Custom Jutsu Submission - III

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ᴍᴏᴏғʏ

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(Koudo Chakra Henkanshi) - Advanced Chakra Sensing
Type: Supplementary
Rank: B
Range: Short - Long
Chakra cost: 20 (- 5 per turn)
Damage points: N/A
Description: An advanced version of the founding Chakra Sensing technique, allowing the user to solely focus his sensing capabilities on a singular target, doubling the effects granted by the original technique with the increase in focus. The user is able to passively change his singular focus at least once per turn should new targets or threats present itself in the midst of conflict/battle. If the activation os done while the regular Chakra Sensing technique is being sustained, it be considered as a passive-activation, not counting toward's the user's three jutsu slots.

⋩ Lasts for five turns per use.
⋩ Only usable by Chakra Sensors.
⋩ Must wait one turn before re-activating.

Declined - technically this is within the power of the basic sensory jutsu as demonstrated by Karin when she only wanted to find danzo or when she could tell Sasukes chakra was evil via focussing on it.



ᴍᴏᴏғʏ; said:
(Suiton: Hanguri-Kiri) - Water Release: Hungry Mist
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will manipulate their mist and activate water's signature ability of draining in order to sap the chakra out of chakra based seals or seals that are in the process of being activated. This means that if the drain is active, users/targets will be unable to activate things such as exploding tags or seals that are written and not made purely by chakra. Chakra based seals would be drained completely. Seals made by the user can also be drained if he so desires but by default, they won't be.

⋩ Can only be used twice per battle
⋩ Drain can be prematurely deactivated.
⋩ Drain ability stays active as long as the mist in question.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities

‡ Approved ‡ Raised the rank, made some edits and added a restriction.
(Suiton: Hanguri-Kiri) - Water Release: Hungry Mist ll
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: By following a similar concept to the parent technique; , the user will manipulate their mist or infuse their chakra into a naturally present mist and activate water's signature ability of draining. This is done in order cleanse techniques that are enhanced in some shape or form, bringing them to their original strength/status. This technique is popularly used to fight Water-Style techniques that may be enhanced or buffed in some way by external methods that give them additional abilities. That being said, this technique is not only restricted to cleansing Water techniques, but any other type of attack that wouldn't take out the present mist that is being utilized for the cleansing method. This technique does not drain a person's chakra nor does it hinder the original technique, it is simply a way to drain any additional buffs being included or sustained and even prevent them if already activated.

⋩ Can only be used thrice per battle
⋩ Drain can be prematurely deactivated.
⋩ Drain ability stays active as long as the mist in question.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities

NK, you got this

‡ Declined ‡ This is a nice technique but it clashes with a Fuuin submitted by Loki (Mischief was the name if I remember correctly).

(Suiton: Kurisutaru Hari) - Water Release: Crystalline Shards
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A (+20 Damage to B-Ranks & Lower)
Description: The user will compress the moisture present in a naturally or self created source of mist in order to create shards of crystalline water that can be utilized to deal more damage. With body gestures the user can manipulate the mist in the form of a serpent/dragon, allowing them to deal shredding damage. The damage dealt by the crystalline shards would equal to the rank of the technique that it was utilized on barring B-Ranks and below which will gain an additional boost in damage. Must be used at least one meter away from targeted shinobi.

⋩ Can be used four times per battle.
⋩ Body gestures are required for the manipulation of the shards.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities

I'm not a fan of this so i'll leave it for NK

‡ Approved ‡
 
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Matt

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

Declined - same as before

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

Declined - same again.


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

Notes:
Can only be used on techniques the user has made.
Can only be used three times per battle.
The length of this technique last's the same amount of time as what it is applied too.

‡ Approved ‡ Edited.

Koton: Ato On | Steel Release: Trace On
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30 (-5 chakra per turn)
Damage: 60
Description:
Trace On is the method of giving form and shape to what resides within your mind. It revolves around the user observing the shape and design of any specific structure or weapon utilised in front of their eyes or even a famous object from legends. The point behind this is if your opponent pulls out a sword of their own the user can create a near exact replica of the sword, it’s exact shape, length etc. This technique can also copy an opponents Custom Weapon but it will not retain any of the original weapons abilities. It will simply resemble the same shape and size. The user accomplishes this by observing the weapon being used by the opponent and begins gathering their Koton chakra either into their hand or into the air (to open a portal) and will create thousands of grains of steel that very quickly, take the shape of the weapon and can be used against the opponent. By forming this weapon into the user’s hand the weapon will form extremely quickly but if it is formed in the air a portal will open up containing the sword within it which can then be shot from the portal itself at the opponent. Once the user copies an object the user can then create this sword at any given time in the future almost as if they are drawing it from their own memory. The weapons created are A ranked in strength and endurance.

Notes:
Can only be used 3 times per battle
There is no limit to the amount of weapons the user can create in their hand where a maximum of 10 portals can be created at any given time and can only hold one weapon within each of them.
A portal can remain active for a maximum of two turns.
Weapon's created last until they are destroyed or the user releases the chakra.

‡ Approved ‡

Koton: Kyodaina Hiroikku Seishin Densetsu | Steel Release: Mighty Heroic Spirits of Legend*
Type: Supplementary/Offensive
Rank: S - Rank
Range: Short - Long
Chakra: 60 (-5 Per turn for each Servant)
Damage: 80
Description:
The user will first begin by gathering their Koton chakra into the ground around them .Then user will choose a number from 1 - 3 and create a maximum of three of one Heroic Spirit from the 3 classes to be their servant/s. The created Heroic Spirits are humanoid in shape and looks with each person looking different and having different personalities. There are 4 classes to choose from, with each being different to the prior. Each servant is capable of using any and all Kenjutsu and Steel Technqiues the user knows drawing it's chakra from the user in order to use them. One of the final abilities of each servant are that they can last until the creator/user run's out of chakra or simply decides to stop fueling the servant with chakra. Each Servant is S - Ranked in endurance and can be restored back to their original form if any part of them are left intact which would take a full turn to restore and would take -15 chakra from the user.

Saber:

The Saber class servant is as the name suggests a Heroic Spirit formidable with the Sword than any other weapon. The Saber class also possesses the capability to create a Sword of any kind at any time the creator instructs them too. This can be achieved simply through the users thoughts or verbal communication. Another trait of the Saber class is the ability to reshape the weapon they are currently using at the time into another form of sword of their choosing. An example of this is switching the sword from a long-sword to a jagged teeth sword.

Lancer:

The Lancer class servant is a Heroic Spirit who is proficient and formidable with a spear/lance. Similar to that of the Saber class the Lancer's are capable of creating a lance of their choosing at any time they wish and are also capable of reforming it in an instant just as the Saber class can. One of the more unique abilities of the Lancer class comes into play when they throw their Spear. Instead of engaging an opponent in close range with their spear the Lancer will take to a more distant attack, revolving around the Lancer throwing their spear. As soon as the Lancer switches their handling of their spear a sudden change will happen to the spear they hold. It will begin to give off waves of little steel shards which are as sharp as a Razor. This is to provide extra cutting capabilities before reaching the lance itself. The Lancer will then throw their spear at a target with perfect accuracy but unbeknownst to the target the Lancer is capable of manipulating the spear and controlling it's movements not allowing the target to simple dodge out of the way. Which means facing it head on is the only option. The Lance itself is S rank in strength and endurance and when thrown is also S - Rank in power. This ability can be used by a single Lancer only twice per battle. Each use of this ability counts as one of the user's moves per turn.

Archer:

The Archer class servant who just like the other servants names suggest is someone who is proficient in a Bow. The Archer class servant can create a bow loaded with steel arrows at any given time. The Archer class has two kind's of abilities which rely in the arrows themselves. The Archer Class can create a maximum of four arrows and fire them at any given time. But the rank and power of these four are split amongst themselves. Where if the Archer was to create a single Arrow it would do more damage on a one on one contact with an object or person than a single one from a shot of four would. If the Archer creates four arrows it would mean each arrow is C rank in power, where if they created just one it would be S ranked in power. The Archer can shoot a maximum of 8 arrows per turn and each time it is shot it counts as a move towards the user's three per turn.
Notes:
The user can only create Three servants at any given time.
Can only be used twice per battle.
No Steel technques above S rank the turn this jutsu is deactivated.

‡ Declined ‡ Powerful abilities with no set duration limit, reforming, S-Rank attacks with no restrictions, each of them are S-Rank in durability, etc and etc. This is OP.
 
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Luther

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(Genjutsu : Ningen haizara) - Illusionary Arts: Human Ash Tray.
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: This illusionary arts plays on the basic concept of smoking, which requires the stick, that is the substance which is to be induced and the ash tray which is use to dump the remnants of such said substance. Akainu a chronic smoker himself, performs the ram and dog hand seals in quick successions with his cigarette held firm in his mouth and casts his opponent under a powerful illusion, where he is upside down, legs first, suspended in the air. In the genjutsu akainu cigarettes sticks have been increased by the thousands, and each repeatedly burn their hot flames at the same time on different part of the opponents body, burning his flesh and making a hole deep in it, similar to that of a burnt couch or sofa. The first holes are made on the left and right hands of the opponent followed by the soles of his feet, with each rendering that body part useless from moving or making any basic movements. In reality akainu has thrown several multiple explosive kunai tags aimed at his opponents groin, jugular and thoracic regions of his body aimed to have a clean cut upon contact, and cut his vessels apart.
Note: Can only be twice per battle.
Note: Can only be used by akainu or whoever he teaches.
Note:No Genjutsu A Rank Above The Next Turn

♪ Declined - S rank genjutsu which causes pain, and makes it impossible for the opponent to move from the burns? ♪


Raiton:Kegareta ashi-Lightning Release: Dirty Foot
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user channels his lightning chakra into the ground to mid range of him. With this, he would be mixing his lightning chakra with earth while forming a dormant static electricity within the earth surface. This however does not harm anyone atop the earth but the static lightning only responds to movement and pressure on the ground. The technique is particularly potent not for pressure that results from normal walking but pressure on the earth that results from running. The fast interval of steps on which the opponent makes with the ground would quickly generate static electricity from the ground that spreads outwards from the feet and into the opponent's body. The more the speed, the higher the electricity that would be conducted through the opponent. The static electricy though would not cause fatal electrocution but painful shocking that paralyses the opponent. The pain from the static shock increases with increase in speed, likewise the level of muscle paralysis increases with increased speed.
This would not work on the user or anyone other than the user walking normally. It only trigers when the opponent is running since the steps puts more pressure on the earth when compared to walking.
-2x per battle
-Last 4 turns or until deactivated
-No Lightning above S-rank next turn this is used.
-2 turns in between usage.

♪ Declined, really abusable. Reduce the range to short range. Make it so that you can only use lightning jutsu while this is active, and it's only paralyzing, not dealing damage to the opponent. ♪
Raiton:Kegareta ashi-Lightning Release: Dirty Foot
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The user channels his lightning chakra into the ground to short range from him. With this, he would be mixing his lightning chakra with earth while forming a dormant static electricity within the earth surface. This however does not harm anyone atop the earth but the static lightning only responds to movement and pressure on the ground. The technique is particularly potent not for pressure that results from normal walking but pressure on the earth that results from running. The fast interval of steps on which the opponent makes with the ground would quickly generate static electricity from the ground that spreads outwards from the feet and into the opponent's body. The more the speed, the higher the electricity that would be conducted through the opponent. The static electricy though would not cause fatal electrocution but painful shocking that only paralyses the opponent. The pain from the static shock increases with increase in speed, likewise the level of muscle paralysis increases with increased speed.
This would not work on the user or anyone other than the user walking normally. It only trigers when the opponent is running since the steps puts more pressure on the earth when compared to walking.
-2x per battle
-Last 4 turns or until deactivated
-Paralysis last for 2 turns
-While active, the user can not use other elements except lightning. He is still able to use non elemental abilities though.
-2 turns in between usage.

♪Declined, I still see a damage value z.z - also (forgot to mention this before), but make this clearly visible. ♪

(Genjutsu : Ningen haizara) - Illusionary Arts: Human Ash Tray.
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: This illusionary arts plays on the basic concept of smoking, which requires the stick, that is the substance which is to be induced and the ash tray which is use to dump the remnants of such said substance. Akainu a chronic smoker himself, performs the ram and dog hand seals in quick successions with his cigarette held firm in his mouth and casts his opponent under a powerful illusion, where he is upside down, legs first, suspended in the air. In the genjutsu akainu cigarettes sticks have been increased by the thousands, and each repeatedly burn their hot flames at the same time on different part of the opponents body, burning his flesh and making a hole deep in it, similar to that of a burnt couch or sofa. The first holes are made on the left and right hands of the opponent followed by the soles of his/her feet, with each rendering that body part burnt, although this does not restrain the opponents movement or impair his/her ability to perform basic hand-seals.Off-course is all an illusion and is not real and in reality akainu has thrown several multiple explosive kunai tags aimed at his opponents groin, jugular and thoracic regions of his body aimed to have a clean cut upon contact, and cut his vessels apart.
Note: Can only be twice per battle.
Note: Can only be used by akainu or whoever he teaches.
Note:No Genjutsu A Rank Above The Next Turn

♪Approved ♪

Approval link:
Kara zao:Flail
Type:Weapon
Rank: S
Range: Short-long[If chain is extended]
Chakra Cost: 40[ A rank Attacks 60, S rank 40][/B]
Damage Points:80
Description: A historic and ancient weapon forged in the early Japanese era before the formation and establishment of ninja villages and the shinobi system. It is elegant both in structure and the way it is able to be used. It has a long wooden handle extending well over 15 inches which is connected to two metallic balls surrounded with spikes capable of piercing targets, and this is accomplished by a series of chains which are attached to its wooden body. The flail known for its versatility can be used both in short and long ranges thanks to the chains which can extend up to a 15 meters allowing the user to quickly grab or get hold of their desired target. The spiked metallic balls attached to the weapon are very large in size and weigh well over 30 kilograms each and are capable of wreaking havoc and devastation on their targets[S rank damage], it can also be used to destroy solid projectile based techniques, however this ability is limited to brank and below. The metallic balls are manually detachable from its wooden body and can be used alone in combat, however their strength is then reduced to that of A rank when done and it cannot be reattached for the duration of the battle.However, it can be attached or tied to the hands of the user through the chains, to aid him in taijutsu battles.

Note: Can only be used /wielded by thunderbolt
Note: Any moves from the weapon count as a turn in one move.
Note: The S rank blunt hit can only be used 4 times per battle
Slight Update

Kara zao:Flail
Type:Weapon
Rank: S
Range: Short-long[If chain is extended]
Chakra Cost: 40[ A rank Attacks 60, S rank 40][/B]
Damage Points:80
Description: A historic and ancient weapon forged in the early Japanese era before the formation and establishment of ninja villages and the shinobi system. It is elegant both in structure and the way it is able to be used. It has a long wooden handle extending well over 15 inches which is connected to two metallic balls surrounded with spikes capable of piercing targets, and this is accomplished by a series of chains which are attached to its wooden body. The flail known for its versatility can be used both in short and long ranges thanks to the chains which can extend up to a 15 meters allowing the user to quickly grab or get hold of their desired target. The spiked metallic balls attached to the weapon are very large in size and weigh well over 30 kilograms each and are capable of wreaking havoc and devastation on their targets[S rank damage], it can also be used to destroy solid projectile based techniques, however this ability is limited to A rank and below. The metallic balls are manually detachable from its wooden body and can be used alone in combat, in which their strength is equal to that of S rank damage. When done it cannot be reattached for the duration of the battle.However, it can be attached or tied to the hands of the user through the chains, to aid him in taijutsu battles.

Note: Can only be used /wielded by thunderbolt
Note: Any moves from the weapon count as a turn in one move.
Note: The S rank blunt hit when the balls are detached can only be used 4times per battle

Declined - A rank for when they are attached but S rank when removed? That doesn't make sense
 
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Sonnelion

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(Suiton/Raiton: Guuru No Zouo) Water/Lightning Release: Ghoul's Hatred
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will perform a short series of hand seals before clapping their hands together to focus chakra of both natures in between their hands initially forming a sphere of electrified water that will transform into a flying head of ghoul that is the same size as (Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique and is capable of flooding a area with the electrified water as well. The head will "fly" towards the opponent at the user's running speed before biting down on the opponent in it's sharp teeth electrocuting and paralyzing them before slamming them into the ground in a explosion of water and electricity. Naturally the users hands will not be able to contain it at a certain point and will be held above their head before getting launched at the opponent. The "head" can be controlled completely and even dodge techniques with in reason
Notes/Restrictions:
- Can only be taught by Sonnelion
- No S-rank suiton or S-rank raiton in the same turn
- Can only be used three times with 2 turn breaks
- Doesn't require a water source
What the head looks like roughly.
You must be registered for see images

Declined - two chakra natures requires YY

(Suiton: Gyoushuku) Water Release: Condense
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 [+5 per turn active][+10 per suiton technique that utilizes this]
Damage: N/a
Description: The user will perform a single hand seal before releasing their chakra into the atmosphere to multiply the water in the nearby air this will make the air more humid. The user will then expend more chakra for suiton techniques that require water sources to pull the water from the extremely humid air. This of course will be slightly slower to form then if they used a source but only by a second or so.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Lasts 5 turns before needing to be refreshed
- Requires 1 turn breaks between use
- Can only be used three times per battle

Declined - been done before

(Raiton: Dendou Suraido) Lightning Release: Electric Slide
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra: 15
Damage: N/a [+20 if touched]
Description: The user will focus raiton all around their body forming a thin layer. This layer's only focus is to reduce the friction that the user experiences when sliding and similar moves. Once done the user will run reaching full speed before sliding to the target destination using the lessened friction to reach a further distance thus allowing the user to dodge attacks within reason all while not losing speed only gaining it. The user can attack of course and be attacked however this thin layer can still reduce damage taken but only that of a D-rank raiton technique due to it not being it's main focus.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Requires 1 turn breaks between use
- The maximum slide distance is 4 meters

Declined - DNR
 
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Robot Boy

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-Update-

Can't quote any of them.

thread:

contract:

(Kuchiyose no Jutsu: kihonteki bouhatei) - Summoning Technique: Standard Mole
Type: Summon
Rank: C
Range: short
Chakra: 15
Damage: N/a
Description: After peforming the necessary handsigns, the user slams their hand on the ground to summon a mole. These basic moles vary in color and appearance. The standard moles can range from 12-15 cm to sizes rivaling giant toads and are mainly used to perform earth-based techniques up to C-rank without handseals.

Restrictions:
-Must have signed the mole contract.
-Requires a ground source.
Approved

thread:

-Updating-

(Kirihiraki Doriru) – Excavating Drill
Type: Offensive, Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user will summon two mole warriors, appearing two feet taller than Tayuya’s Doki but having the same mass as them, with each holding two lances in hand, and serve as the bosses personal guard. The lance appears similar to the material that makes up Excadrill’s helmet and claw pieces, with the ‘head’ resembling a drill. The base is surrounded in very dense mole fur, and the top part of the lance resembles a moles head, and on the sides the paws, both brown in color. Both moles will then, proceed by coating the lance in earth chakra (similarly to Excadrill’s Drill Run technique) and thrust it forward. They can pierce through almost any defensive structure relative to earth's elemental properties (S-Rank) and after breaking through, the moles disperse. The moles can also be summoned to defend the user from attacks or to hold back an attack from opposite sides using one or both of their lances. If they use a single lance, the move is B-rank, while using both is A-rank and this is without the earth coating.
Notes:
-Must have signed the mole contract
-Can be used twice per battle

Approved.
demolition:

-Updating-

(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive/Defensive
Rank: B
Range: short(mid if channeled into a weapon and thrown)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade. After looking over the ability of the earth/lightning release: demolition man, the creator of this technique was able to incorporate its special “security system” to the ascending earth technique to counter enemies that the user may not be aware of and enter during a one on one fight. This done by creating a weapon (preferably throwing knives and a max. of 3) made of pure lightning chakra and throwing them across and around the user. When an enemy(s) is in short-range, the weapons will transmit the lightning, causing the weapons pierced in the ground to lose their form and shock the enemy(s). The weapons last until an enemy(s) gets within short-range to trigger them.

Restriction:
-Physical contact with the ground must be made
-The user cannot use both or all methods on the same turn
-If the user were to use the third method, he would have to set it up at the beginning of battle, posting the jutsu as a reference, not counting as a move but towards the usage, and can only be done once.
-Can be used up to 4 times per battle
-Can only be taught by fang

Declined.
~Resubmitting~

(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive
Rank: B
Range: short(mid if channeled into a weapon and thrown)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade. The user can wait and set off up to three weapons like paper bombs by weaving the hand-seals Horse->Rat->Hare.

Restriction:
-Physical contact with the ground must be made
-The user cannot use both methods on the same turn
-Can be used up to four times per battle
-Can only be taught by fang

Declined - it's too similar to existing things

(Kenjutsu: Mori no difendā) – Sword Arts: Defender of the Forest
Type:Offensive/Defensive
Rank:S
Range:Short
Chakra:40
Damage:80
Description: A technique that has the Inuzuka or ninken hold their sword or tanto gripped in their mouth before spinning ferociously and rushing through the opponent with powerful slashes, followed by a quick turn to face the opponent that is now behind them and then “tackle” the opponent, by slashing in a wheel like-motion and forming a saw similar to fang sawing fang technique. They can also use the saw to have the target collide into an object or a jutsu, while dealing more slashes. Alternatively the user can spin the blade ferociously as he would his body before launching forward towards the target. The sword would go through the opponent and the Inuzuka’s ninken would then catch the blade in its mouth to throw back, by spinning sideways at the opponent from behind so that it delivers many beast-like attacks into their back, in the form of a saw, and carries them off. The Inuzuka with incredible speed will appear at his ninken’s side just as they are about to throw the blade, so as to avoid contact with the opponent and being carried off by the attack as well. With the alternative, the sword stops spinning and slows down after piercing through the target, so that the ninken can catch the sword without the risk of hurting itself if the sword were to still be in drill form and continued on.

-Can be used by an Inuzuka member and their ninken
-Requires a sword
-Alternate method requires both users
-Can be used twice per battle

Declined - needs a bit of detail in how the sword is held in your mouth is it facing forwards or to the side. If its' forwards it would be more like a drill not slashes.
 
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(Genjutsu/Ototon: Kēpukobentorī) Illusionary Arts/ Sound Release: Cape Coventry
Type: Offensive/Supplementary
Rank:S
Range: Short-Mid
Chakra:40
Damage:80
Description: The user weaves the bird hand seal before using the sound produced by the rustling of her cape/cloak as a medium, inducing the opponent into a sinister genjutsu. Initially, it would appear as if a flock of crows would spawn from her cape and flock towards the opponent before spiralling and squawking around them , hindering their vision and hearing. In the meantime, the battlefield would shift from its normal appearance into an abyss of purple, wispy darkness. The genjutsu would then take its toll by pinning the opponent down or against any surface as the crows would begin to peck at the opponent. This would begin the process of the mental damage. Suddenly the twister of crows would disperse into a shower of dark feathers as 3 grotesque demon like beings that seemed to have been molded by lava, would spawn around the still opponent before darting towards them and slashing at them with their sharp claws and dispersing into hot ash and burning the opponent. After that, the user will raise both of her arms into the air. A massive inter-dementional demon would appear to grow from the darkness of her cape. The horned demon rises to a size larger than most skyscrapers as he rises out of the depths of the endless field of whispy smoke. It then releases red beams of energy from all 4 of his eyes which conjoin into one massive beam in mid trajectory before smashing into the opponent and sending them flying back into reality. The opponent would then wake up from his influence under the genjutsu severely mentally damaged before passing out due to the mental strain.

Note: Lasts for 1 turn

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

Note: Can only be used 3 times per battle.




□ Declined. Look at bold, S rank Genjutsu which causes the opponent to be restrained is a no. Also, decrease how many times it can be used, and don't add filler restrictions like "No S rank Gen in the following turn".□​

(Hebi Kuchiyose: Ejiki, Hebi Houyou)- Snake Summoning: Prey, Serpents Embrace
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to Snake Ninjutsu)
Description:
This is a unique technique that can be utilised by the signers of the snake contract, to initiate this jutsu the user would form two hand seals and slam their hand downwards. By doing so the user can reverse summon anyone they choose, within range, into a dank and dimly lit cave(does not affect vision). The cave spans up to 15m and is completely enclosed allowing no escape, while the user and any targets always appear 10m apart in the center of the cave.

This cave is home to a rare species of snake with extremely hard and abrasive scales, this breed has a single special feature similar to the canon Chakra Absorbing Snakes. Being that their scales will draw in surrounding enemy chakra, essentially ‘eating away’ at techniques they come into contact with and reducing their damage.(-10 dmg) The snakes will initially remain still and camouflaged upon the walls of the cave.

The main benefit of this jutsu however is that while in the cave the user is able to utilise the rare snakes in their snake ninjutsu, summoning the species directly from the cave for their ninjutsu rather than normal snakes. Due to this the users snake ninjutsu gains a slight passive boost from the dense and rough nature of the snakes scales.(+20 dmg) To escape the cave is relatively easy however, as when its structure has been compromised everyone in the cave would be desummoned prematurely. The cave can survive the impact one S rank technique without becoming unstable, however any further damage would cause it to crumble. This is due to the presence of the snakes on the walls of the cave and the shed snake skins covering the floor of the cave increasing its resilience, as the qualities of the dense scales are constant after being shed.

Note:
~Can only be used 2 times
~Lasts 4 turns after which everyone is desummoned
~Can only be used by Snake Contract owners
~Can only be taught by Mellow

□ Pending. Leaving for Pervy. □​



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

Note: Lasts for 1 turn

Note: Can only be used twice per battle.

Declined - you can only make one post per cj cycle <_<
 
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Edward

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(Ninjtsu: Shūkai) - Ninjutsu: The Gathering
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (+5 per turn)
Damage: N/A
Description: The user sends chakra towards a targeted area. Their chakra will passively attract particles in the air, from mist, sand, poison, or other elements. The user's chakra essentially acts as a magnet that attracts these foreign gaseous or small particles to a certain area, restricting it and condensing it to a 5 meter radius around the targeted area. For instance, if used in a misty environment, all the mist would be attracted to an area with a 5 meter radius where all the mist would be condensed in that area, unable to pervade throughout the terrain as it would normally. This technique is effective in hindering the enemy's vision for a certain amount of time or evading threatening substances in the air.
Notes:
- Lasts 3 turns / Usable 4x

Declined - by naruto logic it doesn't make sense, raw chakra doesn't have a form of magnetic property, you control it and fassion it in a way to take control and produce elements. So it would have to be for example a water style to draw the mist into a focal point.

(Fuinjutsu/Hyoton: Jikan uchi ni tōketsu) Fuuinjutsu/Ice Release: Frozen in Time
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 (+10 per turn)
Damage: N/A (60)
Description: The user will place a seal with a Kanji of "Frozen" on any surface. The seal will activate with the performance of the Tiger, Snake, and Boar Handseal. Once the hand seal is performed, the seal will open and ice chakra will spread around the user's vicinity - 10 meters in radius around the user - and create a visible barrier of Ice chakra. This ice chakra release will immediately freeze any shrubbery, grass, and wildlife as it crumbles into nothingness. The ice chakra will continuously be released in large quantities, making the air much denser and much, much colder. The ice chakra in the air is capable of freezing in place any tangible objects within range almost instantly as it passed through the barrier. For intsance, if a kunai were to be thrown towards the user, the kunai would be frozen and crumble into nothing before reaching the user. Anyone who enters this barrier will gradually freeze. If a non-ice user stays within the perimeters for one turn, they will experience chills and numbness in the skin. This isn't anything drastic but it does hinder close combat performance slightly. If a non ice user stays within the barrier for two turns, ice would begin to form around their clothes and body, causing them to become heavier and slower, which decreases their speed by one level. If a non Ice user stays within the barrier for three or more turns, the powerful ice chakra will freeze them in place; ice will form around their limbs and they will be unable to move as more and more ice forms around their body. This, however, does not limit them from using chakra; they are merely frozen in place.
Notes & Restrictions:
- Lasts 4 turns, Usable 3x
- The barrier is not physical: one can still enter or exit
- No Fuinjutsu for the same or next turn
- Follows elemental strengths and weaknesses with what it can "freeze"

Declined - for steel such as a kunai to freeze and crumple would take more than just cold. Generally it needs work.

(Hyoton: Reitō sapuraizu) Ice Release: Frozen Surprise
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: (+20)
Description: The user will string an extra Boar hand seal after any technique that uses a tangible element. This will coat the released technique with visibleice chakra which, upon impact, will explode into a plethora of icicles, all of which originates from the original technique. These icicles will grow out of the technique once it reaches enters short-range and it will quickly expand and cover the original technique with icicles, 3 meters long, capable of impaling and stabbing. This can also be applied to normal stuff such as kunais, but its main use is with an explosive tag where the explosion will act as a catalyst for the ice chakra to be activated and release the spikes, but due to the explosive nature of the tag, the spikes will explode outwards into smaller and more dangerous fragments of ice. The chakra can also be divided up, depending on the amount of projectiles the user wishes to coat. This of course divides up the power equally as well.
Notes:
- Can only be used 4x, with a two turn cooldown between each usage
- Only teacheable by Edward

Declined - this isn't really done right. You don't just create a layer of chakra for jutsu like this, it would have to be like a layer of ice around the element, that would then have the desired effect.
 
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(Kage: Deddo Otoko Okingu) Shadow Arts: Dead Man Walking
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (5 per turn per person)
Damage: N/A
Description: A technique to be used when an individual is injured/incapable of proper movement on their own. The user would control their shadows through chakra and would follow the movements of their shadows. This allows the user to continue moving on the battlefield. It follows the basic technique of the Naras. While this is invoked the user can not use elemental chakra. It can be applied to others to control their movement however the allies can only use taijutsu, kenjutsu, and basically anything other than that which does not require chakra. This can be used on multiple targets(up to 4), thus allowing the user to control an army of puppets. This allows the user to control even dead bodies and use them as meat shields.
-Usable 4 times
-Lasts 3 turns
-Mastery over Nara clan techniques.
-The controlled people would move 2 levels slower than they normally do. If the user controls himself moves at his same speed. No speed boosts will be applied while active

Approved - my god you can be sadistic with this

(Kuchiyose no Jutsu: Saishu Bansan) - Summoning Technique: The Last Supper
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: After drawing blood and performing the ritual, the user would summon food and drinks according to his needs. The summoned food/drinks are sufficient enough for a large banquet, though the user can choose to summon a single plate if he so pleases. What makes the summoned food/drinks unique is that they are embedded with snake venom. There are three types of 'venom':

Hemotoxin - Ledger: This venom causes the destruction of red blood cells, disrupts blood clotting, and causes organ/tissue degeneration and ultimately destruction. The type of Snake Venom used with this technique attacks the chakra system of the victims. Within one turn of consumption the effects would take place. The victims would have their chakra flow constantly interrupted while the venom 'eats' 15 chakra per turn. This has a downside and an upside, the targets would no longer be able to maintain techniques that last for more than 1 turn, but they would become immune to B rank and below illusions. This is all due to their chakra being in a state of constant struggle and flux due to the venom. This venom lasts in the body of the target for 5 turns.(1 turn to become 'active' and 4 turns of it's effect)

Neurotoxicity - Engine: Neurotoxins are toxins that are poisonous and destructive to nerve tissues. The type used with this technique attacks the nervous system of the target. As it is consumed the victims would become less aware of pain(D ranks and freeform) while they also become slightly slower.(1 Level) In the next turn the effects are further increased, the victims would be less aware of C rank and below techniques and would become more slower.(2 Levels) In this turn the victims could even experience blood loss and barely notice it. The same level of unawareness(C rank and below) would be present in the third turn, however the victims would become even slower(3 Levels) and would begin to experience numbness all over their body, especially their hands, making hand seals slower. In the fourth turn the numbness severely increases to the point where more than 1 hand seal becomes impossible, complex movements(running, CFS moves, etc) become extremely hard to perform. If the venom lasts for a fifth turn the target would become paralysed in their place, becoming stiff as a stick.

Manasa: Serving more as an antitoxin, it counters the effects of the above two toxins, rendering them useless.

The user can only summon 2 of the 3 per use, however he can chose to summon a food containing Manasa directly into his mouth in order to deceive opponents. The amount of venom it takes to become active is miniscule, meaning that even a single rice would be sufficient to poison the target. The user can have Ledger and Engine both embedded into the same food/drink. The user can also control the liquids that are summoned, controlling them like water release to forcibly poison the target. The targets can counter the technique by above A rank full chakra surges, extreme blood loss, specialised medical treatment, and through Manasa.

-User can summon food/drinks directly into his mouth.
-Usable 3 times with a turn interval between uses.
-Control over the liquids is freeform.
-The amount summoned can be ridiculously big, enough to even poison a village.
-Mastery of Snake Ninjutsu.

Declined - would require med as its toxins/poison

(Kage: Chumon No Yogen-Sha) - Shadow Arts: Order of The Prophet
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10
Damage: N/A
Description: After capturing the target(s), either through this technique or others, the user is given the opportunity to humiliate the target(s). The user can choose to force the opponent to bend their knee(s) in order to kneel in front of the user, or to choose to cause the target(s) to close their mouths, preventing them from talking. The two are often used together to silence insubordinate mongrel. Other than the aesthetic uses of the technique it has a practical use. The user can choose to close the mouths of the target(s) as they are releasing a jutsu, thus effectively stopping the technique and potentially harm the target(s) depending on the nature of the released technique.

Approved - that mockery xd
 
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Not the official quote, but these are from the old archived thread so had to do it manually.

(Ongaku Sōsa/ Ototon: Bōkyaku no chaimu) Musical Manipulation/ Sound Release: Chimes of Oblivion
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A (+10)
Damage Points: N/A
Description: This technique stands as the ability to change the medium of a Genjutsu to that of sound, utilizing sound chakra to cast the Genjutsu. This can be done by users of instruments by playing a short 3-chord sequence, sequence can be played on a loop for additional effectiveness.
- Loop must be continuously played without any falter in the rhythm for additional effects to be maintained.
- Can only be used 4 times for A rank and below Genjutsu, and 2 times for S rank Genjutsu
- The genjutsu used through this technique must be posted alongside this technique. The chakra cost will still stand for both ( 10 + Genjutsu ), but it will count as 1 jutsu
- Once initiated, the genjutsu will see through its effects without the continuation of the starting sound.
- Continuous playing of the sound that was used to initiate this genjutsu will raise the genjutsu's rank by 1 level for B-rank and below genjutsu providing that the target can hear the sound whilst trapped within the genjutsu.
- Continuous playing of the sound used to initiate this technique will result in the genjutsu being re-initiated once broken as long as the sound can still be heard by the target upon release. this happens without the need for a second tehcnique usage.
- Can only be used once every 3 turns

‡ Declined ‡ Write this in the normal style for techniques rather than using this list format.

(Ototon: Dorifutāzusukēru) Sound Release: The Drifters Scale
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: By initiating contact between a part of their body and a solid object in the environment around them the user releases a wave of sound chakra which travels extremely quickly and ricochets back and forth between the limb and the solid object used. This creates a pressure of sound which pushes outwards in two opposite directions, the force generated by this sound wave is easily able to lift a grown male 6 feet into the air if used with a stamp on the ground.
-Only taught by the Mockingjay-
-The connection between limb and solid must be capable of making some level of sound for this technique to work.-

‡ Declined ‡ Clarify the description. I have a vague idea of what you're trying to do but the description is too ambiguous.
(Ongaku Sōsa/ Ototon: Bōkyaku no chaimu) Musical Manipulation/ Sound Release: Chimes of Oblivion
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A (+10)
Damage Points: N/A
Description: This technique stands as the ability to change the medium of a Genjutsu to that of sound, utilizing sound frequency to cast the Genjutsu. This can be done by users of instruments by playing a short 3-chord sequence, continuous playing of the this sequence will result in the genjutsu being re-initiated once broken without the need to post the technique again.
- Can only be used 4 times for A rank and below Genjutsu, and 2 times for S rank Genjutsu
- The genjutsu used through this technique must be posted alongside this technique, although the combination counts as only one move.
- Can only be used once every 3 turns

‡ Declined ‡ The bolded is incredibly unreasonable and needs to be removed. Also, state that this can't be applied to Forbidden Rank illusions (a few exist).


(Ototon: Dorifutāzusukēru) Sound Release: The Drifters Scale
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description:By hitting a part of the environment around them, the user will release their sound chakra in order to amplify the sound generated by the impact in order to push themselves away from their current location. This technique can be used from any part of the body and with any piece of terrain providing the impact was enough to create a sound in the first place. Pressure generated by this technique is capable of pushing a grown human up to 6 feet at rapid speeds.
-Only taught by the Mockingjay-


‡ Declined ‡ Similar techniques exist.

Leaving for NK
 
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(Shikigami no Boido) Void of Shikigami

Type: Offensive/Supplementary

Rank: B

Range: Short - Long

Chakra: 20 (-5 to maintain)

Damage: 40

Description: After using Dance of Shikigami technique, Konan attain the ability to turn her whole body into sheets of paper making her both indestructible and dangerous. Void of Shikigami technique take this ability to a new level, After Konan has turn her body and clothing into sheet of papers she will make these papers to reduce in size more like cut into tiny pieces that can not be seen by the naked eye. This technique produce more(in amount) and lighter(in weight) sheets of papers allowing the paper to move at a faster rate and cover more ground, in comparism it become faster than gaara's sand but reduce in power (damage) of the paper. Like the primary technique Konan at will can form these tiny papers into tool, animal, weapon or object to do her bidding and this tiny paper is seemingly expendable and how much paper she can expend depends on her chakra reserve. While using this technique, Konan is immune to physical damage and as long as some sheets of paper remain, she can reform. This technique can be done partially or completely on the original sheets of paper.

Restrictions:

* Must have perform Dance of Shikigami beforehand.

* Restricted to Paper ninjutsu while the technique is active.



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


* reworded everything
* paper training

(Shikigami no Boido) Void of Shikigami
Type: Defensive/Supplementary
Rank: D
Range: Short - Long
Chakra: 10 (-5 to maintain)
Damage: N/A
Description: After Dance of shikigami, Konan become almost immune to physical attack such when striked she can simply burst into papers to avoid damage, however she note that this wasn't enough as even if she evade or avoid, the opponent is still aware of her presence due to the papers floating around. This brought about Void of Shikigami, like the name "void" this technique physically turn her into nothingness that is in the eye of the opponent but to her, she shreds her paper both those on her and around into tiny sizes that can not be seen by the naked eye thus her "nothingness form". However this technique has a setback; the papers due to their sizes are unable to deal significant damage so in order to deliver damage the papers must first regain their original size by merging, the papers move at a faster speed than their original size. This technique is mostly used for evasive purpose. This technique can be applied to other paper techniques but the damage point will be reduced to D-rank regardless of the original rank of the technique. So in a nutshell this technique allow Konan to shrink and unshrink her papers at will. This technique (shred and merge) happen almost instant and maintain as long as Konan chakra reserve allow her.
Restriction:
* Must perform Dance of Shikigami beforehand.
* Can only be used once for every three turns.
* Unable to use other techniques aside paper ninjutsu.

□ Declined. At bold, you still state they can not be seen by the naked eye, change this, and also clarify the "enhanced speed" the papers are moving at now, as you say they are faster but not how much faster, leaving much to interpretation as I stated before. Shredding and Merging also can't happen passively, change that and also add how many times it can be used, with a turn cool down between usages. □




(Ninjutsu: Haru no hoshi) Ninja Art: Spring Star

Type: Offensive/Supplementary

Rank: A

Range: Short - Long

Chakra: 30

Damage: 60

Description: Spring Star is one of Roku infamous moves, he roll up into a concussive ball and blast off at a blinding speed and force to strike his target, though primarily to attack enemies, the technique can also be used to move target from one place to another(upto long range) however the target has to be inside Roku, this is possible through ninjutsu (this ability is similar to jiriaya frogs being able to swallow it's summoner regardless of size). Note that Roku perception is not disturbed during the roll as he rely on his ability to track his target through their scent but however the target perception while inside Roku is disturbed. Also he can change directions at will and upon rolling on the ground Roku's static charge will get a boost of +15 damage from the friction of rolling.

Restrictions:

* Can only be used twice per battle.

* Can only be performed by Roku.

* Can only change direction twice per roll



Declined - if it's A rank it's A rank, no boosting in the middle, if it's meant to be lightning aswell due to static charge that should be included in the overall rank of the jutsu.


* removed the lightning boost.

(Ninjutsu: Haru no hoshi) Ninja Art: Spring Star
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Spring Star is one of Roku infamous moves, he roll up into a concussive ball and blast off at a blinding speed and force to strike his target, though primarily to attack enemies, the technique can also be used to move target from one place to another(upto long range) however the target has to be inside Roku, this is possible through ninjutsu (this ability is similar to jiriaya frogs being able to swallow it's summoner regardless of size). Note that Roku perception is not disturbed during the roll as he rely on his ability to track his target through their scent but however the target perception while inside Roku is disturbed. Also he can change directions at will.
Restrictions:
* Can only be used twice per battle.
* Can only be performed by Roku.
* Can only change direction twice per roll

Approved


(Aka no kukkī) Red Cookie

Type: Weapon

Rank: S

Chakra: N/A

Damage: N/A

Description: AKA "Hisnabek" is a spear like weapon that was used by one of the old gods, C'Thun. By appearance it is identical to a spear but rather than a pointed edge blade at the head, it is replaced with a large flat rectangle blade and it's body to tail(handle) is made of purely earth, it has a normal spear range. Left alone Hisnabek is nothing more than an earthen staff until infused with natural chakra, it turns dense and hard as a steel making it able to withstand B rank and below elemental and non elemental attacks. On the body of Hisnabek is engraved with ninjutsu seals. This seals allow "Hisnabek" to possess a unique ability that allow it react on its own to chakra, it does this by connecting it's tail or body to its user vertebra column(like obito and madara did with the ten tails). When connected to its user chakra, Hisnabek can perform the following feat;

* The body(handle) can increase in length up-to long range and retract back, it can become as flexible as a whip allowing it to move irregularly and to bind the enemy. Also it is able to travel underneath the ground. It's extension and retraction speed depend on the range reached. For short range is 1 second and for long range is 5 seconds.

* From its body produce many small earth spikes to strike or defend against an attack and further shoot them out as projectiles. The earth spikes are C rank and can only extend from the body up-to short range and shoot out up-to long range.

* It earthen body(handle) can merge with the clothing of the user acting both as a bulletproof and support medium that is like an armour; acting as a bulletproof it defend against attack up-to B rank and as a support provide +50 damage boost for the user's physical attack. It cover the user from neck to the arm and feet. In this form the blade section of Hisnabek is at the back of the user's body but can be moved about along the user's body as long as the earthen section of the Hisbanek is there. The blade can extend out from the armour up-to short range to strike the enemy. Also the user's speed is not affected at a noticeable level.

* Hisbanek can repair damages taken or replace damaged parts through feeding off the user's chakra. Depending on the damage the cost of chakra varies; if broken or cut in half it cost little to nil chakra point while if exploded or shredded to pieces cost -10 chakra point to revive.

* The user equip with the Hisbanek is able to perform up-to C rank earth release by waving or extending the weapon that is without hand seals.

Restrictions:

* Require mastery of Earth Release to use.

* Each of the Hisnabek ability (aside the revive ability) count as a move and require a turn cool down before it can be used again.

* The armour ability of the Hisnabek can only be used thrice per battle and each usage last for four turns. It will cost user -5 chakra point to maintain usage.

Image of weapon:

How it looks

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How the armour ability looks

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Declined - +50 damage? You could say it's strikes are B rank in power costing a move but +50 damage, hell nawww


(Aka no kukkī) Red Cookie
Type: Weapon
Rank: S
Chakra: N/A
Damage: N/A
Description: AKA "Hisnabek" is a spear like weapon that was used by one of the old gods, C'Thun. By appearance it is identical to a spear but rather than a pointed edge blade at the head, it is replaced with a large flat rectangle blade and it's body to tail(handle) is made of purely earth, it has a normal spear range. Left alone Hisnabek is nothing more than an earthen staff until infused with natural chakra, it turns dense and hard as a steel making it able to withstand up-to B-rank elemental and S-rank non elemental attacks. On the body of Hisnabek is engraved with ninjutsu seals. This seals allow "Hisnabek" to possess a unique ability that allow it react on its own to chakra, it does this by connecting it's tail or body to its user vertebra column(like obito and madara did with the ten tails). When connected to its user chakra, Hisnabek can perform the following feat;
* The body(handle) can increase in length up-to long range and retract back, it can become as flexible as a whip allowing it to move irregularly and to bind the enemy. Also it is able to travel underneath the ground. It's extension and retraction speed depend on the range reached. For short range is 1 second and for long range is 5 seconds.
* From its body produce many small earth spikes to strike or defend against an attack and further shoot them out as projectiles. The earth spikes are C-rank and can only extend from the body up-to short range and shoot out up-to long range.
* It earthen body(handle) can merge with the clothing of the user acting both as a bulletproof and support medium that is like an armour; acting as a bulletproof it defend against attack up-to B-rank and as a support provide damage boost for the user's physical attack (B-rank). It cover the user from neck to the arm and feet. In this form the blade section of Hisnabek is at the back of the user's body but can be moved about along the user's body as long as the earthen section of the Hisbanek is there. The blade can extend out from the armour up-to short range to strike the enemy. Also the user's speed is not affected at a noticeable level.
* The user equip with the Hisbanek is able to perform up-to C rank earth release by waving or extending the weapon that is without hand seals.
Restrictions:
* Require mastery of Earth Release to use.
* Each of the Hisnabek ability (aside the revive ability) count as a move and require a turn cool down before it can be used again.
* The armour ability of the Hisnabek can only be used twice per battle and each usage last for 3 turns. It will cost user -10 chakra point to maintain usage.
Image of weapon:
How it looks
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How the armour ability looks
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Approved - made alot of edits

 
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-Best-

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Updating contract

Summoning Animal: Piranha
Scroll Owner: -Best-
Other Users who have signed contract: N/A
Summoning Boss if existing:
Other Summoning Animals tied to contract: N/A
Description and Background:

Piranhas are vicious sea bound summons. The size of Piranhas ranges from palm size to the size of Gamabunta. The Piranhas are known for their strong dental framework which helps them chunk off even the hardest of the prey. Due to the very hard, razor sharp teeth, Any Piranha summon would be able to bite off Solid Earth techniques up to 2 ranks below the summon's actual rank in a matter of seconds (Eg, A-rank summon would be able to bite off a rock slab of C-rank in strength). When a Piranha is summoned to the battlefield, it forms a water sphere around itself as it gets summoned making it possible to be summoned even in terrains without the water source. Piranhas have a strong affinity towards the scent of blood giving them the unique ability to track down the opponent in a battlefield through the scent of their blood provided the at least a single drop of blood of the enemy is out on the battlefield.

Pending - leaving for Lok or NK, the blood tracking seems an infringement on sharks but not sure.

Approved
 
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Jᴀʏ

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(Ninjutsu: Ricochet no janguru) Ninja Art: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel their earth chakra into the ground raising a ring of earth 15 meters tall to surround the opponent, the user will then throw his shuriken within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both it's speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu user's can easily track this.
Note: Takes three turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.

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

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

Feel free to re-submit next cycle. □
](Ninjutsu: Ricochet no janguru) Ninja Art: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel their earth chakra into the ground raising a ring of earth 15 meters tall to surround the opponent, the user will then throw his shuriken within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both it's speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu user's can easily track this.
Note: Takes three turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.

□ Declined. Wrong chakra and damage info. Also, the Earth raised you say is 15 meters, but you don't specify its width, only its height. Also, you don't really specify how much faster the shuriken get, leaving it up to interpretation. □​

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

□ Again, wrong chakra and damage information. Secondly, your description is confusing. You mold a ball of mud (done with Earth? Does it rise from the ground, and then form into mud??), then cover it with water, and suddenly its a shield that is thrown.. Also, the absorbing of water seems like its just thrown in there for the sake of it, too. □​

(Kenjutsu: Kitanai Teguchi) Sword Art: Dirty Tricks
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will channel his chakra through his sword and into the earth, coating the tip in mud. The user will then perform a feint slash. To launch the mud towards the opponent. The user will then manipulate the mud to latch around the opponents eyes. The mud will then harden, and tighten, crushing the opponents skull. The user of the technique can attack while the opponent is virtually blinded however, any elemental technique other than earth will deactivate the attack.

□ Declined. This is basically the same as the technique, Mudshot, except that it hardens, has no usage limits and is done with a sword. □​
 
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Shroud

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(Cheinmeiru) Chainmail
Type:Supplementary
Rank: B Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Chain mail is a special type of clothing made of circular meal rings woven together made of the same substance of chakra enhanced trench knifes making it difficult hard to break even with a chakra enchanced blade.The way its woven makes the user nearly immune to slash based kenjutsu upto B rank.

Note: the user must state hat hes wearing chainmail and where hes wearing either on his bio or at the begining of the battle
Note: makes the user immune to freeform - d rank tai

Declined - If you want to immune to stuff make this your cw, if not you can have chain mail but in the ninja world swords are sharp enough to cut through this kinda metal, otherwise wouldn't all ninja wear it? And wearing something like this would slow you down
 
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Pervyy

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‡ New Cycle ‡
The new cycle starts on 2/10/2016 (at 09:30 GMT +1) and ends on 9/10/2016. 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 resubmission's 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. So please refrain from pestering mods.
 

Nathan

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(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. ♪
\


(Katon: Karite Souhou) - Fire Release: Grasp From Beyond
Type: Offensive
Rank: Forbidden
Range: Short (Contact) - Long (radius)
Chakra: 50
Damage: 90 (-40 to the users arm)
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 40-50 meters 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, they do this by flowing an additional amount of fire chakra all around their body, shoulders and backwards, chest, so forth. This protects any vital organs from being severely damaged from this dangerous technique, 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
- The users arm is beyond repair for medjutsu and or kinjutsu.
- No jutsu S rank or above in the following turn



Approved - made edits
 
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Raiton:Kegareta ashi-Lightning Release: Dirty Foot
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The user channels his lightning chakra into the ground to short range from him. With this, he would be mixing his lightning chakra with earth while forming a dormant static electricity within the earth surface. This however does not harm anyone atop the earth but the static lightning only responds to movement and pressure on the ground. The technique is particularly potent not for pressure that results from normal walking but pressure on the earth that results from running. The fast interval of steps on which the opponent makes with the ground would quickly generate static electricity from the ground that spreads outwards from the feet and into the opponent's body. The more the speed, the higher the electricity that would be conducted through the opponent. The static electricy though would not cause fatal electrocution but painful shocking that only paralyses the opponent. The pain from the static shock increases with increase in speed, likewise the level of muscle paralysis increases with increased speed.
This would not work on the user or anyone other than the user walking normally. It only trigers when the opponent is running since the steps puts more pressure on the earth when compared to walking.
-2x per battle
-Last 4 turns or until deactivated
-Paralysis last for 2 turns
-While active, the user can not use other elements except lightning. He is still able to use non elemental abilities though.
-2 turns in between usage.

♪Declined, I still see a damage value z.z - also (forgot to mention this before), but make this clearly visible. ♪

Approval:
Slight Update

Kara zao:Flail
Type:Weapon
Rank: S
Range: Short-long[If chain is extended]
Chakra Cost: 40[ A rank Attacks 60, S rank 40][/B]
Damage Points:80
Description: A historic and ancient weapon forged in the early Japanese era before the formation and establishment of ninja villages and the shinobi system. It is elegant both in structure and the way it is able to be used. It has a long wooden handle extending well over 15 inches which is connected to two metallic balls surrounded with spikes capable of piercing targets, and this is accomplished by a series of chains which are attached to its wooden body. The flail known for its versatility can be used both in short and long ranges thanks to the chains which can extend up to a 15 meters allowing the user to quickly grab or get hold of their desired target. The spiked metallic balls attached to the weapon are very large in size and weigh well over 30 kilograms each and are capable of wreaking havoc and devastation on their targets[S rank damage], it can also be used to destroy solid projectile based techniques, however this ability is limited to A rank and below. The metallic balls are manually detachable from its wooden body and can be used alone in combat, in which their strength is equal to that of S rank damage. When done it cannot be reattached for the duration of the battle.However, it can be attached or tied to the hands of the user through the chains, to aid him in taijutsu battles.

Note: Can only be used /wielded by thunderbolt
Note: Any moves from the weapon count as a turn in one move.
Note: The S rank blunt hit when the balls are detached can only be used 4times per battle

Declined - A rank for when they are attached but S rank when removed? That doesn't make sense
Raiton:Kegareta ashi-Lightning Release: Dirty Foot
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user channels his lightning chakra into the ground to short range from him. With this, he would be mixing his lightning chakra with earth while forming a dormant static electricity within the earth surface. This however does not harm anyone atop the earth but the static lightning only responds to movement and pressure on the ground. The technique is particularly potent not for pressure that results from normal walking but pressure on the earth that results from running. The fast interval of steps on which the opponent makes with the ground would quickly generate static electricity from the ground that spreads outwards from the feet and into the opponent's body. The more the speed, the higher the electricity that would be conducted through the opponent. The static electricy though would not cause fatal electrocution but painful shocking that only paralyses the opponent. The pain from the static shock increases with increase in speed, likewise the level of muscle paralysis increases with increased speed.
This would not work on the user or anyone other than the user walking normally. It only trigers when the opponent is running since the steps puts more pressure on the earth when compared to walking.
-2x per battle
-Last 4 turns or until deactivated
-Paralysis last for 2 turns
-While active, the user can not use other elements except lightning. He is still able to use non elemental abilities though.
-2 turns in between usage.
-The technique is noticeable and can be seen

Leaving for vex

♪ Approved ♪

Kara zao:Flail
Type:Weapon
Rank: S
Range: Short-long[If chain is extended]
Chakra Cost: 40[ A rank Attacks 60, S rank 40][/B]
Damage Points:80
Description: A historic and ancient weapon forged in the early Japanese era before the formation and establishment of ninja villages and the shinobi system. It is elegant both in structure and the way it is able to be used. It has a long wooden handle extending well over 15 inches which is connected to two metallic balls surrounded with spikes capable of piercing targets, and this is accomplished by a series of chains which are attached to its wooden body. The flail known for its versatility can be used both in short and long ranges thanks to the chains which can extend up to a 15 meters allowing the user to quickly grab or get hold of their desired target. The spiked metallic balls attached to the weapon are very large in size and weigh well over 30 kilograms each and are capable of wreaking havoc and devastation on their targets[S rank damage], it can also be used to destroy solid projectile based techniques, however this ability is limited to S rank and below. The metallic balls are manually detachable from its wooden body and can be used alone in combat, in which their strength is reduced and can only cause A rank damage. When done it cannot be reattached for the duration of the battle.However, it can be attached or tied to the hands of the user through the chains, to aid him in taijutsu battles.

Note: Can only be used /wielded by thunderbolt
Note: Any moves from the weapon count as a turn in one move.
Note: The S rank blunt hit can only be used 4times per battle

Approved - but you can't use it O_< You're luther, this can only be used by thunderbolt O_<


Approval Link:
Update
(Ninjutsu no sutairu: Māku senjō) Ninjutsu Style :Marked Battle Field
Rank: A
Range: Short-Long
Chakra Cost:30[-10 for every turn]
Damage points: N/A
Description: The user bites his thumb and uses and sucks the blood from it , similar to if he was about to commence a summoning. He draws the blood and sticks it on the ground then focuses on his chakra for some time channeling it up in massive quantities. After this the user then releases his chakra along with the blood and channels his chakra around the ground this can be extended up to 15 meters [long range] but cannot go beyond that. When done this jutsu allow the user to sense and pick up on any sneak attacks underground done by the opponent or by any sudden movement of the opponent, provided it is within range of the users jutsu.

Can only be used twice in a battle.
Can only last for four turns.

Declined - you're slowly trying to make this even more powerful. Not gonna fly. I wouldn't of approved this in the first place as it clashes with blood release.
 
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Tsuki

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(Anata no Sonzai no Arayuru Sen'i) - Every Fiber of your Being
Type: Supplementary
Rank: B
Range: Self
Chakra: N/A (+10)
Damage: N/A
Description: This technique has initially been developed to widen the options for dealing against S-Ranked illusionary techniques. It is a non-elemental ninjutsu technique (X) that needs to be used in combination with another chakra-requiring technique (Y). What this technique (X) does is to simply gather and surge the required amount of chakra for the other technique (Y) from every part of one's body before sending it to where the other technique (Y) initially requires the chakra to be instead of only gathering and surging chakra from a particular part or parts of the body to perform the other chakra-requiring technique (Y). This effectively turns the other chakra-requiring technique (Y) into a full body chakra surge technique, allowing the user to also release themselves from illusionary techniques on the process. An extra 10 chakra points is used to alter the other technique (Y) into a full body chakra surge technique. This makes the amount of chakra spent by both techniques in total to equate to the chakra of a technique one rank greater than the technique that "Every Fiber of your Being" is combined with (Y), which does not strengthen the other technique (Y) in any manner whatsoever other than that of the full body chakra surge aspect it now has earned. Because of this, the user can now escape an illusionary technique by using a full body chakra surge technique that has the same rank as the illusionary technique instead of having to use one that is one rank greater than the illusion. An S-Ranked illusionary technique can be escaped by combining "Every Fiber of your Being" (X) with, for example, "Fire release: Great Fire Majestic Annihilation" (Y), which is an S-Ranked technique in itself. Or, for example, escape an A-Ranked illusionary technique by combining "Every Fiber of your Being" (X) with "Lightning Release: Sixteen-Pillar Bind" (Y), which is an A-Ranked technique in itself. Combining "Every Fiber of your Being" with another technique must be justified by the user. Due to the nature of "Every Fiber of your Being", its activation is instant in combination with another technique and does not consume any time whatsoever as it does not do anything by itself and its effects are only initiated when combined with another technique.

Note: 4 times per battle

Declined - this is a beautifully made jutsu but i just can't allow it. It's almost like just making every jutsu a form of kai which is just wrong. DNR.
 
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Mellow

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

Note: Lasts for 1 turn

Note: Can only be used twice per battle.

( Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank:Forbidden
Type:Supplementary/Offensive
Range:Short-Long
Chakra cost:50
Damage points:90(-50 to user)
Description: This technique is evoked when thunderclouds are present, be it technique-produced or natural. The user will yell, scream, roar, etc., infusing the cry with high frequency, low energy Sound waves that are carried into the atmosphere. The sound waves will resonate through the clouds in the sky, marinating within until the user forms two handseals, seizing control of the sound waves. The handseals will trigger a powerful thunderclap within the clouds, with the sound of the thunder resonating downwards as a high energy, low frequency sound wave at speeds faster than the average Lightning technique. The impact of the Sound wave on the terrain generates a powerful shockwave that echoes throughout, resonating through everyone caught within its field. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzes, resulting in death if left unguarded. The user will also suffer recoil damage from the technique.

Note: Can only be used once per battle.
Note: No Sound techniques may be used within the following four turns
Note: No techniques above A-rank can be used in the following four turns and no Taijutsu above C-rank

(Ototon/Genjutsu: Korasu Bomei) Sound Release/Illusionary Art: Corvus Defection
Rank:A-Rank
Type:Supplementary/Offensive
Range:Short-Long
Chakra cost:30
Damage points:N/A (-60 mental damage if struck)
Description:Crow's are known to be great at mimicking the sounds of many other animals, including humans(better than parrots can), to either attract their prey or scare off predators for food. Being the tricksters they are, the crow's will mimic the voice of the user or anyone elses voice that have heard before, using their voice as the medium for the illusion. The user will then weave the sign of confrontation, casting the genjutsu upon the targets (up to 4 people in total). The effects produced from the genjutsu are listed as followed; the target will hear the voice and see a replica(s) of whoever the crows copied. At that point, the replica's will carry out actions within the illusion that the user has set them to do. The actions can range from simply speaking to the target to attacking them .

Note: This technique can only be used 3 times per battle
 

21 Savage

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The Bat - Suit
Type : Custom Weapon
Rank : S
Range : N/A (Short?)
Chakra : N/A
Damage : N/A
Description : This is an advanced tool made for Baan Bartholomew when he signed the bat contract. It was rumored to be the only and last item crafted by the First Great Bat Sage before his demise (ascension) making it a testament to Baan's future potential. This Suit was bestowed to the Bartholomew after passing a list of tests and trials to be able to wield such ancestral heritage. Wearers of this suit over the years have been given quite a handful of aliases but the only one that stuck was "Bat-man". Having being made by a master of pure art, It consists of a tight black body armor made from the sturdiest of earth that is able withstand freeform Body techniques and weapons (its flexible; does not restrain movement) with the chest emblazoned with a stylized black bat and black accessories. Across the back is a wide scalloped black cape that can be used to glide in the air (purely cosmetics), gloves, boots, and a close-fitting cowl (covering the upper half of the wearer's face) with ear-like projections to suggest a bat's head and lenses in the eyes compartment that prevents eye contact with the wearer but it doesn't affect vision/sight in any way ; Plus a utility belt containing a variety of new equipments that replaces normal ninja tools - a price the wearer has to pay for a more suitable arsenal. This costume also conceals the wearer's identity and scares lower ranked ninjas.
This suit has a number of abilities that when combined with wits and a sensitive mind, it could give the wearer/user a upper hand in battle. Apart from being naturally resistant to tearing and impact from explosives due to its construct material, it is insulated against electricity of all forms and resilient to A rank and below techniques due to it being made from the very hide and skin of a thousand bats that betrayed the "Bat Code" (combined with the hardest of elements from the earth crust/core) thus causing them to be sacrificed for this cause and it contains the souls and will/evil intent of these sacrificed bats towards the wearer.
The suit also contains an utility belt that is always worn on the waist to substitute the normal ninja pouch for storing and housing battle weapons. Seeming basic in appearance, the utility belt is the most important tool for the wearer in battle. Consisting of a strap and buckle, the utility belt houses ten pouches that are attached to the outside of the belt. A secondary compartment behind the length of the belt houses the supply of batarangs. Each of the ten pouches contains various tools that have substituted out the normal basic equipments.
The contents of the utility belt includes :-
• Batarangs which are a customized throwing weapon made to replace normal shurikens and are collapsible so that a large number of them can fit inside of the utility belt. The Bat sage also made a special variety of the batarang aside from the regular type which is the "Explosive batarang" that explodes once they have hit their target.
• Bat-lines which are more darker in appearance than normal ninja wires but still possess the same abilities/strengths/weaknesses of the parent wire.
• Smoke pellets are substitutes to the basic smoke bombs but are more smaller in size and a large amounts of smoke can be deployed by throwing or breaking open these small hardened spheroid capsules. Often used to quickly provide cover for the wearer's stealthily escapes and entries.
• Stun pellets are substitutes to the basic flash tags but these emits a strong bright light and loud sound to completely blind and deafen enemies momentarily, however, the effect wears off within a few seconds.
• Must be have been mentioned in user's bio to utilize in battles.
• Upon wearing this suit, the User/Wearer is unable to utilize the basic ninja weapons at any point in time (declaring these basic tools void to the wearer).
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I'm sure someone already has a bat suit, i'll get back to this

(Futon: Fū Sen'i ) Wind Release: Wind Transition.
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 2 handseals (Boar+Bird), the user will create two great pillars of wind of desirable height and width, parallel to each other, and roughly 5 meters apart. Almost invisible to the naked eye, are a myriad of thin, sharp line of wind (similar to Wind Blade in its properties) that connect both pillars. The user will then launch both pillars in any direction, ripping the ground at their passage, with great speed. If anything stands on the path of strings, it gets sliced clean, including the opponent. The pillars disperses into blades of wind that can be manipulated once ; mentally after they reach the range limit, and cannot change direction once in motion.

Declined - S rank, no restrictions?
 
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Beifong

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(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.
(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 A-Rank ability and as such can only overpower B-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 every two turns and his manipulation will be equivalent to S-Rank. Both the user and the Red King will be unable to use S-Rank or above Steel in the next turn when the manipulation ability is used. 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. In this molten state, the Red King is still weak to Lightning Release. 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.

Approved
 
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