Custom Jutsu Submission - III

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Klad

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Updating; it's an unofficial quote from the last thread. Permission from since the update contain some similar features his Hell Touch technique has.

Meiton: Koritsu shita kou - Dark Release: Isolated Rainfall
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Isolated Rain is only accessible when the user has absorbed a technique first, and has used a technique which makes it rain. Performing a set of two handseals, the user will manipulate his dark chakra in a way that it is sent up and stored in the already formed clouds. The clouds will darken and from them, rain infused with dark chakra will start to fall. Since the raindrops are now associated with the dark release characteristics, they have access to absorbing chakra of anything they touch. Upon absorption, the chakra doesn't go back to the user, but instead will disperse into an unfocused harmless explosion once it hits matter. The main effect of this technique is, because the rain makes physical contact with the target, they will have a difficult time using techniques of elements that are weak to Dark Release. This would mean that the target will have to spend extended chakra reserves when performing a technqiue, specifically +10 chakra points. The target's techniques will also suffer -5 damage points. The rain has double effect on raw chakra based technqiues, forcing the target to use +20 chakra points to be able to perform them, and the techniques also suffer from -10 damage points decrease. This technique doesn't affect the user as it's their own chakra but will will affect their allies (excluding clones).

Restrictions
-Can only be used thrice per battle
-Lasts four turns
-Can only be taught by Klad

‡ Approved ‡ Edited.

Meiton: Koritsu shita kou - Dark Release: Isolated Rainfall
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Isolated Rain is only accessible when the user has absorbed a technique first, and has used a technique which makes it rain. Performing a set of two handseals, the user will manipulate his dark chakra in a way that it is sent up and stored in the already formed clouds. The clouds will darken and from them, rain infused with dark chakra will start to fall. Since the raindrops are now associated with the dark release characteristics, they have access to absorbing chakra of anything they touch. Upon absorption, the chakra doesn't go back to the user. The main effect of this technique is, because the rain makes physical contact with the target, they will have a difficult time using techniques of elements that are weak to Dark Release. This would mean that the target will have to spend extended chakra reserves when performing a technqiue, specifically +10 chakra points. The target's techniques will also suffer -5 damage points. The rain has double effect on raw chakra based technqiues, forcing the target to use +20 chakra points to be able to perform them, and the techniques also suffer from -10 damage points decrease. If two turns pass after this technique is activated, the raindrops infused with dark chakra will also begin to affect the target themselves. The raindrops will begin to seep through their clothes and affect their skin/frame, and start sapping passively chakra points from the target(s) (collectively all of the rain drops sap 20 chakra per turn). As soon as a single raindrop absorbs chakra, it will glow in a light blue hue, and as such, the entire clothes of the target will also glow in that color. The user, by making a set of two handseals, will detonate every "stuck" raindrop in their clothes and trigger an explosion, which is equivalent to B rank. Another important note is that if the target has an elemental armour which is weak to dark release, (be it from any technique, for example Raikage's armour), the dark chakra infused raindrops will feed on the armor's chakra and the explosion overall will have an increase; it will be equivalent to A rank. The armour will also disappear as soon as the explosion happens. This technique doesn't affect the user as it's their own chakra but will will affect their allies (excluding clones).

Restrictions
-Can only be used thrice per battle
-Lasts four turns
-Can only be taught by Klad

‡ Approved ‡
 
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Drackos

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

‡ Declined ‡ Remove the ability to use this on techniques or at least change it. For example if you used this on doton technique, it would first emerge as earth/rock before being converted. Add a note for techniques like the Stone Golems which go lifeless the moment you use another technique. Something like this doesn't result in their premature deactivation. I also don't mind this being used on existing solid techniques of the opponent's as long as they be overpowered and are within short-range.
(Bakuton: Jigokumei) – Explosion Release: Mandate of Hell
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A (40)
Description: This technique is considered the close counterpart of Mandate of Heaven. Like Mandate of Heaven, this technique allows the user to infuse matter purely solid in composition (Earth/Earth CE, weapons not including Custom Weapons, and not including organics) with Explosive chakra within short-range of the user. However, unlike Mandate of Heaven this does not produce a latent bomb. Instead, the object in question will have the entirety of its form converted into dark crimson Explosive chakra essentially converting it into pure Explosive energy after it is produced. For example, should an Earth technique be used the earth technique will emerge from the ground as normal and then immediately be converted by Mandate of Hell. The objects in question can either retain their form or lose their form allowing for a versatile reshaping at the user’s discretion depending on their needs at the time. As such, a kunai converted into raw Explosive chakra will retain its form as a kunai or be reshaped into a small sword or simple sphere of Explosive chakra. The converted object(s) will remain inert until they detonate against opposing object or force. The user can also choose to keep the energy inert when coming in contact with other objects. This requires the user be aware of the interaction, however. When used on multiple objects void of chakra their Explosive power will collectively be equivalent to B-Rank strength. For example, should four kunai be converted by this technique each kunai will assume D-Rank strength, collectively B-Rank. Alternatively, this technique can be applied to the user’s matter-based techniques (listed above). In this case the technique will assume the damage equivalent to its rank, instead of Mandate of Hell. Should a technique which produces multiple objects be converted it will take the same logic as if this technique was applied to multiple objects. Explosions produced will be proportional to the size of the object converted. These explosions are naturally angled away from their user in order to prevent damage and negate recoil. Techniques which possess sentience, like Stone Golems or other familiar type techniques, will be able to retain their sentient abilities after conversion preventing their deactivation. Additionally, Mandate of Hell can be used to convert existing techniques of the opponents, falling under the restrictions of this technique, as long as they are completely overpowered and within range of this technique. As such, Mandate of Hell is able to convert Earth techniques equivalent to its rank or Earth based techniques one rank lower than it. Due to the nature of this technique Mandate of Hell can be used within the same timeframe as the technique to which it is applied to. Mandate of Hell can be used three times per battle and requires a one turn cooldown in between applications. Mandate of Hell cannot be used on anything on the opponent's person (e.g. their clothes, weapons in their grasp, etc).

‡ Approved ‡ Made edits.

(Bakuton: Teikoku Kagayaki) – Explosion Release: Imperial Radiance
Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A (+5 chakra to applied techniques)
Damage: N/A
Description: Imperial Radiance is an uncharacteristically passive and tame technique compared to the nature of Explosion Release. This technique, instead of aiding in spreading further destruction, aids in tactical applications to cause confusion to opposing forces. Through the use of Bakuton chakra the user is capable of manipulating explosions which they will produce over the next three turns. This added manipulation allows the user to cause the inferno produced by the explosions to manipulate the natural light of the battlefield and explosion causing the explosions to work similarly to flash bombs. The radius of the affected area varies depending on the power and size of the explosion. Essentially, explosions which extend to short range will be capable of blinding those within mid-range. Thus the technique is capable of causing a flash within one range higher than the explosion itself. Of course, in the case of long-range explosions this matters little. While this technique is active the user is able to determine whether an explosion will produce a flash. The blinding effects of an explosion under Imperial Radiance simply last for the duration equivalent to that of an average flash bomb. Because the explosions occur at the user’s volition they are able to briefly close their eyes and time it with the flash of light in order to prevent their own blinding. Imperial Radiance can be used three times per battle and lasts for three turns.

‡ Approved ‡ Lowered the turn limit.

(Bakuton: Tei’i) – Explosion Release: Imperial Majesty
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (60)
Description: Imperial Majesty is a highly versatile Explosion Release technique to be used while Vestments of Divine Imperials is active. Applying the user’s explosive energy state he or she will produce explosions at any point on their body enabling them to be propelled against the air in the direction of their choosing. The explosions are highly versatile in nature allowing for the user to shape and manipulate them upon creation effectively negating recoil and preventing damage by angling the explosions outwards while also determining their width. The explosions, as previously mentioned, will propel the user against the air allowing for the user to take evasive measures in order to avoid techniques within logical reason and speed. Alternatively, this technique can be used to propel the user and then be sustained enabling for a limited form of flight/levitation by setting off a small chain reaction of explosions at the chosen location on the user’s body. The chain of explosions used to sustain this technique is maintained by passively draining the user’s chakra over time. When Imperial Majesty is used offensively or defensively the user can instead apply the propulsion against a living body or opposing technique, respecting elemental weaknesses and strengths. The explosion will act to propel the user in the opposite direction of the targeted body inflicting A-Rank damage. Imperial Majesty can be used four times per battle.



‡ Approved ‡ Nice technique.
 
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Silico

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Approved here [ ]
(Herushingu no tebukuro) | Gloves of Hellsing

Type: Weapon/Armor
Rank: S-Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Gloves of Hellsing are a pair of white, leather gloves, engraved with kanji pentagrams in both the palm and their back. Said to have been demonic in nature, the gloves were actually made by an ancient ninja, known only by some as the "Customs Demon". The gloves are indestructible though they cannot protect the user from kinetic damage due to this. Instead, the user can grab most blades without cutting himself, specially if they don't have any chakra infusion present. The most unique ability of the gloves is that they allow the user to manipulate two elements in a perfected way through them. Wind and Fire. The user can channel their chakra into the kanji inscriptions on the gloves, using them as medium to aid him in shape and nature manipulation of those elements. This allows the user to produce constructs (cubes, shields, swords, hands, walls, spears, kunais, waves, spheres, etc) of Wind or Fire, near his hands or connected to them, that he can wield as weapons or throw as projectiles. The power varies according to how much chakra is put into it, from 10 points to 40, corresponding to constructs or effects that vary from D-Rank to S-Rank.

Note: Can only be used by Skorm
Note: The gloves cannot be used as mediums to use techniques that require handseals; they can only be used for the purposes described in the description.
Note: A-Rank variation and above can only be used once per turn; S-Rank usage requires a full turn of coldown before the gloves' abilities can be used again

 Approved  Added a note

Updating;

(Herushingu no tebukuro) | Gloves of Hellsing

Type: Weapon/Armor
Rank: S-Rank
Range: Short - Long
Chakra: N/A
Damage: N/A(To Master: 1+ Rank/+10 Above S-rank to related jutsus)
Description: The Gloves of Hellsing are a pair of white, leather gloves, engraved with kanji pentagrams in both the palm and their back. Said to have been demonic in nature, the gloves were actually made by an ancient ninja, known only by some as the "Customs Demon". The gloves are indestructible though they cannot protect the user from kinetic damage due to this. Instead, the user can grab most blades without cutting himself, specially if they don't have any chakra infusion present. The most unique ability of the gloves is that they allow the user to manipulate two elements in a perfected way through them. Wind and Fire. The user can channel their chakra into the kanji inscriptions on the gloves, using them as medium to aid him in shape and nature manipulation of those elements. This allows the user to produce constructs (cubes, shields, swords, hands, walls, spears, kunais, waves, spheres, etc) of Wind or Fire, near his hands or connected to them, that he can wield as weapons or throw as projectiles. The power varies according to how much chakra is put into it, from 10 points to 40, corresponding to constructs or effects that vary from D-Rank to S-Rank. The Hellsing Gloves may also have an Master, who has tied their very soul to the gloves and gained a special bond towards them. However, there can only be one Master of the gloves and whoever is the master of the weapon needs to be stated in the Master's bio or mentioned in the opening post of a battle. The Master of the gloves will be granted the power to amplify(like some other custom weapons) techniques and elemental jutsus that are tied to the weapon. This means the Master's wind/fire techniques will all be affected by the amplification but it will also amplify elements that are tied to either wind/fire. This includes Kekkei Genkais, Custom Elements and Advanced Ninjutsu that have atleast one connection towards wind and/or fire. This amplification makes jutsus gain one rank in power up to S rank. Above S rank they gain additional damage of 10. The Master of the Gloves must have either wind or fire as primary specialty to utilize this amplification as they must have gained complete mastery of either element. This amplification is passive to the Master of the Hellsing Gloves. The mastery comes at a price though. If the Master uses any jutsu that is lightning, earth or water and isn't tied to an element that contains either fire/wind the Master would have to perform an additional three handseal to those techniques. If techniques doesn't require handseals, the Master still needs to perform three handseals. This is only the case for elements that are either lightning, water and earth with absolutely no connection to either fire or wind. If an element has connection with fire and earth, then the amplification is triggered, as an example. If an element has a connection with earth and water, the drawback is triggered, etc. The Master also needs to spend more chakra for techniques that falls under the drawback. An additional of 20. If a ninjutsu is used that has no ties to any elements, like sound, there is no amplification nor drawback to that ninjutsu.

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Note: Can only be used by Silico
Note: The gloves cannot be used as mediums to use techniques that require handseals; they can only be used for the purposes described in the description.
Note: A-Rank variation and above can only be used once per turn; S-Rank usage requires a full turn of cooldown before the gloves' abilities can be used again
Note: The Master is the only one to gain the passive boost and it has to be stated in the Master's bio that they are indeed the Master.
Note: The Master will suffer a drawback of an additional three handseals for elemental ninjutsu that requires handseals and isn't connected with either wind/fire. The Master needs to spend more chakra for elemental ninjutsu of lightning, water and earth(+20).

Declined - keep the ones you have

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

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

Declined - pick a single rank

(Jiton/Raiton: Nō Manzu Sukai) Magnetic/Lightning Arts: No Man's Sky
Type: Offensive
Rank: F
Range: Mid-Long
Chakra: 40-50
Damage: 90(-10 to user)
Description: The No Man's Sky is often considered one of the peaks of magnetic manipulation through the combination of iron sand and lightning manipulation. The technique is in itself quite basic but very devastating. The user will stomp one of their feet on the ground while raising both of their hands with their palms upwards. As they do that, the user will form a large magnetic field under the target. This will attract a large portion of iron sand to form under it. By then forcing the magnetic field upwards, the user will have the ground under their target to split in half and erupt a large portion of iron sand with enough force to send the target several meters up in the air up to 50 meters. The damage from the eruption would cause the targets limbs that were in direct contact with the earth at the moment, to break. As the targets are rocketed up in the sky, the user of the technique will then form another magnetic field inside their targets. This will attract the airborne and all present iron sand to be crushed into the opponent while disrupting their brainwaves, restricting them from thinking or orientate themselves. As the target are encased with the iron sand, they're basically floating in a huge cloud of iron sand. This is where the last touch of the technique comes into play as the user will have released a large shockwave of lightning chakra into the cloud of iron sand. This would fry anything that is in contact with the iron sand, even if they would be just in contact with the cloud itself and not encased by it.
The crater that is formed by the iron sand is gigantic and can stretch to about 100 meters. This is why the user must be atleast mid-range from their opponent. The jutsu itself strains the user greatly, limiting them in physical capability and their capability of molding chakra normally. The user can only perform taijutsu to to B rank and mold chakra up to A rank for two turns after performing the jutsu. They won't be able to use Iron sand jutsus either for two turns.

Note: The user will have their chakra and physical capability reduced when the forbidden version is used. Limiting them to A rank ninjutsu and B rank taijutsu for two full turns after use. It also renders the use of iron sand techniques useless for two turns after use.
Note: The scale of the technique will make it extremely hard to avoid and should that be the case, the opponent must follow a logical example of how they would escape it.
Note: Usable Once
Note: Can only be taught by Silico

Declined - how many times do i have to tell you, your form of magnetism, can effect brainwaves. Next time a cj mentions that, i'm DNR them all. You contol iron sandand only that.

(Jiton/Fuin: Jiki Wakusei) Magnetic/Sealing Arts: Magnetic Planets
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user creates(up to eight) spheres of iron sand. These spheres can vary in size between 0,1 to 10 meters in diameter. Usually, the fewer spheres created, the bigger they are. These spheres can be utilize in a large number of proportions. Individually or together like a barrage. The user needs to be able to have great focus and flow with their chakra as they manipulate a larger number of the spheres as they all can be operated individually. Each sphere is given an individual magnetic field and a variety of sealing ability. This sealing ability can vary between simple sealing, explosions, chakra draining, specified sealing(summons/corpses etc) and detection. The power of each sphere is divided from S rank, meaning if there's two spheres, each sphere is of A-rank etc. A minimum of two spheres are to be created at any moment. If eight spheres are created their power are of C-rank. All spheres follows the strength/weakness of magnetism. A maximum of three different sealing abilities can be divided into the spheres, which means that even if five spheres are created, they are still limited to three different abilities. That means that some of the spheres will have the same as another one etc. The spheres can travel as fast as the user's running speed even if they are 10 meters. Since the spheres are made out of iron sand, they can shape into a great many of things since they aren't solid. They can create pillars, walls, hands, spikes, swords etc. When a sphere forms into a different shape than from its original it counts as a move from the users move-count. When using these spheres, the user needs to be very specific and clarifying how they move and what they do. Numbering them isn't a bad idea in a match. The divided sealing abilities can be listed as following and all of them are of the same rank as their sphere host. The more spheres, the less effective the sealing properties become.

Seal of Rampage:
This seal triggers on foreign chakra and blows the sphere up into thousands of sharp shards in all directions if an opponent should be positioned in short-range of the sphere. The damage varies between A, B or C rank, depending on the quantity of spheres originally were created.

Seal of Vampirism:
This seal triggers on contact with an opponent and dissolves the sphere host to capture the target and have their chakra drained. Depending on the rank of the seal(A or B) the drainage of chakra will vary. If A rank is used then the seal will drain the equivalent of multiple infinite embraces and give the same effects minus the barrier. If B ranked is used the seal will drain the equivalent of infinite embraces and give the same effects minus the barrier. If C ranked is used only a part of the victims body can be sealed(where the host is attached).

Seal of Desperation:
This seal triggers on contact with an opponent and dissolves the sphere host to capture the target and having their entire body covered with iron sand. This seal works exactly like the standard sealing tag - fuin fuda and will seal off an opponent once their entire body has been covered with the iron sand. Depending on the rank of the host sphere, the seal will take its effect quicker or slower.

Seal of Sacrifice:
This seal triggers on contact with an edo tensei or a summon. The sphere host will have captured the body of a summon or a revived body and seal them off. Depending on the rank of the sphere host, A rank summons, B rank or C rank summons - only can be sealed. No S rank summons can ever be sealed by this tag. If an edo tensei is sealed within the iron sand, they will not be sealed off for the rest of the match. If the host is A ranked, the edo will be unable to move/use their chakra for four turns. If B ranked, same thing but for two turns and for C ranked, one turn.

Seal of Heaven:
This seal operates very different from the other seals, that mainly focuses on sealing and causing damage. This seal is entirely supplementary and works just like the boundary barrier tag but its movable through its host. Meaning it floats around on the field with an erected sensory barrier than can sense movement. The host has a magnetic link towards the user and through its sensoring can give the information towards the user through that magnetic link. If A ranked host is used, the seal can detect up to Long-range away from the host sphere. If B rank, it can sense up to mid-range from its host sphere. If C rank, it can sense up to short-range.

Like stated previously, each sphere has their own individual magnetic field. This magnetic field can, if used correctly, wipe out brainwaves from targets who comes in contact with the spheres magnetic field. However, doing so will destroy the sphere and will not utilize its sealing property at all. This effect will last between two to three turns depending on the rank of the sphere. When brainwaves aren't working normally, the target will be rendered unable to orientate, focus or think. Doing this counts as a move from the users move-count. Spheres can be created anywhere on the field.

Note: Must have knowledge in Fuin(up to A rank) and Iron Sand(up to S rank).
Note: Up to eight spheres can be created. A minimum of two spheres can be created.
Note: All spheres can be manipulated and move individually at the same time. However, the more spheres, the harder it becomes.
Note: Spheres stay on the field for four turns at maximum. While they stay on the field, only iron sand techniques can be used by the user unless they have Y/Y. The constant chakra flow to power the magnetic field inside the spheres makes it so.
Note: Usable twice.
Note: Can only be taught by Silico.

Declined - DNR... i don't really know what you were thinking...
 
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Matt

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(Koton: Kusemono no Kishi) – Steel Release: Knave to Knight
Type: Defensive/Supplementary
Rank: D
Range: Short
Chakra: 10 (-5 chakra per turn)
Damage: N/A
Description: The user will focus their koton chakra into the ground to create a basic knight of black steel. It’s size can vary between the same height and width of the user to double it. The knight can be created with any two weapons in hand (e.g. a shield and a sword). Due to it’s low rank, the knight possess no inherent capabilities barring dealing physical attacks with the weapons it wields. As such, it’s mainly used for training purposes and can last indefinitely through a small chakra cost per turn.

Leaving for another mod

♪ Approved (edited the chakra cost) ♪
 
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Shroud

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(Cheinmeiru) Chainmail
Type:Supplementary
Rank: B Rank
Range: N/A
Chakra:
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
re submitting changed weight and type along with added abilies and stuff
(Cheinmeiru) Chainmail
Type:Weapon/Armor

Rank: A Rank
Range: N/A
Chakra: 30 for infusing it wih chakra and minus 10 per tun active
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 and the metal its made of makes the user nearly immune to slash based kenjutsu upto B rank and tai upto C rank.The big downside being it decreses the users speed by a quarter
(with both pieces on ie the pants ,shirt. gloves dont decrease speed and the pants have socks for feet protection).

The wearer can of course take it off to remove said decrease but that whould take time and leave you open for attack.The wearer can also charge the clothing with their chakra in order to increase the buffs by one rank ie A rank slashing based ken and b rank tai only does half damage (on armored areas only of course)




Note: Immune to all slashed based ken upto B Rank on areas that the chainmail protects.

Note: Immune to Tai upto C Rank on areas the armor protects.

Note: The ants take off 15% of the users speed while the shirt takes off 10% the gloves dont decrease the speed

Note: Infusing the chainmail with chakra counts as a move.

Note: The enchanced armor makes you immune to A rank slashing based ken and b rank tai does half damage.

Note the chainmail can only be infused with chakra for 4 turns after whch the user will have to wait 2 turns befoe activating it

Note: the user can only infuse it with chakra twice per battle​



♪ Declined: No formatting changes like centering/justifying. If this is a CW, then it's similar to other CWs. Several armor CWs have been created over the years, almost all of them giving immunity to X ranks or whatever. And, as a basic ninja tool it doesn't really make sense either, as people have been wearing armors in their bios for years. I'd suggest simply updating your bio and say that you wear armor in your appearance section. Your other option would be to try it again as a CW, and to try and add some unique abilities to it. ♪
 
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Akasha

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(Katsura no Hasai) - Katsura’s Dissever
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A
Description: Katsura’s Dissever allows the user to infuse their next paper technique with additional chakra causing it to shred upon creation. Essentially this technique divides the numerous paper sheets into millions of small shreds of razor sharp paper, akin to that in Vishnu. The infusion allows the user to reshape the technique to fit their needs in many given situations with much greater versatility. This allows the user to either maintain the shape of the original technique, just in a compressed state of the millions of shreds, reshape it to their needs, or simply create and manipulate a storm of razor paper. Sentient familiars affected by this technique will not lose their sentience even if reshaped. This technique gives the user’s paper techniques a far greater degree of cutting power while also increasing their versatility.

Note: Can be used three times per battle but never in consecutive turns
Note: Can only be Taught by Akasha

‡ Approved ‡

(Amaririsu no kaika) - Efflorescence of Amaryllis
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: Efflorescence of Amaryllis will allow user to grant a certain degree of sentience to present paper constructs by infusing additional chakra into them. The sentient creations will be sustained via mental command by user however they could act on their own. They will freely be capable of manipulating paper to form small weapons and passively launch them up to a short range span. In addition, they can use and combine explosive as well as other tags. Efflorescence of Amaryllis can be used within the same timeframe as techniques which it is applied to.

Note: Can be used three times per battle but never in consecutive turns
Note: Can only be Taught by Akasha

‡ Declined ‡ Similar to a CJ of mine and one that belongs to Six Paths.

(Furue asupen - Furue Kyojin no rūtsu) - Quaking Aspen - Roots of a Trembling Giant
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description:Roots of a Trembling Giant is usually a commencement technique activated one turn beforehand. User would obscurely stream paper sheets (and other tags used alongside) in the utmost outer layer of the ground beneath them and their opponent. The paper would be left unnoticeable unless the opponent possess sensory. Essentially, the paper positioned underground would block the usage of ground as a medium for performance of other techniques as long as it has not been completely diminished. However due to the nature of the bond between user and their paper, the paper will automatically rearrange itself, following the direction of users chakra to allow them to use earth as a medium for other techniques. In addition, to a certain degree the technique used (via ground) will be slightly covered with sheets which would momentarily expose the cover. The user can use the paper from underground to perform other techniques of paper ninjutsu with the paper regenerating as long as the rank of the paper technique doesn't exceed the rank of this one.

Note: Can only be used twice per battle and never in consequent turns
Note: Can only be used by Paper Ninjutsu users
Note: Can only be Taught by Akasha

‡ Declined ‡ This needs a limit on how long it can be active.
 
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Never

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Approved CSC :

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

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

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


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

(Fujitsuboātsu : Urami no rīchi) - Barnacle Arts : Grudge Leech
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
Through "Thoracica" and "Acrothoracica" Type Barnacles they will produce a hindering chakra filled mist from either their shells or the slits they create in the ground, this mist is produced in short range of the Barnacle source and is summoned from the Barnacle Homeland where there is a mist that is infested with "Rhizocephala" type barnacles which are tiny and lack most of an actual body. Within the mist there are these parasitic type barnacles that are spread out throughout it. Firstly though the mist on it's own hinders the victim as normal mist would, blinding their view if it's in front of them and since it's a chakra filled missed even the Sharingan will struggle to see through it.

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

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


Declined: upon concluding an inordinate period of deliberation, a few things ought to be modified before this submission can be approved. Instead of standard Rhizocephala, their larvae would make for more suitable candidates to be carried via mist. Moreover, the bit annotated in pink lacks palpable and reasonable causality. Overall, the general intention behind this technique might be better fulfilled with a somewhat different approach. With mist functioning as a distinct component to this submission, it would behoove you to consider it within the context of a Water Release technique and potentially integrate a niche traditionally exclusive to the element—chakra draining. That said, don't get carried away with abilities and remember to think of it in relation to larvae. The likelihood of approvable is, altogether, fairly high with adequate edits.


Approved CSC :

(Fujitsuboātsu : Shisutemu no sakidō) - Barnacle Arts : System Reboot
Type: Supplementary/Defensive
Rank: B - S
Range: Short
Chakra Cost: 20 - 40
Damage Points: N/A
Description:
The user will channel chakra into their tattoo and have Rhizocephala Type barnacles flood into the user's system, this can be contract signers or even summons - summons can also do this to the contract signer by placing their hand on them. The Parasitic Barnacles are so tiny and barely have a form, using their tentacles to spread throughout the body and remove foreign ailments, like chakra removing Genjutsu of equal rank, they can calm the user and remove poisons, sacrificing their bodies by consuming it and dispersing and can stop poison of equal rank and below. The user will still have to detect the genjutsu to be able to use this to counter it successfully of course.

This System Reboot works on anything that may be Foriegn to the user, since the parasites know what is and isn't foreign since the contract has been signed by blood they are capable of removing anything that may hinder the user on the inside and surface of the skin that isn't an actual wound (they can't heal, they can only remove). So for example if a technique were to lie on the user's skin like a seal or some for of elemental chakra then it can be removed. This also allows the user to even if they are paralysed the active Rhizocephala can move the uses body for them, but only for a short time and can mold the user's chakra for them if need be as well ( barriers created that stop chakra from being molded or similar etc).

- A-Rank Can be used three times by the contract signer
- S-Rank can only be used twice by the contract signer with a three turn cooldown
- If a summon uses it, then it doesn't count to the max amount of times the user can use it.
- Lasts for two turns, cannot be used again if still active.

♪ Pending, leaving for Pekoms ♪


Declined: overall, a triumvirate of three reasons against approval. First, there's no palpable logic to warrant this technique having multiple ranks—it seems to simply be for the sake of convenience and furthermore, its usage without any genuine restriction at B-rank is a concern. In addition, keep in mind that the ranking system is not applicable to the actual poisons. Moving on, I'm not inclined to allow the Rhizocephala to freely mold the contract signer's chakra for them; unless there is a clear precedent for this, it seems fairly excessive in conjunction with the relatively lax restrictions and other components. Lastly, the general syntax throughout the submission could use some revision, so strive to maintain a better standard.


(Shōkeimoji-Katon : Neko no Ketsui) - Heiroglyphic-Fire Release : Cat's Determination
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description:
The user creates a using their Fire Chakra on the battlefield; the pattern of the glyph is custom as long as it is circular and has the Kanji for "Kokoro 心" inside it. When created it flashes into view almost like an explosion except this is cosmetic. The Glyph can be created horizontally and vertically on the field and then manipulated to move in a certain direction, it can also be created parallel to the user's palm and thrown like a shuriken acting like a very compressed fire techniques, thin and hot which will cut through matter like a hot knife through butter.

Glyphs can be created in front of a Wind Technique and combined with it, creating the infamous fire and wind combos; For example if combined with the Wind Glyph Cat's Dance it can be thrown through the Fire glyph creating a flaming wind glyph. Though this can be combined with other elements; a glyph can be placed on an earth technique and it can create a flaming golem with almost a molten like skin for example (Can be placed on tools to make them extremely hot and burn/cut through things more easily, the glyph is burned into the metal).

Glyphs can be burned onto a surface leaving an ash residue, on the command of the user it will explode and can be used to propel things along or send something flying; the explosion is controlled; For example if planted on the side of some earth or an earth technique it can suddenly speed it up and be shot in a different direction - can be planted on the soles of ones shoes (Fire wouldn't burn through) the ash residue would explode and send the user flying. Basically creating a redirection for solid creations. Trip mines can be created, when the ash is come into close contact it will ignite and explode in a fiery malestrom depending on the size of the glyph + 2 meters.

- S-Rank can only be used Twice with a three turn cooldown and no Fire Techniques of A-rank or higher in the same turn.
- A-Rank version can only be used four times with a two turn cooldown
- Only One Glyph can be created with one use of this
- Glyphs created last four turns on the field
- Must be Taught by LonelyAssassin
-The glyph can only be created/materialized within short-range of the user unless it's made from the ground

♪ Pending, leaving for NK ♪

‡ Approved ‡ Damn, like a hundred uses here. Removed the ability to combo this with Water since it was illogical. The water technique would fall by at least one rank (or if it's one rank below, the glyph and the water would neutralize each other).
 
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Alyx

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(Katon: Aki no Tacchi; Rakka) Fire Release: Touch of Autumn; Cinder Fall
Type: Offensive | Supplementary
Rank: S/F - Ranked
Range: Short - Long
Chakra: 40/50
Damage: 80/90(-30 to user) (+20 Infusion)
Description: Once said to be the perfect execution technique; Cinder Fall is a technique designed to "eat" away from its victim. The user will begin by kneading an immense amount of fire chakra into their dormant hand - after establishing physical contact with the intended target or just before physical impact in which the user forcefully infuses said chakra into them. Once this happens, the targets skin begins to react to the excessive infusion of ash based fire chakra as the skin rapidly begins to convert into ash at quick a quick rate leaving little time to counter but just enough to perform a technique in an attempt to stop the process. Though as this occurs the large amount of chakra needed and the forcing of it's infusion hurts the user - leaving them unable to form hand seals with said hand for three turns, while also putting a strain on producing fire techniques. The enemy has one turn to dose the infusion through a full body surge but if in the event of a failed attempt the body of the target will burn away into complete ash. While used normally as a execution technique, this technique also has another unique usage but towards techniques or objects in which with physical contact with an technique of the user they can infuse it with the same method of chakra control though far weaker(S-Rank) in which the jutsu takes on the properties of the ash, becoming super heated and appearing near to that of molten lava(in the case of earth release). This variant can also be used from a ranged distance through the creation of an ash crossbow and arrow which is fired at speeds matching a real speed arrow, in which it infuses into said technique. The infusion naturally follows the same S&W of Fire Release; however some elements interact differently as an example a Wind Technique would turn into a heated maelstrom , Water would become a thick darkened color similarly to napalm having a liquid structure as normal but sticky and heated, etc increasing the damage by +20.

*F- ranked version can only be used once per battle, leaving the user unable to mold fire chakra above B rank for three turns. S ranked variant can only be used twice per battle, needing a two turn cooldown in between each use and leaving the user unable to mold chakra for fire techniques above S rank in next turn*
*Arrows can be used as standalone attack rather than infusion, dealing 80 damage*

♪ Declined, this is like 2-3 jutsu submitted as one. There's almost no relation besides the fact that they utilize ash. Also, the first usage is OP. The vast majority of RPers don't have a full body water surge. There's also no reason for this to be multi ranked. ♪

(Katon: Aki no Tacchi; Otome no Sakusei) Fire Release: Touch of Autumn; Maiden's Creation
Type: Offensive | Supplementary | Defensive
Rank: S - Ranked
Range: Short - Long
Chakra: 40
Damage: 60/80 (-10 per turn)
Description: Based on the concept of Doton: (Ukiwagan no Jutsu) - Earth Release: Floating Ring Rock Technique, the user will rapidly coverage their fire chakra into the ground after making two quick hand seals. After which the user will superheat the ground for it to turn into one or two cubes of molten ash mixed with the earth source, allowing the cubes to be merged with any other surrounding material such as trees, metalic objects each in which some objects may cause an extra effect such as water creating steam. The cubes - at the user's mental command can be mended to take shapes in different sizes to suit the situation appropriately such as making walls, tools , or humanoids. The cubes are weightless by nature and can easy attain flight if needed, but the main function comes from the cubes ability to explode into violent flames when struck with an element that can ignite it such as fire, lightning etc or through remote detonation with a single tiger seal at the user's choice but this costs and extra move. The blast of fire can be angled away from the user if needed in order to remain unharmed, dealing 60(per cube) or 80(singular cube) damage and severe burns. The cubes although can be created at any range, must be done at least 5m away from the enemy and each is equally divided in power(A ranked).

*Can only be used three times per battle, each lasting two turns. No S - Ranked Fire in next turn.*
*After the duration or premature deactivation the user will be unable to use this technique again for two turns*

♪ Declined: What is "molten ash?"

mol·ten
ˈmōlt(ə)n/
adjective
(especially of materials with a high melting point, such as metal and glass) liquefied by heat.
synonyms: liquefied, liquid, fluid

I won't be approving something like that, as it seems like some sort of pseudo CE. ♪


(Katon: Aki no Tacchi; Rubii Roozu Paresu ) Fire Release: Touch of Autumn; Ruby Rose Palace
Type: Offensive | Defensive | Supplementary
Rank: S - Ranked
Range: Short - Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: The used will rapidly release their fire chakra along the surface of the earth after making a set of two quick hand seals. Once the process is done - a large amount of super heated ash will begin to erupt from the ground all around the area. This technique is similar in nature to "Secrect Wood Style: Birth Of Dense Woodland" as the ash is shaped and manipulated to form giant charcoal colored flora ranging from vines , trees , flowers etc but specifically around the target an initial coccon on hot ash would attempt to trap, crush and burn the target on the inside. The technique covers a wide range, however needs constant chakra to maintain it which it passively leeches chakra from the user. They can however manipulate the flora with hand gestures in order to assault the enemy with a compact object within the forest of ash. The ash suffers from normal S&W, causing it to be easily dosed by strong enough water . The user should they wish , can form the tiger seal can remote detonate the entire forest up to mid range(80 damage) , but should they be in range they would also be caught while also destroying individual segments of the forest(like a branch, tree flower etc) would cause it to explode , dealing 40 damage and short ranged explosion in which the user can angle these blasts away from themselves in order to remain unharmed. The forest covers a mid range radius on creation, but can be denoted up to long ranged away. The flora is strong enough to lift a person with ease.

*Can only be used twice per battle, lasting three turns. After deactivation, the user cant use Fire Release above A rank in following turn*
*No Fire Techniques above S ranked in same turn as initial activation*.

♪ Declined, if this is created around the opponent, make it so that the fire forms about five meters away and then moves towards the opponent. Also, the explosion part is iffy. What if your opponent destroys half the forest? Would you be able to detonate the other half in an S rank explosion? Why is there no limit to the number of creations but individually they can be detonated at B rank? Also, that second restriction is filler. ♪
 
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Goddess

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

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

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


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

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


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

Completed Ice training:

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

‡ Approved ‡

(Dai Tenshi no Gundan) Ice Release: Legion of Archangels
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user focuses Ice chakra into their bodies, air, or preexisting source of Ice to create large golems of Various forms of Ice that are semi sentient and act independently from the user. This requires the user to only sustain their existence with chakra for a set duration of time. There is a total of two different golems/statues that can be created. They are: Gabriel and Azrael.

Azrael, The Angel of Death – Azrael is an angel completely made of hardened black/transparent snow allowing the opponent to see through him. He dawns an Ice armor worn by all Archangels of heaven. Like Black Ice/Snow, Azrael’s subtle transparent appearance allows him to “camouflage” his appearance similar to a chameleon. Azrael is capable of using all Ice techniques the user knows up to and including S rank and without the use of handseals. The ice techniques he uses can be either used using his body as a source or creating the ice from the ground/air etc (however they're usually created). When created from his body, all ice techniques gain the same transparency and level of camouflage Azrael himself has. Azrael is the perfect Archangel for stealth and offensive purposes.

Gabriel, Messenger of God – Gabriel is an angel made out of compacted White Snow as opposed to Azrael’s Black snow. The white snow represents his purity as God’s most trusted messenger. Similar to his brother Azrael, Gabriel is covered with ice based armor from head to toe. Unlike his brother Azrael, Gabriel has wings made of snow allowing him the ability of flight. Instead of using ice techniques, Gabriel can use his form to breakdown and grind together other Ice techniques on the field and ‘absorb” them into himself allowing him to double in size . This is an S rank ability. Gabriel is also capable of using Custom Fighting Styles (only those based on non-elemental chakra, ice, wind or water and Basic Taijutsu)

Each of these golems last a total of four turns. Only one can be on the battlefield at a time. Also each can be created a maximum of one time. The user can't use S-Rank or above Ice Release on the turn this is deactivated or destroyed.

‡ Approved ‡ Added a restriction

(Hyouton: Serafimu no sutoraiku) Ice Release: Strike of the Seraphim
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30 (+10 to technique)
Damage: N/A (+20 to Ice techniques)
Description: Strike of the Seraphim is an infusion technique which allows the user to use their chakra to enhance the effectiveness of their ice techniques. The user starts by adding additional chakra to an Ice technique and manipulating that added chakra. The user causes spikes, swords .etc to form on the surface of the ice technique augmenting its damage output. Unique to Strike of the Seraphim, the created spikes gain the properties of the Ice techniques they are used on. For example, if used on a snow based Ice technique, the spikes formed on the surface of the technique will be made of snow. This technique can be applied in the same timeframe as the usage of another Ice technique.

‡ Declined ‡ This wouldn't boost the damage of Ice techniques, it would just be a shape change. It would make supplementary and defensive techniques capable of inflicting damage but it wouldn't increase the damage of techniques which are already offensive. If you're adding another layer to create more ice and make it stronger, then this is too much like Baldy's techniques. There are more creative ways of boosting the damage of Ice techniques.
 
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Gèckö

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(Doton: Kodoku Gōremu) - Earth Style: The Lonely Golem
Type: Attack/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Lonely Golem is a variation technique one everyone's favorite Earth Jutsu. The user molds Earth chakra within their gut. Like the original technique, the user spews out the mass of earth. However the amount is not nearly the same as the original technique. It also doesn't have the form of a golem just yet. The user simply spews out a dense ball of Earth which is she outside like mud and it rolls in a fashion the user controls. As it rolls it collects debris and builds up more mass and grows stronger. After one turn the small sphere of earth no bigger than a meter in diameter has grown to 81 meters and now has arms and legs and can walk. The golem acts independently and is now completely solid no longer sticky.
Note: Can only be used twice per battle
Note: 2 turn cool down between usage
Note: Can only use Earth during the two turns of activation and formation
Note: Can only be taught by Gecko

Declined - It goes one from 1m to the size of gamabunta in one turn? That doesn't make sense, i can understand if it tripples in size as it plows forwards into them but that growth aint gonna fly with me.

□ Pending. Leaving for Pervy. □​

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(Fuuton: Poketto) - Wind Style: The Pocket
Type: Supplementary
Rank: C Rank
Range: Self
Chakra: 15 (-10 to sustain beyond a turn)
Damage: N/A
Description: The user performs 2 hand seals then disperses a continuous stream of wind from every point on the body. When running this stream of wind effectively pushes air currents away from the body allowing for the user to run with zero air friction. Thus making the body move faster than normal. The equivalent of a stream of wind shooting your through the air. That's how much faster the user would be able to run. While this jutsu is active, the user cannot use fire, or lightning.
Note: Can only be used 4 times per battle
Note: Can only be taught by Gecko

□ Declined. First of all, continuously releasing an element from your body would entirely restrict your from using anything else for as long as the "mode" is active. The bold part is extremely vague in terms of speed, "faster than normal" and "equivalent of a stream of Wind shooting you through the air" can be interpreted as very different speeds. And last but not least, the restrictions are extremely underwhelming, despite it being a C rank, but what you are planning with it. □

(Suiton: Sabaku no Nekutā) - Water Style: The Desert's Nectar
Type: Supplementary
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 per turn to sustain)
Damage: N/A
Description: The user whilst in or after a mud based technique is used (swamp of the under world) performs 2 hand seals and slams one hand or fist to the ground. When he does this he kneads a large volume of suiton chakra into the ground as well as into the air. When he makes contact with the ground the two volumes of chakra become attracted to each other via polar bonding of water. The hydrogen bonds are naturally drawn to each other. The user then simply gestures his hand upward and the water chakra kneaded into the ground collects surrounding moisture as well as fibers, nutrients and other substances mixed within the moisture in that source and pulls it into the air to mix with the moisture in the air that the user created. This visibly would look like thousands of tiny brown bubbles which burst on contact and stick to anything via the nature of the earth which it came from. The bubbles simply float about harmlessly however they take on the same properties of that sticky mud which while effectively removing it from the original source making it hard once more. Movement through these bubbles decreases speed by -1 speed level. Its like running through water. User can cancel the bubbles at any time by snapping his finger and popping all the bubbles where they will scatter about the ground in patches of sticky water.
Note: Can only be used if a muddy source is used before or already present
Note: Bubbles last until all are destroyed or user stops them by snapping the finger and popping them
Note: Can only be used 2 times per battle
Note: requires 2 turn cool down
Note: Can only be taught by Gecko

Decline - You say using it at the same time as the swamp but that would then require y/y. Needs reworking, and this wouldn't work on the opponents mud jutsu as water is weak to earth ect

□ Pending. Leaving for Pervy. □​
(Doton: Kodoku Gōremu) - Earth Style: The Lonely Golem
Type: Attack/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Lonely Golem is a variation technique one everyone's favorite Earth Jutsu. The user molds Earth chakra within their gut. Like the original technique, the user spews out the mass of earth. However the amount is not nearly the same as the original technique. It also doesn't have the form of a golem just yet. The user simply spews out a dense ball of Earth which is she outside like mud and it rolls in a fashion the user controls. As it rolls it collects debris and builds up more mass and grows stronger. After three turn the small sphere of earth no bigger than a meter in diameter has grown to 81 meters and now has arms and legs and can walk. The golem acts independently and is now completely solid no longer sticky. During turn 1 the golem is just a sphere of sticky dirt and debris rolling around collecting more dirt to build its mass. During turn 2 the golem shapes itself arms and legs and has grown to half its full size. And in the last turn the golem is full size with arms and legs.
Note: Can only be used twice per battle
Note: 2 turn cool down between usage
Note: Can only use Earth jutsu while golem is forming
Note: Can only be taught by Gecko

Declined- this just doens't make sense it's gone from like a boulder picking up debris as it rolls it then forms limbs, which would break off as they roll anyway... needs alot of work

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(Fuuton: Poketto) - Wind Style: The Pocket
Type: Supplementary
Rank: C Rank
Range: Self
Chakra: 15 (-10 to sustain beyond a turn)
Damage: N/A
Description: The user performs 2 hand seals then disperses a continuous stream of wind from every point on the body. When running this stream of wind effectively pushes air currents away from the body allowing for the user to run with zero air friction. Thus making the body move faster than the average taijutsu user. That's how much faster the user would be able to run.
Note: While this jutsu is active the user is bound to taijutsu and kenjutsu
Note: Can only be used 3 times per battle
Note Requires 1 turn cool down between usage unless sustained
Note: Can only be taught by Gecko

□ Approved. □

For L

(Suiton: Sabaku no Nekutā) - Water Style: The Desert's Nectar
Type: Supplementary
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 per turn to sustain)
Damage: N/A
Description: The user after performing a mud based technique preferably (swamp of the under world) performs 2 hand seals and slams one hand or fist to the ground. When he does this he kneads a large volume of suiton chakra into the ground as well as into the air. When he makes contact with the ground the two volumes of chakra become attracted to each other via polar bonding of water. The hydrogen bonds are naturally drawn to each other. The user then simply gestures his hand upward and the water chakra kneaded into the ground collects surrounding moisture as well as fibers, nutrients and other substances mixed within the moisture in that source and pulls it into the air to mix with the moisture in the air that the user created. This visibly would look like thousands of tiny brown bubbles which burst on contact and stick to anything via the nature of the earth which it came from. The bubbles simply float about harmlessly however they take on the same properties of that sticky mud which while effectively removing it from the original source making it hard once more. Movement through these bubbles decreases speed by -1 speed level. Its like running through water/mud. User can cancel the bubbles at any time by snapping his finger and popping all the bubbles where they will scatter about the ground in patches of sticky water.
Note: Can only be used if a muddy source is used before or already present and it has to be of the user's creation
Note: Bubbles last until all are destroyed or user stops them by snapping the finger and popping them
Note: Can only be used 2 times per battle
Note: requires 2 turn cool down
Note: Can only be taught by Gecko

Declined - make it to the point of how this jutsu works. Does it just cause mud bubble to rise from your jutsu that slow a target down?
 
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Troi

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Resubmitting:

(Sabaku/Katon: Basuteto no Radiansu) - ☪ Sand Release/Fire Release: Bastet's Radiance ☪
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Using their preferred sand container, the user will release katon chakra into their container (considering it can be heated) and heat their sand to a very hot temperature. This will allow sand attacks to not only be capable of blunt force, but harsh burning towards skin. This adds +10 damage to further sand techniques and requires 5 chakra each turn to keep your container hot.

Note: Can only be used twice per battle
Note: Only usable by sand bios
Note: No fire techniques while this technique is active
Note: Can only be taught by Moxxi

♪ Declined, this would require Y/Y. Manipulating Sand release, and channeling fire chakra at the same time isn't possible for normal shinobi. ♪

Sand training [ ]
(Katon: Kakushi Tekunikku: Basuteto no Radiansu) ☪ Fire Release: Hidden Technique: Bastet's Radiance ☪
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to sand)
Description: Using their preferred sand container, the user will release katon chakra into their container (considering it can be heated) and heat their sand to a very hot temperature. This will allow sand attacks to not only be capable of blunt force, but harsh burning towards skin. This adds +10 damage to further sand techniques. Although you cannot control other elements while utilizing this or use the sand while heating, you can control the hot sand by other means (the use of Yin-Yang release, by a weapon, etc.). This sand is hot enough to evaporate C rank and below water techniques. As this is a supplementary technique, it can be done in the same time-frame as another technique.

Note: Cannot use any other elemental technique (except sand and fire) while this is in use
Note: Can only be activated twice per battle
Note: When deactivated, the sand stays hot for two turns
Note: No fire techniques A rank and above the next turn after deactivation
Note: Can only be taught by Moxxi

♪ Approved, fixed it for you. ♪

Sand Training [ ]

(Fezādansā) ☪ Feather Dancer ☪
Type: Weapon
Rank: S
Range: Short/Short-Medium
Chakra: N/A
Damage: N/A
Description: Feather dancer is a wooden pipe that looks and replicates a blowfish (blowpipe). However, inside it is thousands of spiky-tipped feathers that are released when blown out either end or swung properly to release the feathers. Although the pipe itself is relatively small, the feathers that come from it flare out in an aggressive manner. The pipe is a nice beige brown while the feathers are solid white. Although these feathers do not leave the pipe, the tips of the feathers leave the feathers acting as a full-blown needle shooter. After the needles are released from the feather tips, the instantly grow back, ready to be shot again. Though, their primary function is not to leave the pipe, more so as a precise striking tool for close range as this is where they get their potential from. However if blown or swung near a fatal spot, they may still cause heaps of damage with their hard spiky tips. This single element of the weapon is that it is highly usable and dangerous in close range combat able to slice, pierce and beat an opponent to death, similar to platza but obviously much more painful. The main focus of this weapons is controlling a single element (or two) with the flow of a swing or lunge. In unison with the spiked feathers, this ability makes the weapon an ultimate tool in combat, able to physically breakdown an opponent in battle. Since feathers may be released out both sides (although this is not necessary) the weapon is able to emit its own two elemental chakra natures (sand or wind), of no cost to the user, at the user's will. It can take advantage of existing wind or sand as well as user-controlled wind or sand. This allows for the use of two elements, one at the cost of the user and one at the cost of the weapon (it can only use one of two of its elements at one time) however this (its elemental release) can only be sustained for two turns. It has one technique called (Kakusareta Ato: Gurasukattā) - ☪ Hidden Art: Grass Cutter ☪, where the user will swing this violent fan and release a massive wind wall of S rank status, picking up any and everything in its path and hurling it at a target (Usable twice per battle, and . This jutsu is so massive that it is able to slightly move very large summons, able to fatally strike a shinobi as the blades of wind act as small, vibrating razors intertwining back and forth with each other, ready to shred anything in its path. It has a nifty defensive mechanism where if picked up by a foreign wielder, it will emerge spikes form all angles of the stick/hilt and painfully attach itself to the unauthorized thief who picked it up and it will emit sand into them constantly until enough sand enters the blood stream and it will stop, rendering the opponent paralyzed until detached from the weapon by external means.

Note: All major techniques used with this weapon count as a technique used in your three technique turn (this does not count flaring the feathers or related uses)
Note: Can only emit one of its chakra natures (sand or wind) at a time as well as a user-controlled element. However, it can only emit its own chakra natures for two turns with a one turn cool down
Note: The S rank wall of wind adheres to the S rank chakra and damage outline
Note: Can only control sand if used by a sand related
bio
Note: Can only be taught/given to others by Moxxi

♪ Declined: This is just a way to use sand at the same time as other ninjutsu. ♪


Dropping Kallisto if approved [ ]

Sand Training [ ]

(Sabaku: Basuteto no Kodai Ikari) - Sand Release: Bastet's Ancient Wrath
Type: Offensive
Rank: S
Range: Short-Medium
Chakra: 40
Damage: 80
Description: The user will weave a handseal and raise their opposite hand. By taking advantage of the existing sand in the ground below their opponent, they will mush the ground downward, creating a deep crater this is inescapable by normal physical means (extremely deep and wide). After this, from the edges of the crater, several vines of sand will launch up and dive down into the crater, smacking, bashing and bluntly bludgeoning the opponent. After this they rise up again and form spiked tips and dive down once more, aiming to pierce the target multiple times. Keep in mind these tentacles are of great width and length so if pierced, it is liable to tear the victim apart. The potential blunt force and piercing force of the tentacles is so major that when they strike the ground, they leave giant mini craters in the aftermath of their path. After these two phases occur, these vines stay stationary after contact with something while more sand vines pop up along the crater, and criss-cross across the entire crater, covering the overhead view of the opponent completely. The crater size and amount of sand and sand vines used is big enough to completely encase and damage a summon the size of Gamabunta. After the giant sand burial is finally closed completely, the user will close their fist and the sand roof will cave in and line the firstly caved in crater, smoothing, smothering and violently squishing anything and everything under it. The technique is so massive in size that it greatly taxes the user.

Note: Only usable once per battle
Note: No B rank and above sand techniques the next turn
Note: Can only be utilized by sand bios
Note: Can only be taught by Moxxi

♪ Approved, but just some advice - techniques with multiple phases/stages don't tend to work out very well, as most people just counter the jutsu in the first stage and don't allow it to continue. ♪

Sand Training [ ]
 
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Howard

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(Forgotton-ō no shukufuku) - Blesssing of Forgotton Kings
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A (+20 to another creatures technique)
Description: This technique is in essence a defensive technique but can be used to increase the power of others techniques as well. It is based heavily around the Sage Transformation ability to imbue upon another being Natural Energy albeit a small, safe fraction of the user's total power. This Natural Energy does not combine with the allies' chakra flow, and only surrounds their body momentarily being taken out either by an incoming attack that makes contact with the Natural Energy or the release of a technique moving from around the allies body and onto the technique imbuing it with a layer of Natural Energy.
To activate this technique a Jugo clan member must make physical contact with another creature while under the affects of a partial transformation (if not already under the effects of a transformation this technique can instigate one) and through that contact infuse them with an unseen aura of Natural Energy encasing them in a protective cushion that will not in any way impede their movement. After this process the user no longer needs to make contact with the ally. It can also be used on summoning creatures to momentarily increase their durability This process is very similar to the one Jugo performed to remove the Zetsu spores from Sasuke's body and also when he imbued upon Sasuke's Susanoo the power of Natural Energy.
Note: Can only be used thrice per battle
Note: The defensive ability can be used on the user himself but not the boosting ability
Note: Aura lasts three turns or until released by use of a technique and cannot be controlled by the ally
Note: The aura can defend from A rank elemental techniques of any nature, Natural Energy or Senjutsu
Note: The aura can defend from S rank raw chakra techniques or similar including weapon based ninjutsu and most forms of taijutsu including S rank

Declined - due to the way it works you need to remain in contact with who or what you imbue this onto. You don't give them the energy to control so you'd have to remain in contact to control it for them. Reminds me of Naruto/gama combination water/wind attacks
 
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Robot Boy

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~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.
-Resubmitting-

(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 with the blade held to the side. The user will then spin ferociously and rush 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 - S rank needs drawbacks

Resubmitting:

(Kemono ningen no taijutsu: Jigoku Sō no jaaku rirīsu) - Beast Human Taijutsu: Wicked Release of The Hell Saw
Type:Attack/Defense
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: The technique is called and it is performed by following a similar concept of the tail fang technique. The user will focus his or her chakra into their tail, extend, and create ninety nine extra ‘tails’. The user will pair them and spin them into a buzz-saw shape. While maintaining its focus, the user will launch the saw tails in sets of ten, forward at their target (s), and target specific points on the body, specifically muscles and veins. However, when it comes to clashing with the elements, the user can just send them all at once and the technique uses shape transformation so it can play on even terms with elements of the same rank. The technique can be used to intercept and protect the user should their initial defense fail to shield them from a frontal attack that is manipulated to attack from an opening the enemy exploits.

-Can only be used twice per battle.
- No S-rank and above Inuzuka techniques next turn

Declined that's alot of tails and if you break down an S rank into 9 it will only have D rank power per 10 projectiles, so it needs alot of work
 
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Priest

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Daruku - Dalk
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Way back when priest joined the league of assassins, he was trained in the art of using dolls and each assassins gets to choose a particular doll, having reached a particular level in power and experience. Or perhaps, the dolls are the ones that choose them. Dolls are a set of weapons that are primarily concealed within a seal and once they are unsealed, they manifest their true self as weapons with their own consciousness. This is the reason why the dolls are able to choose a master of their liking but before they finalise their decisions, they would battle their master to see if he is fit to wield and control them.
Dalk is a doll which is concealed in a small spherical ball of unknown alloy. It has several forms in which she can manifest.

No making up metals

Sealed form

In the sealed form, Dalk takes the form of a small metal marble which can be kept in the pocket or within her master's weapon pouch. Priest is able to retrieve and retract this marble from within his sleeves if he wants. Once the marble is revealed, it expands into a large metal sphere with the "doll creed" seal. This is Dalk's sealed form and why she is in this form, although indestructible, she pose no threat, it can not do anything nor does she gain consciousness of her own at this time.
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Unsealing Dalk would see several metallic ball of different sizes, emerge from the seal, though this is not obvious, it seem as if the metal sphere has exploded into a multitude small metal spheres of varying sizes and floating in the air. This would be a pre-requisite for Dalk to assume any other form. While unsealed, the numerous balls all are drawn into the "single" ball which they originated from(the ball that contains the seal), the ball which would also be the heart of Dalk. Unlike Dalks's heart, other balls are destructible, however, the seal on Dalk's heart would always release more balls to replenish the lost one. This is however if Dalks heart itself is not damaged, which would see Dalk loose any form she's currently in and all other ball except the heart disperses. Furthermore, Dalk returns to her marble form and hides under her master's embrace as she recuperates for a total of 2 turns.

This is OP in itself

Semi-Humanoid Form

After Dalk is unsealed and she explodes into multitude of smaller balls with varying sizes, the balls will coalesce into a semi-humanoid shape with a flirtatious female personality. The fusion of the balls however, is simply the balls all coming together with chakra being their bond. The chakra necessary for this all of Dark's self actions are also contained in the seal situated at the heart. However, the user uses his chakra to unseal Dalk and when applicable, if he wishes to further augment Dalk with his chakra. The balls are amalgamated in order so that the smaller ones forms a humanoid body part that is small and narrow while the bigger ones are ones that form much large part of the body. The joints are that of a simple ball ligament with no socket joint which aid for a 360 movement possibility of the limbs and head. Some parts like the head are transformed so that the ball on that part is closely reminiscent to actual body part. However, this transformation is as simple as "henge", so this is not in any way manipulating the metal alloy itself.
Unlike the sealed form, in this form, Dalk assumes a consciousness of her own to an extent though she still acts based on the user's will. Since she is a semi-humanoid, she has the mobility of a human though she is only able to move up to mid-range of her master. Any range beyond that, the balls will fall apart safe for the heart which would need to come close to the user before she can do anything else. In this form, she is able to talk and in respect of her feminine figure, she flirts a lot with anyone apart from her master. She would even flirt with an opponent during battle though it does not stop her as she won't hesitate to kill her opponent. While in this form, She can fire pieces of her body as projectiles while the seal on her heart passively unseals and replaces lost body parts with new ones. She is also able to attack directly with her limbs which are transformed and are akin to blades. She can tranform her arms into a makeshift machine guns to fire makeshift ball bullets at speeds equivalent to arrows shot from a compound bow, bullets which are very small parts of her body that are released from the seal continuously.
In this form, Dalk's firing her body parts as attack is equivalent to a B-rank attack while bullets fired from her makeshift machine gun are C-rank each. Attacking using her sharp limbs which can only be done at close range is equivalent A-rank piercing attack. A B-rank blunt attack is able to stop Dalk's mobility for a turn. In defense, Dalk can let go of her supplement balls and retreat towards her master. An A-rank blunt attack is able to dismember Dalk's body into scattered balls, which would all come back together after a turn. Should the heart of Dalk be affected either by an A-rank attack that is focused on the heart or an S-rank blunt attack, all the other balls would disperse and Dalk would revert back to her marble form and be unusable for 2 turns.
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Semi-Spider Form

Guns? Really?

Weapons don't have personality

After 2 turns in the semi-human form, Dalk can morph further, assuming a more spider like form albeit with a human torso. Dalk is particularly increasing her own volume by releasing more balls into her own anatomy and this reforming her own waist into a spider's body while her torso is humanoid. She is bigger but rather faster than her previous form due to having more legs(6 more than the former) which are reminiscent to that of spiders. The legs are sharp spikes which are useful for stomping and impaling. Dalk is still able to use his previous ability albeit they are stronger due to her increase in thickness and bulkiness from the addition of more balls. Her physcial attacks are now S-rank, Body parts firing are A-rank in power, while the bullets are B-rank each. Although entering this form restricts the user into using only 2 moves per turn. This form last 3 turns and then Dalk reverts back to the humanoid form and the cycle continues although, the user can force Dalk to revert back to a lower form. However, he can't make her to assume a higher form if due process is not followed.
1x per turn, the user is able to infuse his water chakra into dalk, Making her able to shoot strong webs of thick sticky water from her body to ensnare opponent's. The sticky web is dark, in contrast to Dalks body appearance which makes it seems the sticky substance is made from the metallic alloy Dalk was made from. The sticky web has an A-rank strength and the user spends chakra for it every time its used.
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Notes

Dalk's transformation into forms are passive. Unsealing Dalk is passive but costs the user's 20 chakra. Dalk's makeshift machine guns attack counts as a move and while its in use, the user can only use 2 moves per turn. Dalk's web attack also counts as a move and can only be used 3x per battle.
The user can use his chakra to forcibly dismember Dalks balls and make them come back together. This counts as a move though passive and is C-rank while the user spends chakra to do so.
Dalk's consciousness makes it so that no one other than Priest is able to control her or even unseal her.

Declined - not gonna lie, didn't read it all, see what i highlighted above and my notes.

Dropping if this is approved.


Suiton: Misuto Gekirei - Water Style: Mist Encouragement
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
For this jutsu to work, there need to be an existing mist in the surrounding. By focusing his suiton chakra into a desired body part or the entire body, the user is able to attract and collect the surrounding mist onto himself. However, the mist is not just called normally. Having activated the technique, the chakra around the user's body acts only when the user is putting pressure on the said body part. This can done by throwing a punch which requires a force behind the throw and the area through which the force of the punch move equals a pressure created around the arm. The pressure triggers the chakra which would immediately attract and collect the surrounding mist around the body(though not directly touching the body) where the chakra is situated. The mist is then compressed to form a thick coat of water which would aid the user's punch. This can be done on any body part or perhaps the chakra can be applied to the entire body but only the body part generating a pressure would be able to collect the mist. This would add a buff to the user's punch thus a +20 to taijutsu involving that body part. "For every action, there is an equal and opposite reaction". Alternatively, if the pressure is not made by the user but the user is at the receiving end, the pressure of an incoming close attack on a body part that has this chakra would cause the chakra to also react at it would if it was the user creating the pressure. This means the chakra would collect and compress surrounding mist into the impact point of an attack to dampen the force of impact, thus reducing the damage by 20.
The technique could also be used when the area is humid with no mist. However it only adds +10 to taijutsu or dampens taijutsu damage to the user by 10 points.

Declined - been done before i believe
Requires the area to be misty or humid. Can be used 2x per battle with 2 turn rest in between usage. Last for 4 turns. Activation is instant and can be used in the same timeframe of another jutsu due to it active as only a supplement to the user's future actions.
Daruku - Dalk
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Way back when priest joined the league of assassins, he was trained in the art of using dolls and each assassins gets to choose a particular doll, having reached a particular level in power and experience. Or perhaps, the dolls are the ones that choose them. Dolls are a set of weapons that are primarily concealed within a seal and once they are unsealed, they manifest their true self as weapons with their own consciousness. This is the reason why the dolls are able to choose a master of their liking but before they finalise their decisions, they would battle their master to see if he is fit to wield and control them.
Dalk is a doll which is concealed in a small spherical metal(steel) ball. It has several forms in which she can manifest.

Sealed form

In the sealed form, Dalk takes the form of a small metal marble which can be kept in the pocket or within her master's weapon pouch. Priest is able to retrieve and retract this marble from within his sleeves if he wants. Once the marble is revealed, it expands into a large metal sphere with the "doll creed" seal. This is Dalk's sealed form and why she is in this form, although indestructible, she pose no threat, it can not do anything nor does she gain consciousness of her own at this time.
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Unsealing Dalk would see several metallic ball of different sizes, emerge from the seal, though this is not obvious, it seem as if the metal sphere has exploded into a multitude small metal spheres of varying sizes and floating in the air. This would be a pre-requisite for Dalk to assume any other form. While unsealed, the numerous balls all are drawn into the "single" ball which they originated from(the ball that contains the seal), the ball which would also be the heart of Dalk. Unlike Dalks's heart which can only be stunned for a short period, other balls are destructible, however, the seal on Dalk's heart would always release more balls to replenish the lost one. This is however if Dalks heart itself is not damaged, which would see Dalk loose any form she's currently in and all other ball except the heart disperses. Furthermore, Dalk returns to her marble form and hides under her master's embrace as she recuperates for a total of 2 turns.

Semi-Humanoid Form

After Dalk is unsealed and she explodes into multitude of smaller balls with varying sizes, the balls will coalesce into a semi-humanoid shape. The fusion of the balls however, is simply the balls all coming together with chakra being their bond. The chakra necessary for this all of Dark's self actions are also contained in the seal situated at the heart. However, the user uses his chakra to unseal Dalk and when applicable, if he wishes to further augment Dalk with his chakra. The balls are amalgamated in order so that the smaller ones forms a humanoid body part that is small and narrow while the bigger ones are ones that form much large part of the body. The joints are that of a simple ball ligament with no socket joint which aid for a 360 movement possibility of the limbs and head. Some parts like the head are transformed so that the ball on that part is closely reminiscent to actual body part. However, this transformation is as simple as "henge", so this is not in any way manipulating the metal itself.
Unlike the sealed form, in this form, Dalk is semi-sentient to an extent though she still acts based on the user's will. She has the mobility of a human though she is only able to move up to mid-range of her master. Any range beyond that, the balls will fall apart safe for the heart which would need to come close to the user before she can do anything else. While in this form, She can fire pieces of her body as projectiles while the seal on her heart passively unseals and replaces lost body parts with new ones. She is also able to attack directly with her limbs which are transformed and are akin to blades. She can tranform her arms so that after pointing her palms outwards, make small tubes to protrude out and fire makeshift tiny balls at speeds equivalent to arrows shot from a compound bow, bullets which are very small parts of her body that are released from the seal continuously.
In this form, Dalk's firing her body parts as attack is equivalent to a B-rank attack while bullets fired from her hands are C-rank each. Attacking using her sharp limbs which can only be done at close range is equivalent A-rank piercing attack. A B-rank blunt attack is able to stop Dalk's mobility for a turn. In defense, Dalk can let go of her supplement balls and retreat towards her master. An A-rank blunt attack is able to dismember Dalk's body into scattered balls, which would all come back together after a turn. Should the heart of Dalk be affected either by an A-rank attack that is focused on the heart or an S-rank blunt attack, all the other balls would disperse and Dalk would revert back to her marble form and be unusable for 2 turns.
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Semi-Spider Form

After 2 turns in the semi-human form, Dalk can morph further, assuming a more spider like form albeit with a human torso. Dalk is particularly increasing her own volume by releasing more balls into her own anatomy and this reforming her own waist into a spider's body while her torso is humanoid. She is bigger but rather faster than her previous form due to having more legs(6 more than the former) which are reminiscent to that of spiders. The legs are sharp spikes which are useful for stomping and impaling. Dalk is still able to use his previous ability albeit they are stronger due to her increase in thickness and bulkiness from the addition of more balls. Her physcial attacks are now S-rank, Body parts firing are A-rank in power, while the bullets are B-rank each. Although entering this form restricts the user into using only 2 moves per turn. This form last 3 turns and then Dalk reverts back to the humanoid form and the cycle continues although, the user can force Dalk to revert back to a lower form. However, he can't make her to assume a higher form if due process is not followed.
1x per turn, the user is able to infuse his water chakra into dalk, Making her able to shoot strong webs of thick sticky water from her body to ensnare opponent's. The sticky web is dark, in contrast to Dalks body appearance which makes it seems the sticky substance is made from the metal Dalk was made from. The sticky web has an A-rank strength and the user spends chakra for it every time its used.
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Notes

Dalk's transformation into forms are passive. Unsealing Dalk is passive but costs the user's 20 chakra. Dalk's hand bullet attack counts as a move and while its in use, the user can only use 2 moves per turn. Dalk's web attack also counts as a move and can only be used 3x per battle.
The user can use his chakra to forcibly dismember Dalks balls and make them come back together. This counts as a move though passive and is C-rank while the user spends chakra to do so.
Dalk's consciousness makes it so that no one other than Priest is able to control her or even unseal her.

Declined - indestructible, remove mention of that, remove any form of sentient. And generally shorten this down, you repeat stuff and it's generally OP and not really a weapon at this point.

Dropping if this is approved.



Suiton: Misuto Gekirei - Water Style: Mist Encouragement
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
For this jutsu to work, there need to be an existing mist in the surrounding. By focusing his suiton chakra into a desired body part or the entire body, the user is able to attract and collect the surrounding mist onto himself. However, the mist is not just called normally. Having activated the technique, the chakra around the user's body acts only when the user is putting pressure on the said body part. This can done by throwing a punch which requires a force behind the throw and the area through which the force of the punch move equals a pressure created around the arm. The pressure triggers the chakra which would immediately attract and collect the surrounding mist around the body(though not directly touching the body) where the chakra is situated. The mist is then compressed to form a thick coat of water which would aid the user's punch only in that instant and then revert back to mist once the attack is done. This can be done on any body part or perhaps the chakra can be applied to the entire body but only the body part generating a pressure would be able to collect the mist. This would add a buff to the user's punch thus a +20 to taijutsu involving that body part. "For every action, there is an equal and opposite reaction". Alternatively, if the pressure is not made by the user but the user is at the receiving end, the pressure of an incoming close attack on a body part that has this chakra would cause the chakra to also react at it would if it was the user creating the pressure. This means the chakra would collect and compress surrounding mist into the impact point of an attack to dampen the force of impact, thus reducing the damage by 20.
The technique could also be used when the area is humid with no mist. However it only adds +10 to taijutsu or dampens taijutsu damage to the user by 10 points.
Requires the area to be misty. Can be used 2x per battle with 2 turn rest in between usage. Chakra enhancement last for 4 turns. Activation is instant and can be used in the same timeframe of another jutsu due to it active as only a supplement to the user's future actions.

Declined - let me make it clear, you didn't really change anything, it's still similar to existing techniques. DNR

Suiton: Kiri Sanpo: Water Style: Mist Walk
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10(-5 per turn)
Damage: N/A
Description
The user would channel his chakra into a surrounding mist. This allow him to compress a portion of the mist to the extent that he can use them as a step or platform. This is quite useful for making complex manoeuvres by doing a dash on the mist or redirecting oneself while in mid-air.
Alternative, the user can employ the technique used to walk on water and focus passively, chakra on the sole of his feet which he can use to balance on mist while the chakra compresses the portion of mist at every step the user makes. This is used for long walks and the difference between the former is that this requires chakra per turn to be spent to sustain unlike a one time usage.

Declined been done before

Suiton: Fīdo - Water Style: Feed
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
The user would release from his entire tenketsus, a large amount of mist that would immediately span a mid range area. The mist has a special ability which does not harm anyone but defensively serves as a food for techniques that aims to feed on the user's chakra. This mist having the user's chakra signature, scrambles chakra draining techniques and make them lock onto the mist instead and start feeding on it instead of the user's chakra.
Mist lasts for 3 turns or until the chakra draining technique ends, whichever is longer.
Usable 4x per battle

Declined dnr
 
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-Albel-

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(Meiton: Hansoku) Dark Release: Foul Play
Type: Supplementary
Rank: B-rank
Range: N/A (Same as the jutsu it is used on)
Chakra: N/A (+20 to applied jutsu)
Damage: N/A (+20 to applied jutsu)
Description: A technique dependent on earlier Dark Released used techniques, Foul Play comes into play with the user making use of it to empower his own Meiton techniques. This technique is always used in the same time frame of a dark technique and needs to meet two requirements. Them being the user needing to string together two hand-seals (in addition of any hand-seals the original technique has), and making sure that he has absorbed two or more techniques first. Even if the user has absorbed one it's fine as long as he uses it on dark techniques which do not require to absorb something beforehand. So, with the sacrifice of one dark "fuel", the user adds +20 damage to any dark technique used. The boost's aesthetic manifestation depends on the nature of the technique. If it is used on release-type techniques, it will make the flames darker in colour, or if used on a technique like Dark Release: Revival Fist, it will make the shock-wave's purple color more vivid. Of course, the user also spends +20 more chakra in addition to that of the technique he uses Foul Play on. The range of Foul Play is also the same as the technique's it's used on. The user, however, needs a one turn cool down before he uses this technique again, so it cannot be used consecutively.

- Can only be taught by Albel

‡ Approved ‡
 
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Thoth

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Smoke Ninjutsu completion: [ ]

Updating (old thread): [ ]
- changed the name
- removed pointless material from description and improved it
- added a restriction

(Kemuri Kumo no Mai) - Smoke Cloud Dance
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra Cost: 15
Damage: N/A
Description: The user, upon manipulating newly created smoke or existing smoke that has remained from a previous Smoke technique, can form smaller smoke clouds and concentrate chakra to the top of the clouds, making them usable as a foothold. The user cannot manipulate the smoke clouds to move around at any point and the clouds will only float in the air, staying exactly where they are. Not only that the user is able to prepare the clouds previously but can also make them whilst moving through air. The clouds can only be created up to mid range in height above the ground and to the same length, considering the place where the user was when they started making the first cloud. The user is also able to make the clouds dissolve on their own. While dissolving, the clouds quickly blend into the air without causing any harm.
Notes:
- A cloud can only be stepped on once
- Can create up to ten smoke clouds.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

♪ Approved, after a cloud dissolves it won't be returning at the end of the turn. ♪

(Kemuri Kumo no Tate) – Smoke Cloud Shield
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user will release smoke from any part of their body and form a thick small cloud which will get attached to that certain part and protect the user from brute force attacks. This will block the object that touches the cloud, stop its movement and make it fall down if it the said was a projectile. The object does not bounce back, but rather gets slightly absorbed into the smoke to neutralize the force and is then succumb to the influence of gravity. If this is used to defend against a hand-to-hand attack from an opponent, the user can then control the cloud to quickly expand and wrap around the limb that was stopped and restrict the target's movements. The user can create the clouds simultaneously on more places of their body. After fulfilling their purpose, the clouds get quickly dispersed without doing any harm, if the user doesn't use them for further actions.
Notes:
- Can only be used three times per battle.
- Can only stop objects which are not made of or infused with chakra.
- Can be used to defend against up to B rank Taijutsu.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

♪ Approved ♪

(Kemuri Kumo no Hishō) - Smoke Cloud Flight
Rank: A
Type: Supplementary/Offensive
Range: Short - Long
Chakra Cost: 30 (-10 per turn)
Damage: 60
Description: The user will, upon releasing smoke or manipulating existing smoke, create a cloud which is thick and large enough that the user can stand on it. They are then able to control the cloud to fly all over the battlefield and use it as a mean of transport. Since the user needs to remain concentrated on sustaining and manipulating the cloud, they are only able to use Smoke techniques which utilize the cloud as a source of smoke, while the technique is active. The cloud can be controlled without the user making contact with it. That enables the user to make the cloud come to them on demand, or also rush towards the target and strike them, launching them into the air. However, when the cloud hits the target, it stops being under the user's control which ends the technique. When the cloud is transporting its user, it can fly at the speed in which the user can run, and when the cloud is moving on its own, it is 2x faster than the user's natural speed. The cloud can be deliberately dispersed at any time and when the technique is ended at will, a thick cloud will remain there until the smoke completely dissolves, which is useful as a source for the following Smoke techniques.
Notes:
- Can only last up to three turns.
- Can only be used three times per battle.
- Can only use Smoke Ninjutsu while this is active.
- When the technique is deactivated, the smoke remains at its place for the following turn.
- The cloud itself has offensive power only when used to directly hit the target.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

♪ Declined: I won't approve the speed boost, and it won't move at your current speed, but your base speed. Also, using it as a source of smoke is illogical, as it would run out if you used it for a large enough jutsu. ♪
 
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Sasori

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Modified

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

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


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


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

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




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

Did what you said didn't bold because I completely reworked

(Abadon) Abaddon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (If Summoning)
Damage: N/A
Description: Abbadon is a puppet possessed of a ghoulish appearance—as if it came straight out of the nightosphere. Its body frame followed one that was different from Sasori’s usual puppets, which were usually modeled after human anatomy. Abbadon has a dense and strong metal body frame; the material that it is composed of is quite similar to that of Hiruko’s shell. Furthermore, it has six sets of legs. Its upper body has an opening located along its rib cage, which allows the user to directly attach themselves to the puppet and thereby, completely conceal their primary vessel. Emerging from its head, which is separate from the user's when connected and its upper body are four metallic, pincers with two arms below them which the user can manipulate throughout the battle for whatever purpose. Additionally, it has a very lengthy tail. The user can either enter the battle with it attached so it doesn’t count as a move or summon it first, and then connect it. While connected the user’s chakra will flow through the puppet giving them added defenses as well offenses. The six pincers used as legs give the user more stability than the ordinary two. Emerging from just beneath the user's front, while they are attached to this puppet, are two behemoth like puppet mouths that can be extended up to mid-range, and are quite flexible.

Ability-wise, the head of the puppet is able to be extended up to mid-range by extending itself and holds the ability to release a condensed blast of chakra that can be exectued even if the user isn't connected (A-rank | short-mid range). In regards to its limbs, Abaddon’s two pincer-esque arms are strong enough to crush most physical matter of B-rank and below (counts as a move), and easily maim human bodies if left improperly guarded. These pincers are also capable of extending up to mid-range in order to attack enemies from far away. Moving on down, the user can manipulate the puppet's tail in order to attack enemies by piercing them (C-rank | short-range). If wanted the user can submerge it under ground in order to attack. Lastly, the two aforementioned behemoth-like heads can act a medium for basic puppetry techniques if applicable. If using such techniques through the extra heads, then the user can keep sustained for more than one turn like in the jutsu description but it will take up one of their moves while active or two if using both heads.

Appearance:

Note: Can only be destroyed by an A-rank or higher technique.
Note: Everything ability associated with a rank counts as one of the user's allotted moves.
Note: Can use all applicable basic puppetry ninjutsu.
Note: Can only be summoned once.
Note: Functions of the Puppet can be done in the same time frame of each other and long as it is logically feasible.


Approved: with major edits and two particular abilities omitted. In general, your submissions need to be more succinct—inclusive of only sentences pertinent to the CJ's approval. Beyond the superfluous bits, it has become wholly evident that you're trying to boost the parameters of your bio, in spite of the bulk of it being blatantly overpowered. No, you will not receive a passive x1.5 speed modifier for merely having extra limbs. And no, you will also not get a passive release from illusions simply for having a generator emit negligible bursts of electricity. It's fine to have viable alternatives to Hiruko, insofar as using another puppet as an armor of sorts, but stacking various perks that become even more ridiculous when used in conjunction with other add-on puppets and possibly a CW is, ultimately, where the line will be drawn. If you find the removal of these abilities to be unacceptable, let me know and I will replace this modified version with your original, and subsequently decline it. The intent of this bluntness is to reduce further declines in both the near and distant future.


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

Declined - can be summoned twice, but what if it's destroyed? xd

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

Declined - no extra eyes.

Name: (Soto kokkaku) Exoskeleton
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 ( If summoning)
Damage: N/A
Description: An exoskeleton is generally considered an outer shell that serves the purpose of defending against outside factors. Most humans in fact have what is considered a endoskeleton that helps protects their body from internal elements. One can mainly consider an exoskeleton as another layer on the outside of their body which is commonly known as a shell. In the world there are even animals such as turtles that have an outer casing which supports their body frame. This puppet that Sasori will normally call his Exoskeleton is a hollow and white colored puppet. The puppet itself is rather suited for applying itself to the user’s limbs giving them a sort of extra layer. The exoskeleton itself does not take up much space like an actual armor, but instead serves as a sort of clip On to their limbs . Due to its frame it could possibly still allow the user to enter different armors without having to worry about space. From the outside it does not even prevent the enemy from seeing their actual body , but can see that their is something in fact Surrounding their body. Sasori created this puppet mainly to strengthen his endurance with it's hard and dense like shell. Like most exoskeletons this one is quite rigid and tough which just means it's not flexible, but it will still allow the user the ability to move their body parts. By applying this armor to their body the user will gain abilities that include: strengthening their body and protection from outside forces. Since Sasori formed the puppet casing out of tough metals and other hard structures it enhanced the user prowess greatly. Let it be noted that it is possible for the user to attach this puppet to one of their puppets that are already out, but will need to summon this creation first, and costs a move to attach. On to the abilities of this puppet which would be to strengthen the user's attacks as well as body frame. What is meant by this is that since the puppet is layered over every limb of the user it will effectively increase the strength of all of their taijutsu by plus +10, this also works vice versa which just means that ordinary taijutsu from the enemy will deal minus -10 damage to their frame. Also, considering that the frame of the puppet acts as one and is connected with their chakra it gives them in a sense enhanced strength. This enhanced frame and strength gives the user ability to move their body even when placed under a great amount of strain or pressure and, can prevent the user from being crushed from objects. That ability is however only able to protect the user from up to A-rank forces or pressures. Overall, the armor can be used to protect the user from one S-rank attack which would lead to its demise. Also, due to the way the puppet works it is not much help without a host attached.
Note: Can only be taught by Sasori.
Note: Can only be summoned/used once.
Note: User can enter battle with it attached.

Declined - sasori already has his like hiruko body puppet for defense, the only think you've done with this is give yourself a boost that doesn't make much sense when you think about it, it's just another layer of puppetness, why would you gain a boost?

‡ Pending ‡ Leaving for Pervy.
Name: (Soto kokkaku) Exoskeleton
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 ( If summoning)
Damage: N/A
Description: An exoskeleton is generally considered an outer shell that serves the purpose of defending against outside factors. Most humans in fact have what is considered a endoskeleton that helps protects their body from internal elements. One can mainly consider an exoskeleton as another layer on the outside of their body which is commonly known as a shell. In the world there are even animals such as turtles that have an outer casing which supports their body frame. This puppet that Sasori will normally call his Exoskeleton is a hollow and white colored puppet. The puppet itself is rather suited for applying itself to the user’s limbs giving them a sort of extra layer. The exoskeleton itself does not take up much space like an actual armor, but instead serves as a sort of clip On to their limbs . Due to its frame it could possibly still allow the user to enter different armors without having to worry about space. From the outside it does not even prevent the enemy from seeing their actual body , but can see that their is something in fact surrounding their body. Sasori created this puppet mainly to strengthen his endurance with it's hard and dense shell body. Like most exoskeletons this one is quite rigid and tough which just means it's not flexible, but it will still allow the user the ability to move their body parts. Quite similar to any animal with an exoskeleton like a turtle as an example it's shell covers its body and give it stronger properties. Without said skeleton their body would be more fragile and more inclined to damage. This armor that covers the user's body acts in the same way as that one in the sense it is one entity with the user giving them heightened prowess even though the user is one with it the exoskeleton just serves as a nerveless defense wall. If you were to drop a rock on a turtle's shell its exoskeleton would help to reduce the impact to the animals main body and instead allowing the shell to absorb the damage and in the same principles this exoskeleton works the same way. It is because of this second layer on their body that the user is not destroyed or crushed by rather large objects. Also, the user will have their taijutsu increased because of how it covers the user's limbs in a dense and hardened shell therefore increasing the damage done by an attack because it has increased the weight and mass behind said attack. And Vice Versa Taijutsu will be as well as the amount of force and taijutsu is reduced in the strength because of the fact of how the user is surrounded in a structured defense also the user is protected up to a certain amount of damage considering his attacks would fall short of breaking through the exoskeleton and similar to a turtle's shell it cannot feel damage on its shell and serves as a second wall to protect the main body. It has material making it harder to actually have the damage or force of an attack reach the user. By applying this armor to their body the user will gain abilities that include: strengthening their body and protection from outside forces. Since Sasori formed the puppet casing out of tough metals and other hard materials with oil refined and lasting wood qualities it enhanced the users prowess greatly. Let it be noted that it is possible for the user to attach this puppet to one of their puppets that are already out, but will need to summon this creation first, and costs a move to attach. On to the abilities of this puppet which would be to strengthen the user's attacks as well as body frame. What is meant by this is that since the puppet is layered over every limb of the user it will effectively increase the strength of all of their taijutsu by plus +10, this also works vice versa which just means that ordinary taijutsu from the enemy will deal minus -10 damage to their frame. Also, considering that the frame of the puppet acts as one and is connected with their chakra it gives them in a sense enhanced strength. This enhanced frame and strength gives the user ability to move their body even when placed under a great amount of strain or pressure and, can prevent the user from being crushed from objects. That ability is however only able to protect the user from up to A-rank forces or pressures. Overall, the armor can be used to protect the user from one S-rank attack which would lead to its demise. Also, due to the way the puppet works it is not much help without a host attached.

Note: Can only be taught by Sasori.
Note: Can only be summoned/used once.
Note: User can enter battle with it attached.


Declined: seemingly illogical statements and again, too many superfluous sentences. Supposing the two bits annotated in pink are true, then there's no justification for protecting the main vessel (Sasori) from external forces when the majority of his primary puppet body would be no less exposed if it were not harnessing this particular puppet as an add-on. Also, in keeping with the check on Abaddon, this puppet will not be usable in conjunction with it. Overall, it's unnecessary.


Name: (Yōji) The Infant
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 (If Summoning)
Damage Points: N/A
Description: The infant is a rather useful puppet that Sasori or any human puppet can attach to their body. While it is not mainly used for offensive reasons it has great ways to aid the user in battle. It is a puppet that appears as if it has only the top part of its body in tact from the waist on up. Summoning this puppet into battle without it being attached to something is usually not what the user will mainly use it for. Once a battle has begun it will remain attached to the user's back like a sort of add on to their body. With its impartial body it looks as if it is deformed or at the least a conjoined twin of the user. In its hands it holds two long swords both of which as along as the user is in contact with the puppet can generate chakra through them in order to slice through structures up to C-rank. If the user is currently faced with an enemy from behind and he has become aware of it he will be able to manipulate it in order to slice at the target from up to short range. Not only does it possess two hands there is also a second set of hands below it for a total of four. Also while in battle the user can also manipulate the puppet’s limbs to strike through any of the user's body parts such as their waist which can be used to surprise attack enemy or catch them off guard. However if the puppet is using their swords to attack it costs a move but the user can also manipulate their arms to use basic free form to attack the enemy and the user can simply regenerate from hole in their body. Now comes the most beneficial part of this puppet which comes from the fact that the infant is a hollow puppet and also has springs located inside of itself. If the puppet currently attached to this puppet has Sasori’s core in danger Sasori is able to send his core into a sort of back route in his body and into the infant in just the nick of time to switch bodies. At the very moment his core will have been transplanted, with the help of the springs inside of the infant the user will propel themselves up to Mid range away from their original body. While in mid air the puppet will begin to create a lower body including legs which were hidden inside of it. This whole process counts as a move towards the user's jutsu slots. Along with being propelled out the puppet will have gathered all of the user's scrolls and tools into their body. The last ability of the puppet would be its ability to release a hot blazing fire from its palm just like Sasori with A-rank strength and Mid range reach and counts as a move and requires a turn cool down after each Usage. The fire can only be used four times. While connectected the puppet can use the fire to attack from behind or the front by thrusting its hands through the user at a point on their body. Also, since it was serving as a puppet with reinforced metal it could survive up to A- rank attacks making for a good defense from behind when connected. Lastly, due to Sasori's heart being transferred into the puppet it enables the puppet to use just about all techniques and jutsu the user could use from before. Let it be noted that if wanted the user can half their tracking speed in order to see through the eyes on the puppet while connected as well as the front. Can be done passively through the battle.

Note: Can only be taught by Sasori
Note: Can only be summoned twice and not at the same time
Note: User can enter with it attached.
Note: User can summon the puppet into battle with entire body in tact and not connected.




Declined: seemingly contradictory statements. The notion of a fail-safe puppet isn't a bad concept by any means, but the description must be consistent. Where, precisely, do the legs come from? On the one hand, the limbs won't be allowed to just appear spontaneously from nothingness. On the other hand, the limbs being stored inside the upper portion of this puppet, in addition to the springs, would mean the puppet isn't particularly hollow. You have a predilection for the word "hollow", and it's seemingly become a liability when submitting CJ. That said, this submission is fairly close to approval.​

 
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Korra.

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my bio with Snakes and Sage Mode

(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: N/A
Description: The user does the Ram sign and gathers natural energy and swallows it, they then spit out a black ball of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field till either the user ends it or the opponent gets rid of it with a strong wind jutsu (S rank and up).
Note: Usable by Sage Mode users
Note: Usable 3 times a match

□ Declined. First of all, the size of the ball made is undefined, as well as how fast it spreads across the field, leaving way too much up to the interpretation of both the user of the technique, and someone who has to face it. Secondly, an S rank with little to no restrictions as well as being able to be used up to Long range is a bit much with just a single hand seal needing to be formed. Lastly, I am not sure this is a feasible way to use Senchakra, either. □


(Senpo: Ryūchi no Ken) - Sage Art: Fist of the Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Forming the necessary hand seals, the user then pushes the back of their hand, followed by pressing their palm, forming what appears to be fangs upon their hand. A dragon of senchakra is then created, using the mass of senjutsu. The user will then aim it at their target, in attempts to land an exploding blow. The user can either launch it from their hand by punching forward or by delivering a punch on the opponent. The jutsu is shown to do massive damage upon the terrain. Leaving a crater with in the earth.
Note: Usable by Sage Mode users
Note: Usable 3 times a match

□ Declined. Define "necessary hand seals", as it is way too vague as well as the size of the Dragon made (which should also be created Short range of you and travel up to Mid range). Lastly, this is a S rank technique, so it requires some restrictions. □

(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: N/A
Description: The user does the Ram > Dragon > Dog > Tiger sign and gathers natural energy and swallows it, they then spit out a black ball ,the size of a Odama Rasengan, of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog spreads to mid range within seconds but than takes 1 turn to reach to long range. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field till either the user ends it or the opponent gets rid of it with a strong wind jutsu (S rank and up). While this jutsu is being used the user can only do two other jutsus in a turn as they have to keep focus on keeping the fog on the field.
Note: Usable by Sage Mode users
Note: Usable 3 times a match

□ Declined. That -5 per turn, change that to 10, it also can't last indefinitely (you don't say how long this fog lasts), also don't mention seconds, that doesn't translate well in the RP. Just make it Mid range. Also make it usable two times a fight. □

(Senpo: Ryūchi no Ken) - Sage Art: Fist of the Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Forming the dragon handseal the user then pushes their hands forward breaking the seal and transitioning into a forward palm-strike like motion releasing forward a torrent of senjutsu chakra. This motion resembles a double push palm with closed fists. A dragon of senchakra is then created, using the mass of senjutsu as a basis along with the rotational force caused by the double push palm. The dragon is long and slender (roughly ten meters in length and four meters in diameter) and can be sent out to Mid range doing a fair amount of damage to the opponent if it hits him. It appears to look similar to a Chinese Dragon long and slim and it can cause blunt damage. The users fists are slightly sharpened by the senjutsu chakra as it creates an aura around the hands meaning they also pierce deep into the opponent's body if contact is made. The jutsu is able to create massive damage to the terrain. Leaving a crater in the earth. It is also strong enough to negate S rank elemental techniques, as well as Forbidden Rank raw chakra techniques being on par with elemental releases and stronger than raw chakra.
Note: Cannot use other Sage Art techniques in the same turn
Note: Usable by Sage Mode users
Note: Usable 2 times a match

□ Approved. Edits made. □
 
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RuckenTM

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(Katon: Uchiha Majesutikku shōmetsu) - Fire release: Uchiha Majestic Annihilation
Rank: S-class
Type: Offensive, Defensive
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: A Uchiha technique, where the user makes the Ram>Horse>Tiger handseals and then kneads chakra inside their body. Which is then converted into a stream of fire and expelled from their mouth as a massive wall of intense flames, which covers an enormous range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is as not one of the fastest seen so far. While to their opponents, it seems the user has created simply a huge wall of flames, unknowingly that underneath them. Their ground would be preparing to undergo a major change as the user plans to melt the ground below them, into a huge cave of flames. This happens as the user's wall of flames creates an opening into the ground, using their katon chakra to shredding the underground layers of the earth while roasting the bedding flow. Constantly streaming katon chakra into the wall of flames, as their opponent's ground begins to melt quickly into the huge opening (larger than boss size summons), their opponents will fall into furious flames, with the caved in hole of the melted rock and flames. The user's wall of flames will add an upper layer above their opponent's as they fall within, burning them forwards and back.

Note: Cost 1 move slot.
Note: Can only be used twice per battle
Note: No other S-rank or higher Katon jutsu in same turn.
Note: Can only be used by Primary Katon specialist only.

‡ All Declined ‡ You copied the name and half of the description from a canon technique. Hell, you even used the image of Madara using it in your previous submission. Do not plagiarize the jutsu list or the wiki.
(Katon: Uchiha Majesutikku shōmetsu) - Fire release: Uchiha Majestic Annihilation
Rank:
S-class
Type: Offensive, Defensive
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: A Uchiha technique, where the user makes the a few handseals and then kneads chakra inside their body. Which is then converted into a stream of fire and expelled from their mouth as like, Fire Release: Great Fire Annihilation. While to their opponents, it seems the user has created simply a huge spanning wall of flames, unknowingly that underneath them. Their ground would be preparing to undergo a major change as the user plans to melt the ground below them, into a huge cave of flames. This happens as the user's wall of flames creates an opening into the ground, using their katon chakra to shredding the underground layers of the earth while roasting the bedding flow. Constantly streaming katon chakra into the wall of flames, as their opponent's ground begins to melt quickly into the huge opening (larger than boss size summons), their opponents will fall into furious flames, with the caved in hole of the melted rock and flames. The user's wall of flames will add an upper layer above their opponent's as they fall within, burning them forwards and back.

If used in the NW:
This is can change the terrain into a mixture between either a basin, (if not a mountain) and Valley depending on the landmark, if its a mountain terrain.


Note: Cost 1 move slot.
Note: Can only be used once per battle
Note: No other S-rank or higher Katon jutsu in same turn.
Note: Can only be used by Katon specialist only.

For Nk
Fully reedited jutsu.

(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
Rank:
S-ranked
Type: Offensive, Defensive, Supplementary
Range: Short - Mid
Chakra Cost: 40 (-10 each turn for sustainability) (+10 to other katon jutsu released through this jutsu)
Damage Points: 80
Description: Uchiha, who are gifted in the Fire Release nature transformation, weaves a few hand seals for the Great Fireball Technique and combining it with chakra-infused ash to create a (boss summon-size) monstrous creature. Manipulated through handseals and constantly feed with chakra, this enlarged, gray-black monster has the ability to cause an reactionary effect that will emit heat flares from all over it's body that will blind the target; use its arm as a flamethrower to completely incinerate them; and/or launch from it's solid, ash body shuriken-like weapons to burn them from afar. Additionally, the excess chakra would increase the intensity of the Jutsu that is manipulated through the creature, dealing more damage power. Layered with Katon chakra and ash, this creature resilience and physical power is so dense, which makes it outstandingly powerful. After a while, the core of the jutsu cools returning the flame giant into hot ash as it crumbles to the ground.
Note: Short-range Heat-wave = C-rank; Mid-range Hot Ash-Shurikens = C-rank, Short-range Flamethrower Arms = C-rank.
Note: Target Temporary blinded for 1 turn and the user will have control over the jutsu at all times.
Note: The heat from the Great Fireball Technique allows it to levitate over the ground, making it capable of flight.
Note: Only used by an Uchiha Biography.
~ Usable only twice per battle.
~ Last 4 Turns and a Jutsu used through this jutsu (Rank limit: S-rank), counts toward a move slot. While on the field counts as a move per turn to control it. Can only use fire release while active
~ No other S-rank or higher Katon Jutsu in the same turn.
Jutsu Depiction:
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Approved - made edits
(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
Rank:
S-class
Type: Offensive, Defensive, Supplementary
Range: Short - Mid
Chakra Cost: 40 (-10 each turn for sustainability) (+10 to other katon jutsu released through this jutsu)
Damage Points: 80
Description: Uchiha, who are gifted in the Fire Release nature transformation, weaves a few hand seals for the Great Fireball Technique and combining it with chakra-infused ash to create a (boss summon-size) monstrous creature. Manipulated through handseals and constantly feed with chakra, this enlarged, gray-black monster has the ability to cause an reactionary effect that will emit heat flares from all over it's body that will blind the target; use its arm as a flamethrower to completely incinerate them; and/or launch from it's solid, ash body shuriken-like weapons to burn them from afar. Additionally, the excess chakra would increase the intensity of the Jutsu that is manipulated through the creature, dealing more damage power. Layered with Katon chakra and ash, this creature resilience and physical power is so dense, which makes it outstandingly powerful. After a while, the core of the jutsu cools returning the flame giant into hot ash as it crumbles to the ground.
Note: Short-range Heat-wave = C-rank; Mid-range Hot Ash-Shurikens = C-rank, Short-range Flamethrower Arms = C-rank.
Note: Target Temporary blinded for 1 turn and the user will have control over the jutsu at all times.
Note: The heat from the Great Fireball Technique allows it to levitate over the ground, making it capable of flight.
Note: Only used by an Uchiha Biography.
~ Usable only twice per battle.
~ Last 4 Turns and a Jutsu used through this jutsu (Rank limit; equal to or up to this jutsu's Rank), counts toward a move slot. While on the field counts as a move per turn to control it. Can only use fire release while active
~ No other S-rank or higher Katon Jutsu in the same turn.

Declined - keep the original
Resubmitting from Archive: [ ]

(Doton: Borudākyaribā) - Earth Release: Boulder Calibre
Type:
Offensive, Defensive, Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: This technique allows the user after streaming Doton chakra into the ground to form boulders to rise within the area. While this allows the user to simply pull the boulders from the ground crumbling into chunks that form around the users arm, the given process is quite smooth and fluid. The size of the technique depends on the user.

Approved
 
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ᴍᴏᴏғʏ

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(Suiton: Jakutaika) - Water Release: Dampener
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 Per turn)
Damage: N/A
Description: The user will either manipulate his already hydrified state or enter one in order to counter-act the after effects of techniques that produce some form of shock, disturbance and/or sound wave. Taking advantage of the highly conductive medium that is water, the user will manipulate their liquified state, crafting their body by hollowing out the insides and creating intricate paths of water within. This is done to guide the absorbed disturbances, allowing the user to re-direct them at the cost of lowering their original damage of the technique by ten. The user has complete control as to the radius of the disturbance's release, even giving them the freedom of completely dissipating the assault, dependent on the situation. If the disturbances are something sustained the user can maintain his hydrified state and re-direction so long as he fuels the hydrification if activated through this technique.

⋩ Can be used three times per battle
⋩ Can only be used by Hōzuki Clan Biographies.
⋩ The disturbances have to be perceived or anticipated beforehand
⋩ While sustained, the user is limited to focusing on controlling said action.
⋩ Does not deactivate other sustained techniques.

Decline - can't believe i'm saying this but need detail in the form of exmaples and limits

(Fūinjutsu: Taigai Houyou) - Sealing Arts: Foreign Embrace
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-20 to the technique per turn, +20 to user per turn)
Damage: N/A
Description: By following a similar concept to the "Sealing Technique: Living Barrier" technique, the user will gesture the 'Dragon → Horse → Serpent' hand signs, finalizing with the clapping of hands. This causes a barrier to erect around a selected technique within range. Just like the original concept technique, the barrier has special absorbing & restrictive properties, allowing the user to subdue the selected target and force them into submission towards the ground/nearest surface. The barrier will continue to absorb the chakra and replenish the user in return so long as it is being sustained or until the targeted technique runs out of chakra and dissipates and/or falls apart. Barrier can subdue up to Forbidden ranked techniques so long as it is not taken out in the process.

⋩ While sustained the user can perform other techniques
⋩ Can be used four times per battle
⋩ Can't be used consecutively

Declined - dnr.

(Fūinjutsu: Purotekuto Torappu) - Sealing Arts: Protective Boobytrap
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (Explosion)
Description: By following the concepts behind the "Tag Barrier" & "Sealing Trap Explosion" techniques, the user was able to craft special senbon that were inscribed with the kanji for "Protect & Explode" in order to not only protect the user's techniques in battle but also boobytrap them. By gesturing two hand motions which consist of the 'Horse' hand sign and the clapping of hands, the user can activate the special seal. Upon activation, a protective barrier that is self sustained erects around the host technique/object/place up to short range in diameter or large enough to cover the technique/object that it was planted on. (Freedom to choose either option) This barrier grants a defense of up to A-Rank against all forms of chakra-fueled techniques. The hidden power within the seal is the ability to detonate into a large explosion of five meters in radius. This happens after the seal comes within short range of a foreign source of chakra that does not belong to the user. This leaves the seal as a double edged sword, giving it the ability of potentially destroying the host technique that it was planted on without consent.

⋩ Can be used four times per battle
⋩ Can't be used consecutively
⋩ Will stay active until destroyed or detonated

Declined - dnr, all been tried before
 
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