which can allow for the user attach themselves to themselves. The user can either enter the battle with it attached so it doesn’t count as a move or summon it first, and then connect it. While connected the user’s chakra will flow through the puppet giving them added defenses as well offenses. If wanted the user can even use the pincer on the legs to increase the user’s speed at which he moves X1.5 speed to user while attached. The six pincers used as legs give the user more stability than the ordinary two. It is because the user has multiple leg appendages that they can increase increase how fast a single limb can move in one cycle by relying on the other ones for support. Each limb is pretty long and flexible so it enables the user the capability of moving faster like any animal with multiple appendages. Also, as the user is connected it basically gives them more appendages to attack the enemy with. With the pincers that are used as legs they can be used to propel the puppet to mid range in any direction with the help of the springs located inside of them and counts as a move that can be used to about incoming jutsus. Abaddon also has the natural ability the submerge itself underground at the cost of a move, and up to mid range, and can move around swiftly as if it was on land or even use its pincers individually to attack the enemy in multiple locations from underground. The puppets pincers can also be used underground to attack the enemy when the user is already on land. It's top set of hands can be used to supplement techniques requiring hands as well be used a medium to release jutsu. Emerging from just beneath the user while they are attached are two behemoth like puppet mouths that can be protracted up to mid range, and are quite flexible. These heads can act a medium for basic puppetry techniques such as the endless rain of senbon. If using that technique through the heads then the user can keep sustained for more than one turn like in the jutsu description but it will take up one of their moves while active. These heads can also serve as a medium to release jutsu from the user since it is connected to their body quite like how you would release a fire ball jutsu. If doing so through that medium then the user can have one or both heads release the jutsu but, also split its damage.

Note: Can only be destroyed by S-rank or higher technique.
Note: Pincers on arms and legs as well as tail count as a move.
Note: Can use all basic puppetry.
Note: Can only be summoned once.
Note: Head extending and behemoth protraction can be done as free form.




Declined: the puppet having the innate abilities to submerge itself and move effortlessly about underground, even at the expense of a move, isn't all that logical. To preface an elaboration, a human puppet capable of using Earth Release might be allowed to roam freely underground, and any puppet can be manipulated whilst reasonably submerged under sand. Alternatively, you can potentially summon the puppet directly beneath solid ground, just below the surface and have it emerge, but the ground exists as a feature generally interfering with the standard use of chakra threads. Keep in mind that chakra threads are somewhat tangible, otherwise Omoi wouldn't have been able to severe them. Puppets manipulated by Ōtsutsuki clan members or used specifically as a pseudo-armor of sorts by other puppeteers are the two exceptions by which a puppet may actively function without the consistent use of chakra threads. Between the two aforementioned circumstances, the submerging process doesn't precisely adhere to one or the other. Now, another major concern with this technique is simply the general layout of the submission - it's quite the convoluted wall of text to read. One personal recommendation is to partition the description into a minimum of two paragraphs. The first section ought to include the aesthetic and basic bits whilst the second section elaborates on the abilities of the specific features mentioned in the paragraph prior. Ideally, the abilities should be arranged in a fluid manner, such as describing the puppet from head to toe, instead of randomly. Given that this particular puppet can be used either as a normal puppet or in conjunction with the puppeteer's body, it'd also behoove you to further divide the description of abilities based on that distinction. Overall, the puppet isn't far off from approval though. If you have questions about rearranging the description, you may message me.


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


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

Removed genjutsu thing

(Hātsu teishō) Advocate of The Demon
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (-20 for each use) ( -10 per turn active)
Damage: N/A
Description: Fascinated by a demons core he decided he would add to his collection that would be added to his personal body. After crafting the weapon into an armor and fitting it so that he could apply it to his body he attached it to over his heart to serve as a sort of defense and offense. Sasori however noticed something strange which was its innate ability to absorb chakra. On to more of the weapons abilities it allowed Sasori the ability to absorb the chakra out of enemy techniques this however was limited to physical attacks such as earth, water, steel, sand etc as long as it was physical. The weapon did not absorb the entire jutsu but instead the chakra inside of it. Each time the weapon activates and drains the chakra from a jutsu it completely cuts off the enemy's connection to jutsu disabling from using it as a medium for for future jutsu. Let it be noted that the weapon emits an aura that covers every crevice of the user's body in a sort of aurora coming just inches off their body so even if an attack isn't facing them they can still absorb the chakra in it. One important thing to note about the weapon would be its innate ability to absorb the chakra out of techniques, but not the technique itself. Once a jutsu has been drained the chakra is stored in the weapon. With this chakra the user can do one of two things with it. It is possible for them to add half of the chakra of the technique absorbed to their own or they can substrat half of the chakra of the technique absorbed from one of their future techniques. For example if the user absorbed a A rank jutsu they could add +15 chakra to their overall total passively or subtract 15 from their next jutsu in the same time frame as the jutsu also the user cannot use stack chakra to use this effect but can still absorb the chakra out of techniques followings restrictions. However it is still needed for the user to be aware of every attack in order to successfully absorb so if the user cannot perceive the attack in time then he cannot use the affects. One thing Sasori noted about the weapon was how it had a tough external surface which provide is perfect protection for his heart allowing him survive one S-rank or two A-rank attacks anymore even a basic kunai would harm it and would affect the user as well crumble the weapon. It is important to note that the weapon only covers the heart so wide range jutsus still does harm to the user still. Let it be noted that the weapon acts passive to absorbing jutsu but will take up a move when using. This weapon can absorb the chakra out of techniques up to Forbidden but has restrictions following them. After absorbing An A-rank jutsu it requires a turn cool down and prevents no jutsu above S rank next turn. S-rank requires a one turn cool down and restrict the user to no jutsu A-rank or above next turn. If the user uses the Forbidden version it disables the weapons ability for the rest of the match including the chakra adding version. The only thing left will be the weapons defensive properties. After using F-rank Version the user cannot use A-rank or above jutsu for three turns.

Note: Can only be used by Sasori
Note: Does not work on Lightning or Fire based elements or elements that don't Have a physical form.
Note: If using for S-rank genjutsu requires a turn cool down afterwards, and counts as move for any time used for that purpose.
Note: D-B rank can only be used five times
Note: A-rank can only be used four times.
Note: S-rank can only be used twice.
Note: F-rank can only be used once
Note: Just to let it be noted this weapon is only a shield around Sasori's heart container.


Pending: since it's a complex CW, I think we both can appreciate having an additional perspective.



♪ Declined: The chakra absorption ability has been done to death. Additionally, this seems very similar to Daemon's weapon in terms of the immunity affect on Sasori's heart. Honestly, I'm not keen on allowing it so much protection, considering it's the only way to kill him. ♪
 
Last edited by a moderator:

Never

Active member
Supreme
Joined
Jun 22, 2012
Messages
32,560
Kin
2,719💸
Kumi
44,736💴
Trait Points
0⚔️
Approved CSC :

(Fujitsuboātsu : Urami no rīchi) - Barnacle Arts : Grudge Leech
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
Through "Thoracica" and "Acrothoracica" Type Barnacles they will produce a black hindering smoke from either their shells or the slits they create in the ground, this smoke is produced in short range of the Barnacle source and is summoned from the Barnacle Homeland where there is a smog that is infested with "Rhizecephala" type barnacles. Within the smoke there are these parasitic type barnacles that are spread out throughout it. Firstly though the Smoke on it's own hinders the victim as normal smoke would, causing coughing pauses and can even blind their view if it's in front of them.

The Rhizocephala that are laced throughout the smoke will attach to their victim, growing their tentacles through their body - they are very small so it's very difficult for the Rhizocephala to be spotted but can be felt as itching sensations - they can be killed easily however, but the user could cause damage to themselves if not careful. The victim will feel strained and will require to spend 20 more chakra for techniques, the parasites also cause the victim's reactions to dull, making it much harder for them to react to faster opponents even if they have some form of sensing their body can't keep up. The smoke when produced has a range of 2 meters from the Thoracica and Acrothoracica barnacle that is using it; the User or Kozui can summon this technique through his mouth and expel it that way by performing a hand seal.

- Can only be used three times
- Must've signed the Barnacle Contract
- Victims will struggle reacting to Ordinary Kage Taijutsu Master Attacks
- Victims will not be able to run
- Has a Four Turn Cooldown


Declined: there seems to be two issues. First, the usage of smoke is problematic. Neither the contract nor any already approved barnacle techniques mention smoke. This concern could be easily ameliorated by modifying the description to mist. Beyond the absence of any precedent for smoke/smog pertaining to the contract, it'd also be useable by both the summoner and other barnacles? Keep in mind that Smoke is an advanced ninjutsu. Now, the second issue was one of sizing, or seemingly so. How precisely small are all these Rhizocephala laced within the smoke? The contract provides no range for sizes, and to be carried by smoke constructs a notion they'd be extraordinarily minuscule—too much so. That said, the second bit may be discussed with me in case I'm missing something contradictory to my understanding.


Jungle CW for Reference :

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

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

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

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

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

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


Declined: 3/4 of the card variants are currently unable to be approved, with Snake being the exception. Lion has been similarly attempted by both Bloo (declined CJ) and Broly (according to LoK, regarding a CFS). According to NK, "Monkey is similar first to an ability Zaph tried in a CW, and indirectly related to a seal Vex has." Lastly, Rhino is not allowed "at all".
Janguru Ne Δ Jungles Roots
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: N/A (+30 Per Ability)
Damage Points: N/A
Description:
A Technique for Jungle that focus' more on Specialised Cards, these a cards that have further abilities specific to the pattern that has been created in Blood, pre-made like all the other cards - the user will channel chakra through them to activate. There is a certain aspect of stealth in this technique as unbeknownst to the opponent any card on the battlefield could have these special markings, so this technique can be used on any card that has been previously used as long as it originally came from the weapon "Jungle". These Cards have special abilities which the user can use to aid them in battle;

King's Kommand
Around this Card multiple cards are formed in a sort of structure, if this card is in the air it will simply form as a Giant beast like 'King' made out of many Cards. This King can user Reaper of the Card Techniques and stands at about 8 meters tall, it also wields a Hammer made out of Cards that can be used to attack and crush, It can smash the earth with it's hammer and using 1 of the 3 turns send a wave of cards across the ground - though it only goes in a forward direction. This Construct can withstand elements of the same rank (A) and if it happens to take damage that's not enough to kill it, each turn the Joker will attract the cards that were damaged off it in the vicinity to regain it's strength.

Queen's Manipulation

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

Jack's Jealousy
This Card summons More Cards around the targeted Card, these cards will seemingly stream from the original in a direction the user wishes, pummeling a target and sending them flying away. Where this technique lacks in damage it makes up for in pure strength, it make not be fatal but it can sure as hell Knock someone out or send them flying from their original position. The Stream of Cards can Rank from B to A, where as a B-Rank amount of Cards would be a small stream an A-Rank one would be a large stream . Can Combat Elements of Equal Rank.


- King's Kommand can only be used twice
- Queen can only be used 3 Times on three different opponents.
- Jack's Jealousy's A-Rank can be used 3 times.
- Same Card can't be used More than once in a turn
- Once one of these abilities have been used, there is a cooldown of 2 turns before another can be used.
- Cannot use Multiple in the same turn


Pending: leaving this for LoK.


Old Submission :
Approved CSC :

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

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

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


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


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

Any Earth Techniques that travel above the ground by the enemy will prompt the Barnacle bay to extend their tentacles so that they slightly touch the earth tech, this plants more Acrothoracica barnacles in the Earth techniques causing them to have a debuff within the technique, this weakens all Earth techniques used by the opponent by 1 rank, meaning D-Rank earth techniques cannot be used at all while they're on the field. Earth techniques used by the user that come from the ground have extra Acrothoracica type barnacles all over it's hard surface allowing for a range of combos with Barnacle Arts Techniques.

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

‡ Pending ‡ Leaving all for Pekoms.


Declined: the first bolded sentence is too much, and not necessarily logically reasonable. Allowing "any" earth technique traveling aboveground to be weakened doesn't explain how the barnacles would be ready to make contact with whatever it is. If it's a projectile or descending from the sky, there's no reason for the barnacles to be able to consistently touch the technique in time. Also, you have a Dark Release bio, so this additional ability and "thrice per event" would minimize a weakness to earth techniques beyond what I'm comfortable allowing. Now, the second added ability simply has little to do with interference and depending on other customs, could become problematic. "Grudge Leech" is, somewhat, a good approach for one additional interference ability. Consider, for example, Acrothoracica-type barnacles producing a mist or possibly even ash. Both would obscure vision, maybe even the Sharingan, but also compel the opponent to adjust.

 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
(Katon: Karite Souhou) - Fire Release: Grasp From Beyond
Type: Offensive
Rank: Forbidden
Range: Short (Contact) - Long (radius)
Chakra: 50 (+20 if used with both hands)
Damage: 90 (+20 if used with both hands) (-30 to the users arm(s))
Description: The user will begin by making the string of handsigns (Tiger → Dragon → Tiger → Monkey → Snake → Dog → Tiger → Dragon → Half Tiger) required to use this technique, while simultaneously building a large amount of Fire Release chakra within their body. What is unique about this technique is that it uses the user's own body as a catalyst for the technique to be invoked. Once the user finishes building the large amount of fire chakra in their body they will attempt to grab onto the target with their dominant hand, or they can use both hands if they choose, then they will cause the large amount of fire chakra to rapidly flow into their arm(s) that have a hold of the target. Due to the immense amount of fire chakra flowing through the user's arm it can be seen flowing through the user's chakra system as red chakra with the appearance of veins even without dojutsu. An extremely large amount of heat is given off as the fire chakra travels through the user's arm so much so that it actually cause heavy damage to the user's arm causing it to become a black-charred color.

Then the user will release the chakra on the target, causing a massive pillar of red fire to consume the target. The massive pillar of fire extends several hundreds of feet in the air and not only incinerates the target completely but a large radius around the pillar. The destructive power of the force of the explosion is so great that it is capable of completely decimating solid steel structures, incinerating anyone within its radius, and able to destroy a large chunk of a village the size of Konohagakure. The after effect leaving a massive scorched crater with the user lying in it. Despite its destructive power, the user is able to survive, however, the arm they used will be unusable unless the user has some sort of healing ability.

Notes:
- Must have a fire specialty; either first or second.
- Can only be used once per-match.
- No fire techniques in the same turn as this, or for two turns after of any rank.
- Can only be taught by Nathan
You must be registered for see images

Declined - due to the power and what you're trying to achieve, i feel you wouldn't be able tos ave your arm with med stuff.
(Katon: Karite Souhou) - Fire Release: Grasp From Beyond
Type: Offensive
Rank: Forbidden
Range: Short (Contact) - Long (radius)
Chakra: 50 (+20 if used with both hands)
Damage: 90 (+20 if used with both hands) (-30 to the users arm(s))
Description: The user will begin by making the string of handsigns (Tiger → Dragon → Tiger → Monkey → Snake → Dog → Tiger → Dragon → Half Tiger) required to use this technique, while simultaneously building a large amount of Fire Release chakra within their body. What is unique about this technique is that it uses the user's own body as a catalyst for the technique to be invoked. Once the user finishes building the large amount of fire chakra in their body they will attempt to grab onto the target with their dominant hand, or they can use both hands if they choose, then they will cause the large amount of fire chakra to rapidly flow into their arm(s) that have a hold of the target. Due to the immense amount of fire chakra flowing through the user's arm it can be seen flowing through the user's chakra system as red chakra with the appearance of veins even without dojutsu. An extremely large amount of heat is given off as the fire chakra travels through the user's arm so much so that it actually cause heavy damage to the user's arm causing it to become a black-charred color.

Then the user will release the chakra on the target, causing a massive pillar of red fire to consume the target. The massive pillar of fire extends several hundreds of feet in the air and not only incinerates the target completely but a large radius around the pillar. The destructive power of the force of the explosion is so great that it is capable of completely decimating solid steel structures, incinerating anyone within its radius, and able to destroy a large chunk of a village the size of Konohagakure. The after effect leaving a massive scorched crater with the user lying in it. Despite its destructive power, the user is able to survive, however, the arm they used will be completely unusable for the reminder of the battle. Thus, that said the user is unable to perform any techniques that require the use of hand seals, or hand gestures.

Notes:
- Must have a fire specialty; either first or second.
- Can only be used once per-match.
- No fire techniques in the same turn as this, or for two turns after of any rank.
- Can only be taught by Nathan
You must be registered for see images

♪ Declined, how does the user survive this? Also, remove the +20 at the beginning in both the chakra and damages sections. Forbidden ranks do 90 damage at a cost of 50 chakra. Also, tone down the area of effect to like 40-50 meters. ♪

(Ototon: Kokou no Kami, Tsuiho) - Sound Release: The Right Hand of God, Banishment
Type: Offensive
Rank: A-rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A rather simple yet powerful technique, the user will take an object such as a rock, a nail, a kunai, etc and place it in between their index and middle fingers or rest it upon their palm. Then they flow a large amount of Sound Release chakra into the object causing it to rapidly fire from the user hand at tremendous speeds. As the object is moving through the air the object continues to pick up speed until it breaks the sound barrier an accelerates at speeds surpassing the Flying Thunder God Technique and strikes the target with considerable force. This technique usually results in the target's death however, due to the immense speed, this technique is hit or miss.
Notes:
- Can only be used three times per match.
- Requires cool down of one turn before reuse.
- Can only be taught by Nathan.

♪ Declined, DNR lol ♪
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
(Senninka: Nigiru Kyojin) - Sage Transformation: Grasping Giant
Rank: B
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40 (+40 when used with taijutsu)
Description: A pretty basic technique Jūgo simply changes the elasticity of his arms or legs while attacking allowing him to extend a blow much farther then it could ever hope to naturally go. This could be used to augment taijutsu increasing the range of a technique while also increasing or augmenting the damage it deals. To do this Jūgo must put excess muscle and force into the attack using snapping and stretching motions to gain the extra momentum to extend his reach and power. Due to Jūgo extending his limbs over long distances he puts himself in an awkward position the farther he does so the more danger he puts himself in. It may take only a few moments to extend and retract a limb but those few moments are moments in which Jūgo is left in an awkward position where his limbs are stretched far away from his body. These could be adjusted in whipping motions to continue attacking to offset this slight disadvantage.
This can also be used to create and control momentum when in mid air by controlling the way his arms or legs retract. It can also be used to grab onto things such as allies opponents or objects to pull them to Jūgo or have Jūgo pull himself to them by controlling the way his limbs retracts.
Notes:
Can be used four times per battle

✦ Approved, edited a bit ✦
(Senninka: Nigiru Kyojin) - Sage Transformation: Grasping Giant
Rank: B
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40 (+40 when used with taijutsu)
Description: A pretty basic technique a Jūgo clan member simply changes the elasticity of their arms or legs while attacking allowing them to extend a blow much farther then it could ever hope to naturally go. This could be used to augment taijutsu increasing the range of a technique while also increasing or augmenting the damage it deals. To do this the Jūgo clan member must put excess muscle and force into the attack using snapping and stretching motions to gain the extra momentum to extend their reach and power. Due to them extending their limbs over long distances they put them-self in an awkward position the farther they do so the more danger they put them-self in. It may take only a few moments to extend and retract a limb but those few moments are moments in which they are left in an awkward position where their limbs are stretched far away from their body. These could be adjusted in whipping motions to continue attacking to offset this slight disadvantage.
This can also be used to create and control momentum when in mid air by controlling the way their arms or legs retract. It can also be used to grab onto things such as allies opponents or objects to pull them to them or have them pull them-self to the other person by controlling the way their limbs retract.
Note: Can be used four times per battle

(Senninka: Sukaigōremu) - Sage Transformation: Sky Golem
Type: Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Jūgo begins by creating boosters on either his forearms or his legs striking the opponent with a massive first strike knocking them up and into the air at an angle with enough force to snap the sternum and cause a rippling effect through the Solar Plexus causing the opponent to feel winded and out of breathe almost stunned by the strike. The opponent won't be able to recover from this until the user is already at them continuing the combo. He then continues on by creating two more large boosters upon his back one along his spine facing downward and the other aimed to the left or right. He uses the first booster the one aimed down toward the ground releasing a massive amount of chakra creating enough upward thrust to move to the opponent's location catching him then using the second booster Jūgo creates a very fast rotational force spinning the opponent and himself as he climbs upward. At this point Jūgo can cover his arms and chest in hundreds of rough patchy spikes that cause lacerating damage along with deep cuts and gouges along the opponent.
As they reach the apex of the motion Jūgo uses the first booster created upon his back to create a quick spinning motion in the air circling around a central axis several times before rocketing downward towards the ground. At the last second Jūgo pulls of one final circling motion before throwing the opponent down into the ground with enough force to cause a fair sized crater this also has enough force to cause varying degrees of damage such as breaking of multiple bones and bruising of the body and internal organs. Immediately after the opponent hits the ground Jūgo will slam down upon them with a downward thrusting kick aimed for the abdomen.
Notes:
-Cannot use other Sage Transformation jutsu in the same turn
-Deactivates any active Sage Transformation excluding the Complete Sage Transformation jutsu
-Does not grant Jūgo flight he is only controlling the momentum given by the use of the boosters
_____________
-Approved- Keep in mind that the total damage of (80) is divided into each strike you make using this technique.

Appearance while in the air might want to mute the sound was the only example I could find [x]
(Senninka: Sukaigōremu) - Sage Transformation: Sky Golem
Type: Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A Jūgo clan member begins by creating boosters on either their forearms or their legs striking the opponent with a massive first strike knocking them up and into the air at an angle with enough force to snap the sternum and cause a rippling effect through the Solar Plexus causing the opponent to feel winded and out of breathe almost stunned by the strike. The opponent won't be able to recover from this until the user is already at them continuing the combo. The user then continues on by creating two more large boosters upon their back one along their spine facing downward and the other aimed to the left or right. They use the first booster the one aimed down toward the ground releasing a massive amount of chakra creating enough upward thrust to move to the opponent's location catching him then using the second booster they create a very fast rotational force spinning the opponent and himself as he climbs upward. At this point the user can cover his arms and chest in hundreds of rough patchy spikes that cause lacerating damage along with deep cuts and gouges along the opponent.
As they reach the apex of the motion the user uses the first booster created upon his back to create a quick spinning motion in the air circling around a central axis several times before rocketing downward towards the ground. At the last second the user pulls off one final circling motion before throwing the opponent down into the ground with enough force to cause a fair sized crater this also has enough force to cause varying degrees of damage such as breaking of multiple bones and bruising of the body and internal organs. Immediately after the opponent hits the ground the user will slam down upon them with a downward thrusting kick aimed for the abdomen.
Note: Cannot use other Sage Transformation jutsu in the same turn
Note: Deactivates any active Sage Transformation excluding the Complete Sage Transformation jutsu
Note: Does not grant the user flight he is only controlling the momentum given by the use of the boosters

(Senninka: Funsha no Bakuhatsu) - Sage Transformation: Jet Booster Blast
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Jūgo uses his Sage Transformation abilities on one of his arms to produce a single jet booster like appendage that extends out from his forearm. This booster is relatively small compared to the ones used for moving him or boosting his speed. From this booster he releases a compressed mass of Natural Energy infused chakra in the form of a sphere that is shot out towards the opponent with enough force to cause bodily harm. The sphere has a four inch radius and has enough force upon impact to fracture bones and cause internal damage such as bleeding and bruising of organs upon impact the sphere explodes. The explosion is enough to cause severe burns. The sphere itself moves about as fast as a thrown kunai and only takes a moment to charge. This still allows use of the hand as it's extended from the forearm and not the hand itself.
Notes:
-Can only be used by Jūgo
-Can only be used twice
-No other Sage Transformation jutsu can be used the turn this is used
____________________
~Approved~
(Senninka: Funsha no Bakuhatsu) - Sage Transformation: Jet Booster Blast
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A Jūgo clan member uses their Sage Transformation abilities on one of their arms to produce a single jet booster like appendage that extends out from their forearm. This booster is relatively small compared to the ones used for moving or boosting their speed. From this booster they release a compressed mass of Natural Energy infused chakra in the form of a sphere that is shot out towards the opponent with enough force to cause bodily harm. The sphere has a four inch radius and has enough force upon impact to fracture bones and cause internal damage such as bleeding and bruising of organs upon impact the sphere explodes. The explosion is enough to cause severe burns. The sphere itself moves about as fast as a thrown kunai and only takes a moment to charge. This still allows use of the hand as it's extended from the forearm and not the hand itself.
Note: Can only be used twice
Note: No other Sage Transformation jutsu can be used the turn this is used

‡ All Approved ‡
 
Last edited by a moderator:
  • Like
Reactions: Joker

Jhin

Active member
Veteran
Joined
Feb 19, 2016
Messages
4,438
Kin
60💸
Kumi
18💴
Trait Points
0⚔️
(Kusanagi: Hokuryū no taron) - Grass Mowing Sword: Talon Of The North Dragon
Type: Offense/Defense
Rank: C-A
Range: Short - Long
Chakra: 10-30
Damage: 20-60
Description: Using his sword of Kusanagi, Orochimaru developed a way to flow chakra in to the blade while extending it's length, though using the elemental infusion actually causes the overall damage of the ability to be weaker than it's base ability of simply extending the blade. It does allow for increased functionality thanks to an increased ability to combat certain elements. By infusing chakra in to the grass cutting sword Orochimaru can choose to extend the chakra directly in a way similar to his former student Sasuke's Chidori Spear. Allowing him to create adjustments such as spikes on the blade that extend up to two meters in a given direction making it harder to dodge. The talon of the north dragon allows him to infuse wind based chakra in to the blade that behaves in a very similar way to the blade of wind jutsu in terms of speed and visibility but extends in a similar way to the chidori spear.

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

Declined - clashes with existing jutsu

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

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


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

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


Declined - Clashes with after image type kenjutsu
(Kusanagi: Hokuryū no taron) - Grass Mowing Sword: Talon Of The North Dragon
Type: Offense/Defense
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: Using his sword of Kusanagi, Orochimaru developed a way to flow chakra in to the blade while extending it's length, though using the elemental infusion actually causes the overall damage of the ability to be weaker than it's base ability of simply extending the blade. It does allow for increased functionality thanks to an increased ability to combat certain elements. By infusing chakra in to the grass cutting sword Orochimaru can choose to extend the chakra directly in a way similar to his former student Sasuke's Chidori Spear. Allowing him to create adjustments such as spikes on the blade that extend up to two meters in a given direction making it harder to dodge. The talon of the north dragon allows him to infuse wind based chakra in to the blade that behaves in a very similar way to the blade of wind jutsu in terms of speed and visibility but extends in a similar way to the chidori spear. It should be noted that unlike normal wind release jutsu this technique incorporated the unique ability of suction and can cause blinding dust from the ground to be drawn upwards and cover a 3 Meyer radius around the blade so should the opponent dodge and not block the attack they would be rendered blind due to the dust impairing their vision for two turns.

Note: Extending and combining with wind count an a jutsu each.
Note: May only be used by an Orochimaru bio with his sword of Kusanagi.
Note: May only be taught by Jhin

Approved - made edits. Made it B rank with no use limits instead as it's basic but not really strong enough in it's application to be an A rank


(Kusanagi: Nan ryū no taron) - Grass Mowing Sword: Talon Of The South Dragon
Type: Offense/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Using his sword of Kusanagi, Orochimaru developed a way to flow chakra in to the blade while extending it's length, though using the elemental infusion actually causes the overall damage of the ability to be weaker than it's base ability of simply extending the blade. It does allow for increased functionality thanks to an increased ability to combat certain elements. By infusing chakra in to the grass cutting sword Orochimaru can choose to extend the chakra directly in a way similar to his former student Sasuke's Chidori Spear. Allowing him to create adjustments such as spikes on the blade that extend up to two meters in a given direction making it harder to dodge. The talon of the south dragon allows him to infuse fire based chakra in to the blade that behaves in a very similar way to the dragon head fireballs jutsu in terms of concussive impact and heat but extends in a similar way to the chidori spear. It should be noted that due to the unique usage ability of the sword that the fire jutsu also contains tiny metal shavings of the sword of kusanagi that behave in a way similar to the phoenix sage nail embedding shrapnel in to the opponent's body on impact these metal shavings are incredibly hot and would prevent usage of the limb they embed themselves in if striking an arm or leg. This is caused by searing the nerves and muscles in said limb. It should be noted that the sword is hot, so are the fragments but it's not surrounded by fire.

Note: Useable 4 times
Note: May only be used by an Orochimaru bio with his sword of Kusanagi.
Note: May only be taught by Jhin

Approved - made edits

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

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

Approved

‡ All Pending ‡ Leaving for Pervy.
 
Last edited by a moderator:

Beifong

Active member
Legendary
Joined
Aug 25, 2011
Messages
12,662
Kin
50💸
Kumi
36💴
Trait Points
0⚔️
Awards
(Koton: Niiro Kokuou Tenma Azuma) – Steel Release: The Red King, Infernal of the East
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra cost: 50 (-10 chakra per turn)
Damage points: N/A (-20 damage to the user)
Description: While Glory of Galahad is active, the user will focus their koton chakra throughout their body to create a knight of steel who's body reflects the user's body exactly. He will be the same shape, size and possess the same durability. Upon creation, the user will apply a similar ability to Fire Release: Rage of the Furnace to the knight, in order to superheat the steel which composes him to an incredible degree. The fortification in the aforementioned technique will be magnified trine as his body reaches a temperature which far exceeds the named technique. The heat is so great he will liquefy into molten steel but retain his shape and form before cooling down one turn later. The fortification is complete when he solidifies and his body will retain the crimson red complexion of his molten state. As the pinnacle of sentient creations, the Red King is capable of a myriad of abilities, all of which follow the theme of "molten metal". His abilities can essentially be grouped under the following three terms: the creation of molten metal, the manipulation of molten metal and transforming into molten metal. His first and only passive ability is his capability to use every steel technique the user knows as if "Steel Release: Blood of the Dragon" was applied. What this essentially means is all of his techniques can be created as molten rather than solid steel but they will be capable of maintaining their shape and form if the user wishes. This does not have to be applied to every technique, he can simply choose which he wants to be solid and which will be molten. As an alternative method of creating molten steel, he can focus his chakra into any steel on the field and liquefy it, turning it into molten steel. This is can only be used once per turn, is an S-Rank ability and as such can only overpower A-Rank or below techniques of the opponent's. Similar to Gawain from Knights of the Round Table, he can manipulate any molten steel on the field through hand gestures alone. This too can only be performed once per turn and his manipulation will be equivalent to S-Rank. His third and final ability is his main attribute. The Red King possess the capability to transform into his body into molten steel at will, whether partially or fully and he can travel as a wave at the user's current speed. Similar to his techniques, he can instead choose to maintain his shape and form much like he did before in his original molten state. He can freely transition between solid and molten but transforming into molten steel will count as a move, reverting to a solid will be passive. Through a special application of his molten transformation, the Red King can use it as a means of increasing his durability. Upon being struck with a fire technique who's power is insufficient in destroying him (e.g A-Rank fireball), he can liquefy his entire body and use the ambient heat from the katon jutsu to "temper" himself, essentially strengthen the metal beyond it's normal limits. This will happen every time he's struck by a fire technique too weak to destroy him and each time it does, his immunity to techniques will increase by 20 damage points. Using this technique takes a very serious toll on the user, leaving them physically exhausted for two turns after the Red King is deactivated/destroyed (speed decreases by 2 ranks).

Note: Lasts for four turns and can only be used once per battle
Note: All of his abilities count as one of the user's three moves per turn
Note: When the Red King is deactivated or destroyed, the user will be unable to use Steel Release for the rest of the battle

‡ Pending ‡ Leaving for Pervy.

Declined - the overall concept i'm fine with but it's the drawbacks i'm not. You've got to use F rank fire to destroy this really which not alot of people can throw out and at the same time as fighting this they have to deal with the real you which could just douse any flame with water. Not only that but all it's S rank moves and what not don't really have drawbacks, and this makes it TOO powerful. Clones shouldn't be able use this either. Just needs a bit of reworking in that sense.
 
Last edited by a moderator:

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards


(Bakuton: Jitsuryoku Sengen) – Explosion Release: Potentate Proclamation
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Potentate Proclamation is designed to be used while the Vestments of Divine Imperials is active. This technique allows for the user to manipulate on going explosions on the battlefield by infusing their Bakuton chakra into the explosion. The explosion, while still active, will be absorbed into the user’s Vestment state allowing for it to be seamlessly integrated into their explosive body. In essence, this technique acts to extend the duration on Vestments of Divine Imperials by integrating additional energy into the form. Thus, for each B or A Rank explosion consumed by Potentate Proclamation, Vestments of Divine Imperials will be extended by two turns. Should the user consume an S or Forbidden Rank explosion they will be capable of extending Vestments by an additional three turns. Of course, while this technique is used the user will have effectively ended the explosion in question neutralizing it entirely themselves by integrating it into their body. Because this technique simply acts to infuse an explosion it will take little to no time at all allowing for smooth transitioning between techniques. Alternatively, Potentate Proclamation can be applied to absorb semi-sentient Explosive familiars. This application allows the user to integrate the familiar’s abilities into the user’s body. Upon expiration of this technique this will cause the separation of user and familiar. By consuming sentient creations Potentate Proclamation effectively binds their duration to Vestments of Divine Imperials. Thus, if a familiar is absorbed and will remain on the field for two more turns while Vestments will remain active for three turns then the familiar will remain absorbed and active until Vestments expires. Potentate Proclamation can be used three times per battle and will remain active until Vestments of Divine Imperials expires.

‡ Approved ‡



Dropping this CW should Twin Evils be approved.

(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.

‡ Approved ‡ Made edits.



(Bakuton: Jigokumei) – Explosion Release: Mandate of Hell
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A (40)
Description: This technique is considered the close counterpart of Mandate of Heaven. Like Mandate of Heaven, this technique allows the user to infuse matter purely solid in composition (Earth/Earth CE, weapons not including Custom Weapons, and not including organics) with Explosive chakra within short-range of the user. However, unlike Mandate of Heaven this does not produce a latent bomb. Instead, the object in question will have the entirety of its form converted into dark crimson Explosive chakra essentially converting it into pure Explosive energy. The objects in question can either retain their form or lose their form allowing for a versatile reshaping at the user’s discretion depending on their needs at the time. As such, a kunai converted into raw Explosive chakra will retain its form as a kunai or be reshaped into a small sword or simple sphere of Explosive chakra. The converted object(s) will remain inert until they detonate against opposing object or force. The user can also choose to keep the energy inert when coming in contact with other objects. This requires the user be aware of the interaction, however. When used on multiple objects void of chakra their Explosive power will collectively be equivalent to B-Rank strength. For example, should four kunai be converted by this technique each kunai will assume D-Rank strength, collectively B-Rank. Alternatively, this technique can be applied to the user’s matter-based techniques (listed above). In this case the technique will assume the damage equivalent to its rank, instead of Mandate of Hell. Should a technique which produces multiple objects be converted it will take the same logic as if this technique was applied to multiple objects. Explosions produced will be proportional to the size of the object converted. These explosions are naturally angled away from their user in order to prevent damage and negate recoil. Due to the nature of this technique Mandate of Hell can be used within the same timeframe as the technique to which it is applied to. Mandate of Hell can be used three times per battle and requires a one turn cooldown in between applications. Mandate of Hell cannot be used on living beings or anything on their person/in their possession.

‡ Declined ‡ Remove the ability to use this on techniques or at least change it. For example if you used this on doton technique, it would first emerge as earth/rock before being converted. Add a note for techniques like the Stone Golems which go lifeless the moment you use another technique. Something like this doesn't result in their premature deactivation. I also don't mind this being used on existing solid techniques of the opponent's as long as they be overpowered and are within short-range.
 
Last edited by a moderator:

Silico

Banned
Legendary
Joined
May 26, 2012
Messages
14,626
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(Jiton/Raiton: Nō Manzu Sukai) Magnetic/Lightning Arts: No Man's Sky
Type: Offensive
Rank: F
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: The No Man's Sky is often considered one of the peaks of magnetic manipulation through the combination of iron sand and lightning manipulation. Only one person can use it, the true master of the iron sand kekkei genkai. The user of the technique raises their hands towards the skies and stomps their feet, raising a devastating amount of iron sand under the targeted area. This causes the foundation of the earth under the target to get blasted away into the sky with brute force, comparable to a volcano's eruption. The force will give away a very shaking and loose sensation in the ground under the target before its blasted away with a second of delay. When the ground gets blasted away to the sky, the target will have their limbs that were in contact with the ground at the moment of eruption numbed off by the brute force of kinetic energy.Likewise a Volcano, the targeted area can vary greatly. As the iron sand is erupted under the ground, the user will then force an incredibly strong magnetic field inside the cloud of iron sand and debris from the ground. This magnetic field will attract the iron sand to one or more focuses, namely the target(s). As they would fly several meters in the sky, the target will get crushed by the iron sand and have their brainwaves corrupted by the strong magnetic forces. This causes the target to lose the ability to think and orientate by disrupting the targets brainwaves. The only thing they will feel is the crushing sensation of the iron sand. To top it all off, the user will finish it all by creating an electric current by releasing lightning chakra into the huge cloud of iron sand. This electric current is created through the palms of the user and shoots out as countless of small projectiles of lightning, similar to that of the False Darkness jutsu. The electricity will spread through the now almost solid state of the iron sand(since it was forced tightly together) and electrocute the target. The jutsu will drain a lot of the user's chakra and leave them exhausted for some time. Multiple targets can of course be affected since the jutsu itself is on a very large scale. The user cannot be closer than mid-range of their target because of it. After performing the jutsu, the user becomes very exhausted and will lose some of their strength. The jutsu will make the user dropping in speed and overall reflexes as well as the ability to mold chakra properly. The user's speed will drop one level a full turn after the jutsu has been executed. They will also be unable to mold chakra above A rank for a full turn after the jutsu has been executed, nor being able to perform taijutsu above B rank.

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

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

Resubmitting(Pretty much re-wrote it);

(Jiton/Raiton: Nō Manzu Sukai) Magnetic/Lightning Arts: No Man's Sky
Type: Offensive
Rank: S-F
Range: Mid-Long
Chakra: 40-50
Damage: 80-90(-10 to user)
Description: The No Man's Sky is often considered one of the peaks of magnetic manipulation through the combination of iron sand and lightning manipulation. There are two scales of this technique, both are lethal and very dangerous but their power and combination vary slightly. Both scales are using the exact same structure. The technique is in itself quite basic but very devastating. The lesser scale of the technique can be used by most iron sand users but the upper scale can only be used by people who aren't puppets. The user will stomp one of their feet on the ground while raising both of their hands with their palms upwards. As they do that, the user will form a large magnetic field under the target. This will attract a large portion of iron sand to form under it. By then forcing the magnetic field upwards, the user will have the ground under their target to split in half and erupt a large portion of iron sand with enough force to send the target several meters up in the air(this depends on the scale of the technique. S rank would carry the target up to 30 meters, while the F rank would carry them up to 50 meters). Should the stronger version of the technique be used, the damage from the eruption would cause the targets limbs that were in direct contact with the earth at the moment, to break. As the targets are rocketed up in the sky, the user of the technique will then form another magnetic field inside their targets. This will attract the airborne and all present iron sand to be crushed into the opponent while disrupting their brainwaves to limit them from thinking or orientate themselves. Another perk from the magnetic release. As the target are encased with the iron sand, they're basically floating in a huge cloud of iron sand. This is where the last touch of the technique comes into play as the user will have released a large shockwave of lightning chakra into the cloud of iron sand. This would fry anything that is in contact with the iron sand, even if they would be just in contact with the cloud itself and not encased by it. This only happens, however, for the larger scale of the technique, which is forbidden ranked. In the lesser scale of the technique, the electrocution doesn't happen but instead just crushes their target. The magnitude of the technique differs from the scale as well. The lesser version of the technique will form a crater that is 50 meters at maximum in diameter. The large version of the technique can go twice to that size. Both versions have limitations. The S ranked version can only be used twice with a cooldown of two full turn in between uses. No iron sand above A-ranked can be used in that same turn as the S ranked version is used. The forbidden version can only be used once and puts the user under a lot of stress as their physical energy will be drained as well as their chakra. This will limit them to only be able to create techniques A rank and under for two turns after the forbidden version is used. Their taijutsu will drop down to B rank as well for these two turns. No iron sand jutsus can be performed after the forbidden version has been used for two full turns.

Note: Forbidden version may be used once and cancels out the further use of the lesser version completely. The user will have their chakra and physical capability reduced when the forbidden version is used. Limiting them to A rank ninjutsu and B rank taijutsu for two full turns after use. It also renders the use of iron sand techniques useless for two turns after use.
Note: The S ranked version can be used twice and requires a two turn cool-down in-between uses. No other iron sand jutsu can be used in the same turn that is of S rank or higher.
Note: The scale of the technique will make it extremely hard to avoid and should that be the case, the opponent must follow a logical example of how they would escape it. Especially when it comes to the forbidden rank.
Note: Can only be taught by Silico

Declined - pick a single rank

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

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

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

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

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

Resubmitting;

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

Goliath of the Nether
This is the golem's solidified state and is achieved by pressing the iron sand so tight together that there are no spaces between them. When the golem is hardened in this state, it will be able to take on up to S-rank damage that follows the strength/weakness of the magnetic release. Kinetic force will still be applied and if used correctly, could knock down the golem. Although that being said, being knocked down will not destroy the golem. Biggest drawback with this mode however is that the golem becomes immobilized as its basically just a huge statue. This mode is mostly used for defensive/supplementary actions where absolute defenses are necessary to get out of tricky situations. Although being immobilized, the golem is still self-aware and will remain conscious.

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

Note: User may only use iron sand techniques while using this jutsu.
Note: Can only be used by Iron sand users.
Note: Cannot be used by puppets as the self-aware golem may get corrupted by a puppet.
Note: Jutsu lasts for 3 turns and requires a 2 turn cooldown in-between uses.
Note: Usable Twice.
Note: Golem is unable to mold chakra on its own.
Note: Can only be taught by Silico.

Approved
(Jiton: Kogeta Suna | Magnetic Release: Scorched Sand)
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: +25(Iron sand)
Description: Through very precise manipulation via magnetic chakra, the user will make their iron sand vibrate and create intense heat and pressure by reaching out one of their hands towards the source of iron sand and release a barrage of magnetic fields inside the sand. The vibrations of the sand makes it very hot and deals extra damage as it is heated up. To create this type of heat, the user must create multiple miniature magnetic fields in the body of iron sand, to make the grains vibrate towards eachother and create intense surface heat. This is used mostly to penetrate rock formations and boil water body's as the sand will reach about 500 degrees Celsius. The intense surface heat adds damage towards the iron sand and thus its lethal rate. The sand will produce some minor smoke as it heats up and starts to glow slightly red due to the surface heat.

Note: Can only be used on present iron sand.
Note: Can only boost damage of one jutsu per use.
Note: Usable thrice per match.
Note: Can only be taught by Skorm.

Declined - make it +1 rank up to S rank then +10 damage to S rank and above.

Resubmitting;

(Jiton: Kogeta Suna) Magnetic Release: Scorched Sand)
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(+1 rank to iron sand jutsus up to S rank. +10 damage to iron sand above S ranked.)
Description: Through very precise manipulation via magnetic chakra, the user will make their iron sand vibrate and create intense heat and pressure by reaching out one of their hands towards the source of iron sand and release a barrage of magnetic fields inside the sand. The vibrations of the sand makes it very hot and deals extra damage as it is heated up. To create this type of heat, the user must create multiple miniature magnetic fields in the body of iron sand, to make the grains vibrate towards eachother and create intense surface heat. This is used mostly to penetrate rock formations and boil water body's as the sand will reach about 500 degrees Celsius. The intense surface heat adds damage towards the iron sand and thus its lethal rate. The sand will produce some minor smoke as it heats up and starts to glow slightly red due to the surface heat.

Note: Can only be used on present iron sand.
Note: Can only boost damage of one jutsu per use.
Note: Usable thrice per match.
Note: Can only be taught by Silico.

Approved - note that the boost only last for the jutsu used. So if you summon a mass of iron sand, it will only retain the boost for that turn of attack.
 
Last edited by a moderator:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
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, one of its abilities is 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

You must be registered for see images

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.
As discussed with Pervy, the weapon is almost completely reworked so I didn't bold anything because there's too much.

Osoroshī no Hakui | Horrible's Lab Coat
Type: Supplementary/Offensive
Rank: S rank
Range: Short
Chakra: 40 (-5)
Damage: N/A
Description: Horrible's Lab Coat is a special form of equipment used by certified medical ninja. The coat has many abilities, of which some rely and are based on medical knowledge. It is 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 only 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 living tissue, organic matter, etc into it, the chest pocket will recognize its composition 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 and a library, allowing the user to know all the objects that are sealed within the coat and containing a variety of sealing scrolls for a multitude of purposes. Once the need arises, only the user 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. Furthermore, the coat removes the users need to carry pouches for various other ninja tools and weapons, which can be stored within the coat and slid through the sleeves. Sealing anything through the chest pocket counts as a move per turn and activating any sealing scroll counts as a move as well, depending on the technique that the scroll is used for. As such, techniques for scrolls would have to be posted separately. Due to these intricate abilities, the coat has a fully developed chakra system of its own, but it uses the users chakra in order to power itself. As such, it constantly drains the users chakra, nature manipulates it into sound release chakra and in turn it always pulses with it in very short intervals in a spherical fashion. The constant sound release chakra pulse has the ability to set the users own chakra on the right track, matching his original chakra signature and cleansing it from any disturbance, using the vibrations caused by the sound release chakra. Furthermore, the sound release chakra pulse reaches up to short range (5m) and it is invisible and harmless to the opponent, until the user decides to use it offensively. Once he does, at the cost of a technique per turn, the user can use the sound release chakra pulse to push away and render useless, anything within short range of himself. This ability has the power of an A rank sound release chakra pulse that can be seen as a white ripple, and as such complies with its strengths and weaknesses. Essentially, the sound release chakra pulse, purges through the technique or object, ridding it from the opponents chakra and control due to its high frequency and vibrations, and dissipates and crumbles it apart. However, this ability can only be used twice per battle and it can only push the opponent away, instead of harming him. Due to the constant sound release chakra pulse that reaches up to mid range, when not used offensively, the area is filled with the users chakra, thus why chakra sensors and Sharingan users can't precisely pinpoint the users location. They can only assess that the user is within the area filled with his chakra, essentially blinding them in a similar fashion to how the hidden mist justu blinds the Sharingan, when they use their advanced tracking abilities. Furthermore, the sound release chakra pulse has the ability to muffle all sounds that happen within the field affected by the pulse. The sound release chakra pulse reacts to the sounds and using the exact reverse frequency, cancels out the sounds, acting as a dead field for sounds. Due to the sound training, the user is aware of this change, and able to ignore the effect of the chakra pulse, allowing him to hear all sounds normally. Likewise, any other ninja with sound release training will be able to ignore these effects and hear all the sounds normally. At last, the sound release chakra pulse has the ability to report to the user the information when it gets into contact with an object or a living being, informing him that there's something within short range. This becomes useful to the user when his vision is impaired, and provides a great combination along with his hearing.
Note: Only McRazor can use this
Note: The sound pulse only activates once every two turns correcting the users chakra, but only breaks A rank and below genjutsu.
Note: The cloak can be destroyed by the total of S rank power and if it's damaged the sound and sealing is rendered useless.


Approved - made alot of edits but it's nice and unique

(Fuuinjutsu: Sukamu no Hanpatsu)- Sealing Arts: Repulsion of Scum
Type: Defensive, Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: A unique type of fuuinjutsu barrier developed in order to safely maneuver booby-trapped environments and remove the advantage of heavily tattooed opponents. The user will perform four hand seals and release a transparent light blue barrier of chakra from their body, spanning up to a mid-range away per the user's wishes. The chakra within this barrier serves to detect and repress seals that are contained within a kanji/kanji formula through the user's knowledge of six parts of sealing. This will be achieved by the barrier utilizing the chakra held within it to forceably push in on and surround the seals, causing them to glow the color of the user's chakra. Resultantly, the seal will be effectively locked, meaning not even its key can trigger it while the barrier is active. This effectively prevents them from activating in order to release chakra/their main affect into the world or even passively granting benefits. This includes any seal the user has access to, as well as those of the opponents. This is only effective against seals of A-rank and below as higher ranked seals are too advanced and powerful for the barrier to suppress.
Note: Lasts four turns.
Note: Useable twice per conflict.

‡ Declined ‡ Something like this would require Medical Fuuin.
from Inch to resubmit, given that I have finished my Medical fuuin training.

(Fuuinjutsu: Sukamu no Hanpatsu)- Sealing Arts: Repulsion of Scum
Type: Defensive, Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: A unique type of fuuinjutsu barrier developed in order to safely maneuver booby-trapped environments and remove the advantage of heavily tattooed opponents. The user will perform four hand seals and release a transparent light blue barrier of chakra from their body, spanning up to a mid-range away per the user's wishes. The chakra within this barrier serves to detect and repress seals that are contained within a kanji/kanji formula through the user's knowledge of six parts of sealing. This will be achieved by the barrier utilizing the chakra held within it to forceably push in on and surround the seals, causing them to glow the color of the user's chakra. Resultantly, the seal will be effectively locked, meaning not even its key can trigger it while the barrier is active. This effectively prevents them from activating in order to release chakra/their main affect into the world or even passively granting benefits. This includes any seal the user has access to, as well as those of the opponents. This is only effective against seals of A-rank and below as higher ranked seals are too advanced and powerful for the barrier to suppress.
Note: Lasts four turns.
Note: Useable twice per conflict.

Declined - to suppress a seal it would need to be 1 rank above, so this would only work on B ranks and below, reduce the time to 3 turns, and 2 turns between uses. And give it a max number of seals it can suppress
 
Last edited by a moderator:

Akasha

Active member
Legendary
Joined
May 8, 2013
Messages
12,082
Kin
1,022💸
Kumi
355💴
Trait Points
0⚔️


(Hasu Shussei) – Lotus Bloom
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: User will unnoticeably stream a large mass of paper sheets into the ground below, before causing them to surface directly beneath the opponent. The sheets will surface around the opponent in the shape of a blooming flower, with their position being the center point of the formation. The source of paper will span out fifteen meters (mid-range) in every direction around the opponent, leaving them completely surrounded. This allows the user to manipulate the sheets of paper directly from the terrain itself to perform various jutsus. However this jutsu can't be used to attack the opponent directly.

Note: User can combine explosive tags and flash bombs in paper form as well as other tags when using this technique. Explosive tags will only be usable along side other technique and never as stand alone explosions although flash bomb will be able to be used once per duration of this technique as a stand alone action
Note: Can only be used once per battle
Note: Can only be Taught by Akasha
Note: Takes one full turn to setup

‡ Approved ‡ This takes me back.

(Cerena no Sutingu) - Cerena's Sting
Type: Supplementary
Rank: D
Range: Short – Mid
Chakra: 10 (-10 chakra points)
Damage: N/A
Description: Knowing that long lasting techniques from paper can easily lose their effects upon clashing with another technique, Yoanna decided to develop this technique. It can be compared to her ability to perform other techniques of paper ninjutsu whilst performing (Kami no Shisha no Jutsu) Sacred Paper Emissary. It is solely a supplementary type of technique which is used to help out other of paper ninjutsu depending on their nature. Upon its activation it will last to up to six turns and essentially allow user to fuel more paper sheets into already activated paper techniques each time they perform a technique of paper ninjutsu. Along side chakra and paper they use to perform a specific technique, they will also sacrifice additional 10 chakra points to release more papers and into a technique which has been weakened and thus somewhat getting it back to its initial state. The adding on of power of the technique they sacrifice chakra for, would solely depend on the chakra it currently has "stored". This will be dependent on the rank and its state and adding of the additional paper. However they can never exceed the power stronger than their initial power no matter the created storage.

Note: This technique can be used in six turns span upon being initially activated
Note: It will only once take one technique of three able per turn, and that is when it is initially posted. During the six turns in which it is active, it will only drain user 10 chakra points if they wish to use it alongside another of paper, however it won't require a jutsu slot
Note: User will be capable of sacrificing chakra only when performing other paper ninjutsu techniques
Note: This technique won't increase offensive capabilities of a technique, but rather just defensive
Note: Can only be used by a Paper Ninjutsu user
Note: Can only be Taught by Akasha

‡ Declined ‡ I get the gist of what you're trying to do but you need to write this with more clarity (the description seems very repetitive and doesn't impart much detail despite it's length). First of all, your techniques last entirely too long. Usually a given technique has a maximum duration of four turns, very rarely five if the situation calls for it. Also, 6 turns of passive regeneration is a bit much don't you think? It'll only work on weakened techniques and not ones which have been destroyed, that's true. However, it's really easy to combo something like this with a passive and/or an active boost and gain access to not only one but multiple techniques on the field that virtually can't be destroyed. This needs to be a standalone technique that you apply to one jutsu per usage, usable a maximum of four times per battle. Each regeneration will cost you an additional 10 chakra per turn for A-Ranks and below, 20 chakra for S-Ranks and above.

♪ Leaving for Negative Knight/Minus Soldier ♪
Completely revamped

(Cerena no Sutingu) – Cerena's Sting
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A (+10/20 chakra cost to applied techniques)
Damage: N/A
Description: A specialized type of infusion applied to the user’s Paper techniques. Cerena's Sting allows for the user to produce and release additional paper sheets into paper techniques. This is akin to the mechanics of Sacred Paper Emissary, allowing for the constant summoning of paper. Techniques which are infused by Cerena's Sting will produce a pseudo regenerative process allowing for paper lost in clashes to be restored returning the technique to its original strength when it was created. A-Rank and below techniques require the user infuse an additional 10 chakra while techniques above this level require the user to infuse 20 chakra. Cerena’s Sting can be used within the same time-frame as techniques which it is applied to.

Note: Cerena's Sting can only be used four times per battle.
Note: Can only be taught by Akasha

‡ Approved ‡ Nice work.
 
Last edited by a moderator:

Six Paths

Active member
Legendary
Joined
Oct 27, 2012
Messages
16,506
Kin
121💸
Kumi
4,249💴
Trait Points
0⚔️
Fuuton: Aki no Chinmoku-sa Ekō | Wind Release: Silenced Echo of the Fall
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: The user will make a set of 3 hand seals and clap their hands together. As the hands have been clapped, the user will send chakra at specific points of the body, which will be the wrist, waist line, feet and between the shoulders in the back. Once the chakra is concentrated in those particular locations, the user will materialize a very strong particular wind chakra around the said location. The wind chakra will be blind to the naked human eye, and only visible through the usage of doujutsu. Once the technique is set up, it will remain active a certain number of turns, and have a specific set of effects, which detail to the very essence of wind release specifically. The user can at will use the chakra which was condensed into the very thin, belt like line, in order to grow in a desired location, which can either be accompanied with the release of a high amount of push force, or simply shaped into solid wind constructs, similar to Wind Release: Wind Stream Technique and Wind Style: Wind Blade. Due to the very effect that the chakra will be split in 6 regions in the human body, the rank of the technique will be split equally among all, but the user can, at will, control the amount of chakra he desires to send to each location, increasing the force to a single spot, effectively to the max full power of the technique itself. But, this is not only the limit of the true usage of the technique. The chakra reacts very strongly to objects which do not carry the user’s chakra, like other forms of chakra or at times simply object which do not have trace chakra of the user itself. Once this object comes into contact with the wind constructs, or body parts which the user comes into contact with where the wind is located, he will be able to leave trace amount of wind on that specific object. On free will, the user can choose to leave larger than normal trace amount of chakra, equal to specific ranks, or only so small amounts, for there to be a wind coating around the said object. Once the wind which comes into the contact decided to take action, it will activate the very base property of wind, which are miniscule wind blades, similar to Wind Release: Rasenshuriken. Due to the wind imbuing the entire object, the wind blades will rip the said body apart, enough to create very strong rough cut into the said object. IF used on inanimate contructs, like earth or other mineral and earthly composites, who do not get destroyed/killed, if the user chose to imbue a set amount of chakra rank onto them, he will be able to at will, control very specific movesets of the said object. Due to wind having the capability of slicing even the strongest minerals, the sliced bits on the object, will have high trace amounts of wind chakra, which the user can control similar to the Wind Release: Rotating Shuriken. This however is limited to earth, mineral, or weapon contructs, one rank stronger than the rank of the wind release chakra that the user imbued in the said object. This will also in turn, weaken the weapon or contruct, one rank lower than the initial power. Any object which has been touched by the said wind, will have the said trace amounts, allowing him a very simple control over them, and with higher amounts for actually ranked techniques, which are not simple weapons.
Note: Can only be used 4 times per battle.
Note: Lasts for 4 turns
Note: No wind technique above B-Rank in the same turn.
Note: Only constructs, one rank stronger can work, due to wind having capability to slice solid constructs and at times have an advantage over them.
Note: Can only be taught by Six Paths

Declined - Although it is extremely well done, this does clash with older existing jutsu. The other thing is we don't like the mention of the rasengan or its variants.
Redid the entire thing

Futon: Aki no Chinmoku-sa Ekō | Wind Release: Silenced Echo of the Fall
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A (varies on the Description, Max 80.)
Description: The user will make a set of 3 hand seals and clap their hands together. The user will send chakra at specific points of the body, which will be the wrist, waist line, feet and between the shoulders in the back. The user will materialize wind chakra around the said location. The wind chakra will be blind to the naked human eye, and only visible through the usage of doujutsu. Once the technique is set up, it will remain active a certain number of turns. The user can at will use the chakra which was condensed into the very thin, belt like line, in order to grow in a desired location, which can either be accompanied with the release of a high amount of push force, or simply shaped into solid wind constructs, similar to Wind Release: Wind Stream Technique and Wind Style: Wind Blade. These shapes are varied, but also include swords, ranged weapons or even gauntlets and armor. Due to the very effect that the chakra will be split in 6 regions in the human body, the rank of the technique will be split equally among all. But the user can, at will, control the amount of chakra he desires to send to each location, increasing the force to a single spot, effectively to the max full power of the technique itself. But, this is not only the limit of the true usage of the technique. The chakra reacts very strongly to objects which do not carry the user’s chakra, like other forms of chakra or at times simply object which have trace chakra, but not of the user itself. Once this object comes into contact with the wind constructs, or body parts which the user comes into contact with where the wind is located, he will be able to leave trace amount of chakra on that specific object. On free will, the user can choose to leave larger than normal trace amount of chakra, equal to specific ranks. Once the wind which comes into the contact decided to take action, it will activate the very base property of wind, which are minuscule wind blades. Due to the wind imbuing the entire object, the wind blades will rip the said body apart, enough to create very strong rough cut into the said object. If used on inanimate objects, the wind can be used to control the movements of said object. Due to wind having the capability of slicing even the strongest minerals, the sliced bits on the object, will have high trace amounts of wind chakra, which the user can control similar to the Wind Release: Rotating Shuriken. This however is limited to solid elements, mineral, or weapon constructs, one rank stronger than the rank of the wind release chakra that the user imbued in the said object. This will also in turn, weaken the weapon or construct, one rank lower than the initial power. Any object which has been touched by the said wind, will have the said trace amounts, allowing him a very simple control over them, and with higher amounts for actually ranked techniques, which are not simple weapons.

Note: Can only be used 4 times per battle.
Note: Lasts for 4 turns
Note: No wind technique above B-Rank in the same turn.
Note: Only constructs, one rank stronger can work, due to wind having capability to slice solid constructs and at times have an advantage over them.

‡ Declined ‡ This is decent but it still needs work. An S-Rank can't be used four times per battle and last three turns. Reduce this to two usages. Splitting an S-Rank into 6 reasons is awkward but also weakens it considerably. Each part would lie somewhere between C-Rank and B-Rank. What really needs to be changed/defined is the final ability. I can accept it being something freeform/unranked to destroy objects devoid of chakra. However to use this against techniques, this needs chakra to be used, a stated rank and will need to count as one of your moves per turn. The bolded isn't going to fly. This will still respect elemental S/W and so at best it can neutralize techniques of equal rank.

Katon: Gōn Chinmoku Ekō | Fire Release: The Gone Silenced Echo
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will begin the technique by making 2 hand seals and clapping their hands together. Then he will release am omni-directional blast of fire chakra, which to the naked human eye will appear very similar to a flash of red light. The impulse will travel through only the air and non-solid mediums. Once the impulse is released in a sphere with an encompassed range which the user defines, but up to 30 m, that specific location will be full with a non-heat radiating ash. The Ash will be very similar to ash clouds which volcanoes release very often when they are about to erupt. As mentioned prior, the ash will have seemingly, no temperature to it. The color of them will be grey and will be very similar to it actually snowing, but this ash, has a very specific property. It will be capable of remaining in the field only for a couple of turns, and the chakra amounts traces into the ash have a very specific task. These amounts of ash, trace and follow forms of chakra in form of elemental or non-elemental chakra, and naturally, get attracted to it sticking to the body or technique radiating this chakra. We have seen in the series multiple times, that chakra can have specific affects in each technique, in this case, it will get attracted to other forms of chakra, elemental or not. Once the chakra amount in the battlefield has been made out, the ash will naturally attract itself towards it. Based on whether it was the user’s chakra or not, the ash will have 2 specific effects. If the trace amounts of chakra belong to the user, it will simply stick tightly to the said technique. At will however, when the ash gets caught into the users technique, the user can choose to detonate it into a small explosion, which will result in the ash, coating the techniques which the user uses, giving them an additional +20 damage, barring the strengths and weaknesses. Obviously, it will not be capable of enforcing water, in that case it would make the technique only weaker, but with other elements, it will be capable of enforcing their natural effect, more specifically with wind. If the ash comes into contact with bodies of chakra which harbor another trace chakra, different from the user, the ash will begin radiating heat, which will cause the other traces of ash to get together in order to form strength enough for a specific rank which the user can pick at will. Once the collective strength for the rank is done, it will result into an explosion with enough strength as the set rank. The ash will naturally be attracted even towards entities of chakra, or individuals charging chakra in their own body, like modes or clones and sentient chakra constructed beings.
Note: Can only 4 times per battle
Note: Ash lasts 3 turns
Note: An extra +10 chakra to techniques they choose to enforce
Note: Detonation of the ash costs a move
Note: Can only strengthen techniques barring strength and weaknesses along with effects of each element.

□ Declined. Reduce the amount of time the ash lasts on the field, as well as the amount of times it can be used. With 3 turn lasting and usable 4 times, this means you can use this continually for 12 turns, with no drawbacks. Add more restrictions, also decrease the range, making this spread to Long range is a bit much, and also clarify the speed at which the ash spreads. Oh, and passively detonating the attached ash is also a no (as well as the +20 to your own techniques detonated), add a hand seal to that. Add that only either the offensive or defensive usage can be used, per usage instead of both as they seem to be conflicting and would cause confusion when used at the same time. □

Futon: Chinmoku ekō no kaishi | Wind Release: Initiation of the Silenced Echo
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The user will begin by making 3 hand seals. Upon the completion he will have high chakra amounts gather inside his body, and right behind him, only a few inches, he will create a replication of his own body, made out entirely out of wind based chakra. This replication will be made out of very dense chakra, which will appear almost solid, but very flammable in turn as well. This clone of the original, will be capable of noticing the user’s chakra very easily, and merge along with him at will, which will be the initial purpose of the technique. This hollow creation of wind, will have a certain sentience to it, and will be capable of feeling disruptions in the air, only short range to it. Once those disruptions are felt, it can air in both offensive and defensive statements by having parts of his body project outside of the user aiding in defense and offense very easily. He will be capable of resonating it’s body part outside of the user only a few inches, having an effect similar to after and before images which can not only confuse chakra sensors and doujutsu users, but can very well be used for a double offense or hidden defense. The wind being, can also at will, give part of its strength to wind techniques which are body bound to the user, by aiding its own amounts of concentrated winds to them. Using the very same concept, the user can also use the wind figure to aid with oxygen body based or released fire techniques. Making wind techniques which are released from the body or body bound one rank stronger than they naturally are, but by consuming 10 chakra points each time this would happen. This construct of wind can also, very easily move through wind techniques no matter how turbulent they seem, due to it being an entity of wind itself.
Note: Can only be used 4 times a battle
Note: Can only remain active for 4 turns
Note: Requires +10 chakra for every turn it’s active
Note: Can also aid in fueling fire techniques with oxygen, boosting their power again by one rank.

□ Declined. Again, lasting for four turns, and usable four times is a no. Enhancing the rank of your Wind techniques is vague, as it doesn't state up to what rank it increases, does this mean for up to 16 turns (if you use it after each other), you'll be able to add a rank to S rank Wind? See how potentially strong that is? Also, why wouldn't Doujutsu and Sensors be able to see it, it's just a Wind projection in the end, made of chakra. Clarify those. □

‡ Both Pending ‡ Leaving for Hall Monitor L
 
Last edited by a moderator:

Chihaya

Pirate Queen
Veteran
Joined
Apr 10, 2014
Messages
4,180
Kin
2,348💸
Kumi
7,896💴
Trait Points
0⚔️
Updating:

(Fuuton: Kaosu no Ude) | Wind Release: Arms of Chaos
Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three handseals to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms (or just one) that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B/A ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can chose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands/hand can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses
- The hands are the same size of the users human hands
- With the arms activated, the user cannot use an S ranked wind jutsu or above

‡ Approved ‡
 
Last edited by a moderator:

RuckenTM

Legendary
Joined
Mar 15, 2014
Messages
10,543
Kin
2,675💸
Kumi
2,113💴
Trait Points
54⚔️
Smoke Permission on Biography: [ ]

(Katon-Kemuri no Jutsu: Murasakino) --- Fire Release-Smoke technique: Deep Purple
Rank:
C-class to Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-50 (+10 to depending when used on another jutsu)
Damage points: N/A
Description: Utilizing the elemental relative nature with excellent chakra control of fire release, supplementing it with smoke ninjutsu, which they make a distinct form of explosive ninjutsu. That appears and acts on a different scale than the regular smoke ninjutsu. Users of this style would have superhuman lungs, allowing them to stay underwater for an extended period of time without taking any breath. That allows them to be confident that there are second to none who could mix both ratios of chakra control to create such a volatile powerful ninjutsu. Being that this ninjutsu is based on smoke, the user can exhale immense quantities of toxic gases to poison his opponent and/ before enhancing their explosion ninjutsu.

Red clashes with izuna's clan. Second red clashes with med

Starts by using the fire style abilities, such as ash and gas chakra components through a smoke ninjutsu technique as they knead that chakra in a form such as blowing into a balloon. This smoke appearing white as a summoning’s smoke, it’s then manipulated into objects through the user’s mouths/ in palms of their hands, which they can infuse ash-gas quantities within to formulate explosive smoke. This can range from solid to a gas like state of the smoke with it, still exhibiting that mixed chakra formulation. Users can then produce or manipulate an existing amount of smoke, shaping it into various things such as grass, hoses, boat, rabbits, and dolls. They can change the size, color, toxic properties, and gas-scent depending on the amount of the smoke to make the created objects seem more realistic. Users can even change its consistency to the point to making them solid and unbreakable-alike creations that can be brought to life and controlled remotely. With a mental command, they can detonate and ignite the ash within the smoke, reacting with the hidden kept gas to explode by performing the seal of confrontation. The technique varies in strength, depending on how much chakra is put into the creation of this "living" smoke objects. Despite all this it’s still a smoke based jutsu, which can only be defused by a water jutsu/technique.

This ninjutsu can be used alongside existing smoke ninjutsu, ash and gas-related fire style jutsu/ninjutsu. Therefore depending on that jutsu, they’ll stream their chakra into that jutsu formulating that very jutsu to become a “Deep purple” art style ninjutsu release. This takes a very small timeframe.

Note: Can only be used by Smoke bios & Fire style Specialists.
Note: This smoke ninjutsu is scorching if trapped within its gas mist, capable of scorching the skin.
Note: User can only create up to three creations from this jutsu per every other turn. If forbidden art style is used, they can’t use this ninjutsu for the rest of the battle.
Note: This jutsu damage depends on jutsu Type, only when Offensive/Defensive style used correspond to chakra cost to regular damage ratio.

Declined asside from the notes above, you have way too much going on in one jutsu and too many components of fire at the same time with smoke

(Ration: Doragoni Chāpu, Sandādoragonbodi) — Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: Forbidden
Range: Short (Mid-range, if launched)
Chakra: 50 (-10 per turn to sustain)
Damage: 90 (+10 to Taijutsu/Kenjutsu-related jutsu)(-40 to user)
Description: The first step being that by channeling enormous amount of lightning chakra throughout their body. They surge it outwards, as tiny countless hair like claws, that protrude from their bones to the surface of their skin. With this state, they can engage in close range combat, with voltage movements as each movement taken releases an electric current around them, that's capable of being streamed through short-range objects.

Second step, to further releasing more chakra,
they manipulate that chakra as the second bunch that appears over their skin, becoming as huge arm-length claws. These can be used offensively in a few ways, but is mostly used defensively as the user having created these condensed claws, has each formed outwards upon the user's body together in a fashion much like fan blades, allowing for greater control. Claws which form a semi-sphere around him/her absorbs all physical attacks.

This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body as they spin. They developed an ultimate defensive and offensive jutsu in the NW. To be used defensively and offensively at the same time, they'd charge at their opponent with the high-spinning blades around them, slashing into them, leaving the remains of their victims into what finally becomes mere gas steam.

Claw Ring Release, another attack mode; this is when they decide to break the linking to the spinning claws, and release them at sudden. Causing them to splash slash around (Doujutsu users can target and aim at sources) violently. This move is very deadly upon close-range to the user, as this move has a greater number of claws fragments (12 inches in length) released, making the attack near impossible to evade in close range.

Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active. A launched fragment is equal to an S-rank; 2=A-rank, 3=B rank, 4=C rank, and countless amount equal D rank.

Note: User can only sustain the jutsu for up to 2 turns. Due to the first forming of the jutsu, the chakra embedded within the users skeleton, having been released through that channel outward from within their bones, increases damage taken physically to the user by +10.

Note: Can only be used once per battle. While being used, the user cannot use any other Elemental jutsu, except Raiton based Jutsu only. Once shocked, paralyzation lasts 1 turn, if successful but, is ineffective against bios who have a Lightning Specialty.

Example:
You must be registered for see images
Redone:

(Katon: Shishamasu) Fire Release: Death Hands
Rank: B-rank
Type: Offensive, Defensive
Range: Short-Long
Chakra Cost: 20 (-10 to sustain jutsu per turn)
Damage Points: 40
Description: They'll release a surge of katon chakra around any part of their body to create a layer of hot ash. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/defensive purposes, even in enormous amounts. This can be combined with other jutsu like ash/fire/wind related/mixed jutsu to give them +1 rank in damage up to S rank, S rank and above gain +10 damage. Covering the user in the ash lasts for up to two turns and the user can't use any-water release while active.
(Ration: Doragoni Chāpu, Sandādoragonbodi) — Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: Forbidden
Range: Short (Mid-range, if launched)
Chakra: 50 (-10 per turn to sustain)
Damage: 90 (+10 to Taijutsu/Kenjutsu-related jutsu)(-40 to user)
Description: The first step being that by channeling enormous amount of lightning chakra throughout their body. They surge it outwards, as tiny countless hair like claws, that protrude from their bones to the surface of their skin. With this state, they can engage in close range combat, with voltage movements as each movement taken releases an electric current around them, that's capable of being streamed through short-range objects.

Second step, to further releasing more chakra,
they manipulate that chakra as the second bunch that appears over their skin, becoming as huge arm-length claws. These can be used offensively in a few ways, but is mostly used defensively as the user having created these condensed claws, has each formed outwards upon the user's body together in a fashion much like fan blades, allowing for greater control. Claws which form a semi-sphere around him/her absorbs all physical attacks.

This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body as they spin. They developed an ultimate defensive and offensive jutsu in the NW. To be used defensively and offensively at the same time, they'd charge at their opponent with the high-spinning blades around them, slashing into them, leaving the remains of their victims into what finally becomes mere gas steam.

Claw Ring Release, another attack mode; this is when they decide to break the linking to the spinning claws, and release them at sudden. Causing them to splash slash around (Doujutsu users can target and aim at sources) violently. This move is very deadly upon close-range to the user, as this move has a greater number of claws fragments (12 inches in length) released, making the attack near impossible to evade in close range.

Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active. A launched fragment is equal to an S-rank; 2=A-rank, 3=B rank, 4=C rank, and countless amount equal D rank.

Note: User can only sustain the jutsu for up to 2 turns. Due to the first forming of the jutsu, the chakra embedded within the users skeleton, having been released through that channel outward from within their bones, increases damage taken physically to the user by +10.

Note: Can only be used once per battle. While being used, the user cannot use any other Elemental jutsu, except Raiton based Jutsu only. Once shocked, paralyzation lasts 1 turn, if successful but, is ineffective against bios who have a Lightning Specialty.

Declined - first red needs rewording that doesn't make sense to me. And the note at the end is too much. You need to tone that down.

Example:
You must be registered for see images
Redone:

(Katon: Shishamasu) Fire Release: Death Hands
Rank: B-rank
Type: Offensive, Defensive
Range: Short-Long
Chakra Cost: 20 (-10 to sustain jutsu per turn)
Damage Points: 40
Description: They'll release a surge of katon chakra around any part of their body to create a layer of hot ash. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/defensive purposes, even in enormous amounts. This can be combined with other jutsu like ash/fire/wind related/mixed jutsu to give them +1 rank in damage up to S rank, S rank and above gain +10 damage. Covering the user in the ash lasts for up to two turns and the user can't use any-water release while active.

Declined - needs to say fire only in the same turnand it will only reach mid range
 
Last edited by a moderator:
Status
Not open for further replies.
Top