Custom Jutsu Submission - III

Status
Not open for further replies.

BoBoKittyDuck

Active member
Veteran
Joined
Oct 2, 2015
Messages
2,872
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(Doton: Chijō no kankaku) Earth release: Earthly senses
Type: Supplementery
Rank: B
Range: Short-mid
Chakra: 20
Damage: N/A
Description:
The user molds his Earth chakra, and then by stomping his leg on the ground, that chakra will be released in the earth below him. The chakra can travel up to mid range, back and forth between the user and their furthest limits at very massive speeds, obtaining location information on any other beings that have chakra and have contact with the earth, before returning to the user.
This Jutsu would allow the user to pin point the exact location of opponents with massive speeds, or simply to find where slow ones are hiding.

~Notes:
- Lasts 3 turns.
- The user and whatever he is trying to sense must have contact with the ground.
- The ground must be made out of "Earth".
- Can only be used 2 times per battle.

- Can only be taught by Bobokittyduck.

(Inuzuka Regashī: Hazuremasu) Inuzuka legacy: Disengage
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
This technique was developed by Heiko of the Inuzuka Clan, upon noticing the lack of defense and back up plans the Inuzuka have in their strategies. This Jutsu allows the user or the Ninkin to push themselves off the ground and away from harm's way up to short range from their original location, after focusing a great amount of chakra into their limbs.
Having channeled so much chakra into their limbs, their speed would be boosted by x2.

~Notes:

- In order to use and maintain, an Inuzuka must be on all four.
- Can be used by either an Inuzuka or their Ninkin.
- The speed boost lasts 2 turns after the turn it was activated.
- Can only be used 2 times per battle.
- 2 turn cooldown between uses.

- Can only be taught by Bobokittyduck.

(Inuzuka Regashī: Ōkami no gokan) Inuzuka Legacy: Senses of the Wolf
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (-10 per turn)
Damage: N/A
Description:
This technique was developed by Heiko of the Inuzuka Clan, full knowing the reputation of the Inuzuka of how they track and sense, and the similarities to their Ninkins.
This Jutsu allows the user upon focusing his chakra on a specific part of his body to gain enhanced senses of the original sense that the body part offered.
For example:
- If chakra was focused in the nose, it would increase the ability to catch a scent greatly, increasing the tracking ability of the Inuzuka from x1.5 to x3.

- If the chakra was focused in the ear, it would enhance their hearing sense. Allowing them to easily hear anything up to long range, such as the crackle of lightning.

- If the chakra was focused on the skin, it would allow them to feel the heat of fire, touch of wind and vibration of Earth way easier.

- If the chakra was focused in the eyes, it would allow the user to see clearly through storms, dust (that isn't entering the eyes) and mist/clouds (all of them only up to mid range) . If the battlefield is clear, the eyes would be strong enough to spot rocks at long-range.

~Notes:

- The user may activate 2 senses only at a time.
- Can only be used twice per battle.
- Lasts 4 turns from the moment of activation.
- Must wait 1 turn from the moment of deactivation to use again.
- Must be a member of the Inuzuka clan.

- Can only be taught by Bobokittyduck.

♪ All three Declined: Similar to existing techs. ♪
 
Last edited by a moderator:

Houdinii

Active member
Elite
Joined
Jan 9, 2012
Messages
8,723
Kin
738💸
Kumi
4,046💴
Trait Points
33⚔️
Awards
(Genjutsu: Iiya Sonji!)- Illusionary Arts: Don’t Slip!
Rank: C
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description:
This is a quite quick and simple genjutsu that targets the opponent(s) proprioception, which is essentially the sense that keeps track of the position of the parts of the body relative to each other(ex. where the limbs are in relation to the body) and the amount of strength that is employed in the movements themselves. By placing this illusion the user is able to distort the opponents proprioception as they wish, creating mistakes in their intended movements, in both the actual motion and the strength required.

Note:
~Can only be taught by Houdinii



Declined

This isn't really an illusion, you're not illustrating why you can suddenly take control of this sense. By saying you can take control of it anyway you wish, you create a great deal of ambiguity and leave it open to be very exploitable. That being said it would be a rank or two higher than what you have it as right now. Narrow your scope and make this an actual genjutsu.



Updating:



(Futon: Kon Sureddo)- Wind Release: Soul thread
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
To form this technique the user would simply need to string two extra hand seals onto the performance of another technique, due to its reliance on other jutsu to function. By doing so they create ‘threads’ of wind within an already existing solid jutsu without negatively affecting the original technique, the threads are connected to and laced throughout the entire jutsu they are created in while reinforcing it internally. The main purpose of this technique focuses upon when the original jutsu is broken or destroyed, its parts scattered. After this happens the strings will act, contracting violently and drawing the parts that composed the original solid technique to the point at which it was destroyed, forming a harmless ball shape. However the danger of this technique comes during the contraction, as any enemies caught in its path when it contracts would be damaged from the strings cutting them or pieces slamming into them, while they would pass through the user without harm.

Note:
~Can only be used three times
~Note that this technique does not regenerate the original technique, it just pulls the parts towards the ‘center’ haphazardly
~Can only be taught by xHoudinii

♪ Declined: Keep the original ♪
 
Last edited by a moderator:

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
(Ninjtsu: Shūkai) - Ninjutsu: The Gathering
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (+5 per turn)
Damage: N/A
Description: The user sends chakra towards a targeted area. Their chakra will passively attract particles in the air, from mist, sand, poison, or other elements. The user's chakra essentially acts as a magnet that attracts these foreign gaseous or small particles to a certain area, restricting it and condensing it to a 5 meter radius around the targeted area. For instance, if used in a misty environment, all the mist would be attracted to an area with a 5 meter radius where all the mist would be condensed in that area, unable to pervade throughout the terrain as it would normally. This technique is effective in hindering the enemy's vision for a certain amount of time or evading threatening substances in the air.
Notes:
- Lasts 3 turns / Usable 4x

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

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

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

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

Declined - this isn't really done right. You don't just create a layer of chakra for jutsu like this, it would have to be like a layer of ice around the element, that would then have the desired effect.
Made changes; also lowered rank as I feel it is not that high of a rank :p
(Ninjtsu: Shūkai) - Ninjutsu: The Gathering
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (+5 per turn)
Damage: N/A
Description: The user sends a specific nature of chakra towards a targeted area. Their chakra will passively draw in particles in the air including but not limited to mist, sand, poison, or other elements. The user's chakra essentially acts as a focal point for which foreign and their own chakra will be drawn to. The element and particles drawn into it must be the same as the chakra used. For instance, one can send their earth chakra towards an area and attract dust from the ground and smaller earth sediments, but cannot use earth chakra to draw in water particles. When used, all the targeted material will be attracted towards the focal point with a 5 meter radius where all the particles would be condensed in that area, unable to spread throughout the terrain as it would normally. This technique is effective in hindering the enemy's vision for a certain amount of time or evading threatening substances in the air.
Notes:
- Lasts 3 turns / Usable 5x
- The user must have the chakra nature of the particle/element they wish to draw in

declined - it should only work on one jutsu and not lasting. Not only that you need something as the focal point like a orb or something that the element or dust ect is drawn to.

(Fuinjutsu/Hyoton: Jikan uchi ni tōketsu) Fuuinjutsu/Ice Release: Frozen in Time
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 (+10 per turn)
Damage: N/A (60)
Description: The user will place a seal with a Kanji of "Frozen" on any surface. The seal will activate with the performance of the Tiger, Snake, and Boar Handseal. Once the hand seal is performed, the seal will open and ice chakra will spread around the user's vicinity - 10 meters in radius around the user - and create a visible barrier of Ice chakra. This ice chakra released will immediately freeze any shrubbery, grass, and wildlife as it crumbles into nothingness with even the slightest force, such as stepping on them. The ice chakra will continuously be released in large quantities, making the air much denser and much, much colder. This technique is capable of freezing in place any tangible objects within range almost instantly as it passes through the barrier. For instance, if a kunai were to be thrown towards the user, the kunai would be frozen and the added weight of the ice would cause it to fall before even getting close to the user. This technique forms a layer of solid ice around solid techniques, causing it to almost instantly crash to the ground and breaking into millions of pieces (so long as it follows elemental strengths and weaknesses). Anyone who enters this barrier will gradually freeze. If a non-ice user stays within the perimeters for one turn, they will experience chills and numbness in the skin. This isn't anything drastic but it does hinder close combat performance slightly. If a non ice user stays within the barrier for two turns, ice would begin to form around their clothes and body, causing them to become heavier and slower, which decreases their speed by one level - a restraint that wears off two turns after leaving the barrier or if significant heat is channeled throughout their entire body. If a non Ice user stays within the barrier for three turns, the powerful ice chakra will freeze them in place; ice will form around their limbs and they will be unable to move as more and more ice forms around their body. This, however, does not limit them from using chakra; they are merely frozen in place. Finally, if a person stays within the barrier for four turns, the extremely low temperature levels and the ice that surrounds their body will cause extensive frostbites to the extremities, rendering them useless.
Notes & Restrictions:
- Lasts 4 turns, Usable 3x
- The barrier is not physical: one can still enter or exit
- No Fuinjutsu for the same or next turn

Declined - is the barrier visible? reduce it to short range, useable 2x and lasting 3 turns. Otherwise, nice jutsu

changed it to infused ice chakra within a technique that is activated upon impact rather than a layer of ice
(Hyoton: Reitō sapuraizu) Ice Release: Frozen Surprise
Type: Offensive
Rank: B
Range: Short-mid
Chakra: 20
Damage: (+20/+1 rank up to S rank)
Description: The user will string an extra Boar hand seal after any technique that uses a tangible element. This will infuse the released technique with visible ice chakra which, upon impact, will explode into a plethora of icicles, all of which originates from the original technique. These icicles will explode out of the technique (a medium by which this surprise ice attack travels) once it crashes with an opposing force. Additionally, these icicles are generally five meters in length, capable of stabbing and impaling anything within the short-range perimeter of when the medium impacts an opposing force and activates the technique. This can also be applied to normal stuff such as kunais, but its main use is with an explosive tag where the explosion will act as a catalyst for the ice chakra to be activated and release the spikes, but due to the explosive nature of the tag, the spikes will explode outwards into smaller and more dangerous fragments of ice. The chakra can also be divided up, depending on the amount of projectiles the user wishes to infuse. This of course divides up the power equally as well.
Notes:
- Can only be used 4x, with a two turn cooldown between each usage
- Only teacheable by Edward
- The user can perform the Snake hand seal to activate the technique before impact, however, doing so would cause the medium to become destroyed, causing the technique to only do B-rank in damage, not +20 damage.

Approved - made edits.
 
Last edited by a moderator:

Avonomemi

Active member
Elite
Joined
Feb 6, 2012
Messages
6,404
Kin
1,632💸
Kumi
6,119💴
Trait Points
0⚔️
* reworded everything

* paper training



(Shikigami no Boido) Void of Shikigami

Type: Defensive/Supplementary

Rank: D

Range: Short - Long

Chakra: 10 (-5 to maintain)

Damage: N/A

Description: After Dance of shikigami, Konan become almost immune to physical attack such when striked she can simply burst into papers to avoid damage, however she note that this wasn't enough as even if she evade or avoid, the opponent is still aware of her presence due to the papers floating around. This brought about Void of Shikigami, like the name "void" this technique physically turn her into nothingness that is in the eye of the opponent but to her, she shreds her paper both those on her and around into tiny sizes that can not be seen by the naked eye thus her "nothingness form". However this technique has a setback; the papers due to their sizes are unable to deal significant damage so in order to deliver damage the papers must first regain their original size by merging, the papers move at a faster speed than their original size. This technique is mostly used for evasive purpose. This technique can be applied to other paper techniques but the damage point will be reduced to D-rank regardless of the original rank of the technique. So in a nutshell this technique allow Konan to shrink and unshrink her papers at will. This technique (shred and merge) happen almost instant and maintain as long as Konan chakra reserve allow her.

Restriction:

* Must perform Dance of Shikigami beforehand.

* Can only be used once for every three turns.

* Unable to use other techniques aside paper ninjutsu.



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



* Paper Training

(Shikigami no Boido) Void of Shikigami
Type: Defensive/Supplementary
Rank: C
Range: Short - Long
Chakra: 10 (-5 to maintain)
Damage: N/A
Description: After Dance of shikigami, Konan become almost immune to physical attack such when striked she can simply burst into papers to avoid damage, however she note that this wasn't enough as even if she evade or avoid, the opponent is still aware of her presence due to the papers floating around. This brought about Void of Shikigami, like the name "void" this technique physically turn her into nothingness that is in the eye of the opponent but to her, she shreds her paper both those on her and around into tiny sizes that can not be easily discerned by the naked eye unless with the aid of Doujutsu (Rinnegan, byakugan and 3T sharingan) or through sensory as the papers contain Konan's chakra thus her "nothingness form", but can still be vaguely seen. However this technique has a setback; the papers due to their sizes are unable to deal significant damage so in order to deliver damage the papers must first regain their original size by merging, the papers move at a faster speed than their original size, the papers speed can only be tracked through aid of visual prowess like Doujutsu and/or Sensory, but can still be seen vaguely with the naked eye. This technique is mostly used for evasive purpose. This technique can be applied to other paper techniques but the damage point will be reduced to C-rank regardless of the original rank of the technique. So in a nutshell this technique allow Konan to shrink and unshrink her papers at will. This technique (shred and merge) happen almost instant and count as a move using up one of the three jutsu slot.

Restriction:

* Must perform Dance of Shikigami beforehand.
* Can only be used three times per battle, and lasts for two turns per use.
* Require a turn cool down before use again.
* Unable to use other techniques aside paper ninjutsu.

□ Approved. Edits made. □​
 
Last edited by a moderator:

21 Savage

Active member
Legendary
Joined
Mar 14, 2014
Messages
11,522
Kin
717💸
Kumi
5,004💴
Trait Points
0⚔️
Awards
I've submitted only two techniques this cycle and for some reason, I couldn't edit the posts.
[ Genjutsu: Itai anchi-sho kara shukufuku ] - [ Illusion Technique: Blessings From The Morgue ]
Rank : S
Type : Offensive
Range : Short - Long
Chakra : 40
Damage : 80
Description : An advanced illusionary technique available only to a skilled number of people belonging to secret cult. It was developed akin to their evil occult activities that stayed hidden. The technique is set into play after the user weaves the Horse - Ram - Goat hand seals and defiling the opponent(s) chakra pathway with his own chakra creating an alternating reality in the opponent(s) mind which is entirely different from the real world. In the illusion, the opponent is made to believe that they have being dead for a while and have been transferred to a morgue where their body would have been embalmed for quite a number of days. The opponent's mind would be transferred into their dead body which would serve as a prison to house their wandering mind. The presence of the opponent's mind in the dead body hold no importance as the body would be devoid of will and movement. Coupled with a stench of rotten bodies and decayed flesh, the opponent's sense of smell would be distorted.
Basically, the opponent would be held captive in his dead body, unable to move any part of his body and the illusion makes him believe that he is unable to mold chakra, since he is dead.
In real life, the opponent's body remains lifeless and stagnant leaving him open to assaults.
∆ Can only be used twice per battle with a 2 turn cool down between each usage.
∆ Can not use above B rank illusions within cool down period.
∆ Last a full turn upon usage.


Declined - DNR


Your issue would've been easily rectified through one of two different ways: 1) Have all your techniques ready by the time you're ready to submit them. 2) Ask a mod to edit the post for you to add your last technique. If your customs were already checked by the time you wanted to submit this third one then see option one and thank us for being as efficient as we are to check so quickly such that you don't have to wait too long for cycles.

Even still, given that this is not my primary job I took the liberty of reading this technique anyway and deciding to check it and DNR it so you can't submit it again. I'll bullet just a few reasons why this was declined.
-No long range genjutsu
-Poorly constructed conceptually
--why add the detail of the morgue if the user doesn't even conceive of it?
--You just want an S-rank paralysis jutsu but can't make it any different than the dozens that already exist outside of an unimaginative affect.
-grammatical mistakes (shoutout to Adachi)

Don't ask me to allow this to be resubmitted at some later point.

 
Last edited by a moderator:

Xicer

Active member
Elite
Joined
Jul 17, 2012
Messages
8,756
Kin
601💸
Kumi
6💴
Trait Points
0⚔️
(Doton: Kitei- Momou) Earth Style: Seismic Abrasions
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user concentrates their chakra into the ground below to manipulate the earth found there, stretching to long range from them. While this jutsu is active, the user can redirect seismic vibrations caused by earth techniques to other parts of the battle field. This is accomplished by changing the density of the earth found there, cushioning some parts while hardening others to redirect the path that the vibrations ultimately take.
Note: Lasts 4 turns
Note: Only effective on A-Rank and below jutsu
Note: Costs a move slot on every use, but occurs during the same time frame.
Note: Can only be taught by Xicer

□ Declined. This can't be passive, and last for four turns. This would basically make it impossible for the opponent to realize the usage of an Earthen technique being used from the ground, as most deduction is pulled from the vibration of the Earth before a technique emerges. So despite the premise being quite simple and straightforward, combined with the right techniques, this may be abused. □

Suiton: Tokken tame Touhou)Water Style: Rush to Me
Type: Attack/Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user forms two hand seals to form a geyser of water directly behind the target, but tailored so that upon contact it would push and lift the target into the air and toward the user. The geyser would travel at high speeds before and after contact, dealing blunt force damage if successful.
Note: Usable thrice per battle
Note: Must be formed at least 5m away from opponent.

□ Declined. Similar to the canon Water technique, Water Pillar Thrust, and overall, a simple premise that has been done before. □


(Doton: Kyojiiiiiins!) Earth Style: Titaaaaans!
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-20 per turn)
Damage: N/A (70 per melee)(-10 per turn to user)
Description: The users focuses their chakra into the ground by forming a series of 7 hand seals. Almost immediately, their body is taken over by the earth, forming a giant mound as it molds into a 15m tall version of the user, with the user in the nape of the neck. While in this form, the user loses himself to the earth, becoming a rampant beast, being able to maintain their ranks running speed due to the dexterity at which they are able to manipulate their chakra, and having a tendency to delivery very sloppy punches and kicks that have devastating force behind them. Due to the defensive nature of the earthen shell, the user is completely immune to B Rank and below jutsu (C-Rank and below lightning) due to the constant reforming of the body (although this also costs a move). Due to obvious implications, the user may only use S-Rank and below earth jutsu that emerge from the ground, and only by punching the ground to activate it.
Note: Usable once per battle
Note: After ending the technique, it leaves the user unconscious for one turn
Note: Lasts 5 turns or until destroyed
Note: Can only be used by primary earth specialists
Note: Can only be taught by Xicer

□ Declined. First of all, wrong damage information. For F ranks, its 90. Also, an F rank that lasts for 5 turns? Lastly, that restriction where you go unconscious is a bit too much. Just make it S rank and restrict it better. □
 
Last edited by a moderator:
  • Like
Reactions: Chihaya

Six Paths

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

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

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

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

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

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

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

‡ Both Pending ‡ Leaving for Hall Monitor L
Futon: Aki no Chinmoku-sa Ekō | Wind Release: Silenced Echo of the Fall
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A (varies on the Description, Max 80.)
Description: The user will make a set of 3 hand seals and clap their hands together. The user will send chakra at specific points of the body, which will be the wrist, waist line, feet and between the shoulders in the back. These locations are the potential regions as the wind can only be around 4 locations at a time. The user will materialize wind chakra around the said location. The wind chakra will be invisible to the naked eye, and only visible through the usage of doujutsu. Each one of those locations can be a minimum of B rank. Once the technique is set up, it will remain active a certain number of turns. The user can at will use the chakra which was condensed into the very thin, belt like line, in order to grow in a desired location, which can either be accompanied with the release of a high amount of push force, or simply shaped into solid wind constructs, similar to Wind Release: Wind Stream Technique and Wind Style: Wind Blade. These shapes are varied, but also include swords, ranged weapons or even gauntlets and armor. Due to the very effect that the chakra will be split in 4 regions in the human body, the rank of the technique will be split equally among all. But the user can, at will, control the amount of chakra he desires to send to each location, increasing the force to a single spot, effectively to the max full power of the technique itself. But, this is not only the limit of the true usage of the technique. The chakra reacts very strongly to objects which do not carry the user’s chakra, like other forms of chakra or at times simply object which have trace chakra, but not of the user itself. Once this object comes into contact with the wind constructs, or body parts which the user comes into contact with where the wind is located, he will be able to leave trace amount of chakra on that specific object. On free will, the user can choose to leave larger than normal trace amount of chakra, equal to specific ranks. Once the wind which comes into the contact decided to take action, it will activate the very base property of wind, which are minuscule wind blades. Due to the wind imbuing the entire object, the wind blades will rip the said body apart, enough to create very strong rough cut into the said object. If used on inanimate objects, the wind can be used to control the movements of said object. Due to wind having the capability of slicing even the strongest minerals, the sliced bits on the object, will have high trace amounts of wind chakra, which the user can control similar to the Wind Release: Rotating Shuriken. This however is limited to solid elements, mineral, or weapon constructs. However, when used against techniques, it will take a total of 10 chakra, in order to control said movements of the object they chose, and its relations and controls to the elements these constructs are made, is very bound to the strengths/weaknesses of wind release. This will as well count towards the usage turns, taking one up as long as they are controlling a said entity. This will also in turn, weaken the weapon or construct, one rank lower than the initial power. Any object which has been touched by the said wind, will have the said trace amounts, allowing him a very simple control over them, and with higher amounts for actually ranked techniques, which are not simple weapons.

Note: Can only be used 2 times per battle.
Note: Lasts for 4 turns.
Note: Controlling entity counts as a move.
Note: 10 per turn chakra to every entity it chose to control
Note: Control and effect on techniques is based on the strengths/weaknesses of wind release
Note: No wind technique above B-Rank in the same turn.

‡ Approved ‡ Just bear in mind the last ability will only be usable on lower ranked techniques.

□ Pending. Leaving for NK. □

Katon: Gōn Chinmoku Ekō | Fire Release: The Gone Silenced Echo
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will begin the technique by making 2 hand seals and clapping their hands together. Then he will release am omni-directional blast of fire chakra, which to the naked human eye will appear very similar to a flash of red light. The impulse will travel through only the air and non-solid mediums. Once the impulse is released in a sphere with an encompassed range which the user defines, but up to 15 m, that specific location will be full with a non-heat radiating ash. The ash will spread relatively fast on the battlefield, with a speed compared to Fire Release: Demon Lantern. Due to their amount however, it will seem very quick. The Ash will be very similar to ash clouds which volcanoes release very often when they are about to erupt. As mentioned prior, the ash will have seemingly, no temperature to it. The color of them will be grey and will be very similar to it actually snowing, but this ash, has a very specific property. It will be capable of remaining in the field only for a couple of turns, and the chakra amounts traces into the ash have a very specific task. These amounts of ash, trace and follow forms of chakra in form of elemental or non-elemental chakra, and naturally, get attracted to it sticking to the body or technique radiating this chakra. We have seen in the series multiple times, that chakra can have specific affects in each technique, in this case, it will get attracted to other forms of chakra, elemental or not. Once the chakra amount in the battlefield has been made out, the ash will naturally attract itself towards it. Based on whether it was the user’s chakra or not, the ash will have 2 specific effects. If the trace amounts of chakra belong to the user, it will simply stick tightly to the said technique. At will however, when the ash gets caught into the users technique, the user can choose to detonate it into a small explosion, which will result in the ash, coating the techniques which the user uses, giving them an additional +20 damage, barring the strengths and weaknesses. Obviously, it will not be capable of enforcing water, in that case it would make the technique only weaker, but with other elements, it will be capable of enforcing their natural effect, more specifically with wind. If the ash comes into contact with bodies of chakra which harbor another trace chakra, different from the user, the ash will begin radiating heat, which will cause the other traces of ash to get together in order to form strength enough for a specific rank which the user can pick at will. Once the collective strength for the rank is done, it will result into an explosion with enough strength as the set rank. The ash will naturally be attracted even towards entities of chakra, or individuals charging chakra in their own body, like modes or clones and sentient chakra constructed beings. Detonating the ash as well as boosting own techniques will require one tiger handseal.
Note: Can only 3 times per battle
Note: Ash lasts 2 turns
Note: An extra +10 chakra to techniques they choose to enforce
Note: Detonation of the ash costs a move
Note: No Fire release above A-rank in the same turn
Note: Can only strengthen techniques barring strength and weaknesses along with effects of each element.

□ Declined. Almost there, you should add that the offensive and defensive usage can't be used in the same turn, and between usage of each, they require a cool down period of a turn. I also asked you to remove the +20 from detonating it on your own techniques previously. Also that "NO fire Release above A rank" is a bit filler >_>. □

Futon: Chinmoku ekō no kaishi | Wind Release: Initiation of the Silenced Echo
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The user will begin by making 3 hand seals. Upon the completion he will have high chakra amounts gather inside his body, and right behind him, only a few inches, he will create a replication of his own body, made out entirely out of wind based chakra. This replication will be made out of very dense chakra, which will appear almost solid, but very flammable in turn as well. This clone of the original, will be capable of noticing the user’s chakra very easily, and merge along with him at will, which will be the initial purpose of the technique. This hollow creation of wind, will have a certain sentience to it, and will be capable of feeling disruptions in the air, only short range to it. Once those disruptions are felt, it can aid in both offensive and defensive statements by having parts of his body project outside of the user aiding in defense and offense very easily. He will be capable of resonating it’s body part outside of the user only a few inches, having an effect similar to after and before images which can be used for a double offense or hidden defense. The wind being, can also at will, give part of its strength to wind techniques. Due to the sentience which this being has, it can passively, aid with raw wind and chakra from it's own being, to wind techniques which are used. The techniques will be boosted by one rank, up to S-rank. Using the very same concept, the user can also use the wind figure to aid with oxygen body based or released fire techniques. Making fire techniques which are released from the body or body bound one rank stronger than they naturally are, but by consuming 10 chakra points each time this would happen. This construct of wind can also, very easily move through wind techniques no matter how turbulent they seem, due to it being an entity of wind itself. The user however, must state when the guardian is empowering a certain technique, and this empowerment can only be given to 3 techniques, as the guardian will then be devoid of any amount of wind or chakra.
Note: Can only be used 3 times a battle
Note: Can only remain active for 3 turns
Note: Requires +10 chakra for every turn it’s active
Note: Can also aid in fueling fire techniques with oxygen, boosting their power again by one rank.

□ Declined. Make it usable twice, lasting for two turns. Also passive usage of enhancement is a bit much, make it cost a move when the entity is being used for enhancing your Wind and Fire, and only up to A rank for both. Also, one of the two at a time, with a cool down period between the two. Also, this has to be sustained, so fix that in terms of chakra cost. □
 
Last edited by a moderator:

Pekoms

Active member
Elite
Joined
Dec 23, 2012
Messages
8,797
Kin
53💸
Kumi
27,056💴
Trait Points
0⚔️
Awards
New Cycle: 10/10/2016 - 10/17/2016

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
The new cycle commences with this post, and concludes precisely one week from the given timestamp.
 
Last edited:

RuckenTM

Legendary
Joined
Mar 15, 2014
Messages
10,543
Kin
2,675💸
Kumi
2,113💴
Trait Points
54⚔️
(Akademīpurodijī no Jutsu) - Academy Prodigy Technique
Type: Offensive /Defense/Supplementary
Rank: A-class
Range: Short
Chakra Cost: N/a (Equal to or up to A-rank jutsu being countered)
Damage Points: N/a (+5 to Taijutsu) (Reduce damage up to A-rank to physical interactions)
Description: Upon mastering the basic training methods used to gain the basic skills of chakra control. This being the training that used to involve focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb a tree without using one's hands. Or to be emitting as a constant stream of chakra from the bottom of the their feet and to be used as the repellent force to walk across the water's surface. This jutsu applies the basics as they become advanced practices, that only high intelligent/ prodigy shinobi would be able to grasp to utilize. Users will be constantly releasing this form of chakra control, so that they will be able to outstandingly be balanced in any situation or reduce physical impact upon their body. How this happens, by when making contact with an object using the practice; of if their chakra release would be strong, the user would be pushed away from the tree, causing the bark of the tree to break around the point of contact and the user to falling. When applied upon contact with that physical object, it would shutter or rather be repelled protecting the user, however, this has its limits. The user can only release that sudden chakra from their body's specific body part of choice, i.e; foot, hand, arm, head, and in momentary scenarios (roughly taking a small timeframe). While this can be used to defend user, it can easily be used to influence a punch or kick when the user makes contact the same way. This jutsu is far as complicated from as using the repellent force to walk across the water's surface, requiring Kage chakra control. Despite the chakra constantly being released, this protection requires the user to know the exact physical interaction or else this fails the user to counter.

Note: Must be stated on Biography.

♪ Declined DNR: This is essentially a passive boost using freeform skills, whilst trying to give yourself passive defenses at the same time. ♪


(Doton: Gurandorifuto) - Earth Release: Ground to Heaven
Type: Defense/Supplementary
Rank: S-class
Range: Short-Long (AoE-Dust fog)
Chakra Cost: 40
Damage Points: 80 (-15 to sustain during tornado of mud)
Description: Upon the ground as either being covered/ in-between earth or underground within the earth/mud or simply standing upon the ground, the user will surge chakra from within their body as throughout the ground, the rocks/mud/dust around them will start to become swept in towards them shuttering at greater speeds, some becoming mud/dust evenly spread. The earth particles within will soften ground will turn to mud, while dust spreads throughout the scene around them, forming a blizzard that will lift them several meters upwards into the sky. The user upwards will be barely perceivable (due to dust fogging the area) as even below from their wist, they'll have an upside down tornado of mud. Allowing them to move/ sway side to side (fairly fast) how ever they choose and dust particles will flying throughout the scene making the area hard to perceive. This lift will operate like (Doton: Arijigoku no Jutsu) - Earth Release: Antlion Technique. Where they'll causes the ground and everything on and around it to be sucked in towards them and be crush by them due to the solidification changes of earth.

Stage II
Upon clapping there hands together, they'll perform several handseals (Ten) then as they drop from the within before the whole tornado races upwards to the sky mixing with clouds with dust which procedurally slowly floats above. At the user's will, dust will come toward the within the user's senses. These dust particles will be fixed in place allowing the user to walk/stand upon them if they so wish to use them.

Note: Can only be used twice per battle.
Note: Cost 1 move slot to attain stage 2.
Note: Can only be used once every other turn.
Note: Can only sustain the tornado of mud for 2 turns.
Note: Can only use Earth release, no other element while sustaining.

Declined - needs reworking to make it clear and have one solid well explained effect as im having a hard time understanding this right now i'm afraid. Also needs an actual drawback as it's S rank
 
Last edited by a moderator:

Troi

Active member
Legendary
Joined
Jun 12, 2013
Messages
19,839
Kin
3,481💸
Kumi
1,917💴
Trait Points
0⚔️
Awards
(Suiton: Sourutappu) - ☪ Water Release: Soul Tap ☪
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: By using existing moisture in the air, the user will focus their chakra in their desired hand and around a target. The user will then press against a target's body. Having the moisture turn to sharp pellets that will jet towards the chakra-incorporated hand, the pellets will then aim to pierce what the hand is up against, trying to make it to the hand. After this, to ensure the user is not effected by the technique, after ensuring the target is hit, the user will direct the pellets out sideways from the target's body once the pellets have made it to the middle of the target's body, once the pellets had pierced the body the first time. And then, the pellets will jet back through the sides of the target once more from either side, making a total of three times having been pierce. This is an extremely swift and vicious technique that happens extremely quickly, especially when used by a water specialist, and doubled if used by a taijutsu specialist.

- Can be used four times per battle
- Requires contact
- Can only be taught by Moxxi

Declined - similar to existing jutsu

(Suiton/Raiton: Sandādōmu) - ☪ Water Release/Lightning Release: Thunder Dome ☪
Type: Offensive
Rank: F
Range: Short-Mid
Chakra: 50
Damage: 90
Description: A suicidal technique, aimed to ensure the opponent's death at the cost of the user's own life, the user will weaves three handseals while gathering chakra in their mouth. After this, the user will spit out an enormous amount of water over both themselves and the opponent/target, into the sky above them. While the water is spread out like a sheet over them, coming down like giant buckets of water, the user will then weave one more handseal while gathering raiton chakra into their arms and them raise them up, shooting a feral stream of lightning into the water in the sky. With the water rushing down and it being the conductor of the electricity and as powerful as the lightning technique is, the lightning-flushed water will electrify and roast any and every other water source in its vicinity, every electrical conductor, and all fleshly beings in its vicinity. This technique kills the user first, due to the stream of lightning connecting with the water as the user is still outputting it. The technique also breaks the earth beneath it, sending deadly cutting bolts of lightning to scatter briefly but fiercely across the field. The technique is capable of roasting a humanoid figure to nothing but ash, basically disintegrating the target(s). Much like Kirin, the technique is a tedious process and takes a long time to set up and set off. Choosing either one specialty or the other, the user can choose the water come out of their mouths faster and cover the sky/vicinity faster, or they can choose the lightning stream come out faster once the sky has been filled/vicinity has been covered. However, even in the case of having a specialty in both, they cannot choose to speed up both processes. This technique covers its vicinity in full, raining down, and the electrical current traveling through the ground with the dropping of the electrified downpour of water. This technique may be canceled, however. After the user spits water into the sky, they can choose not to go through with the technique and the water will serve as a water source. Being that it is so massive in size and provides a giant water source, it is then degraded to an A rank technique, adhering to the A rank chakra cost and of no harm to either the opponent or user. However, this is the one and only use for the technique and it cannot be reused after canceled.

- Can only be used once per battle
- No A rank or above water techniques may be used next turn
- Can only be taught by Moxxi

Declined - DNR

(Kenjutsu: Draven no Rīgu e Yōkoso) Sword Arts: ☪ Welcome to the League of Draven ☪
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: Using two swords, the user will imbue them with their chakra and start spinning them rapidly. After this, they will toss them forward at a downward diagonal slant to implant the two spinning swords into the ground. They will spin so ferociously int the ground it will dig up rock and gravel, shooting it forward and sideways. Making their way to their target, the chakra imbued in the swords and their cutting potential being so massive, they will aim to shred the targets bottom half of their body apart completely. But the swords do not stop at the target, they keep going quite a few more feet. Still having control over the swords, the user can choose to return them within the next two turns but however, they must be returned within these two turns or they will stay put and lose their imbued chakra. When called back, the same rules apply as when tossed forward. Before the terrifying gravel path of projectiles have the chance to hit the user on the way back, the swords are called back into the user's hands. However, the user can actively keep the swords spinning in their hand for -5 chakra per turn and use these devastating, spinning, chakra blades of death in close combat to shred their opponents apart.

- Can only be used twice per battle
- Can only be taught by Moxxi

Declined - similar to existing jutsu
 
Last edited by a moderator:

Matt

Legendary
Joined
Dec 24, 2012
Messages
12,200
Kin
827💸
Kumi
15,077💴
Trait Points
0⚔️
Awards
Koton: Rho Aias | Steel Release: The Seven Rings that Cover the Fiery Heavens
Type: Defensive/Supplementary
Rank: F - Rank
Range: Short
Chakra: 50 (-10 every turn this is kept active and when it is regenerated.)
Damage: N/A
Description:
The ultimate defense in ones arsenal. Rho Aias in its greatest form it is said to be seven flower petals made from light. Each flower pettle get smaller in size with each flower petal made. It takes the form of seven layered Bounded Field in the shape of an iridescent flower. To use this the user must have Glory of Galahad active and focus their Koton chakra into a central point in their arm and hold it out infront of their body or wherever they wish the flower to form from. Once the required chakra has been gathered the user will release from their own body a magnitude of steel grains that take on the form of Rho Aias as stated earlier. The user is capable of shifting the position of Rho Aias after it's initial creation. The original flower that makes up Rho Aias is exactly 3m tall and wide. The steel grains become a solid object as soon as they are created and create up to 7 layers of defense for the user. Each layer of Rho Aias' rank is split depending on the amount of flower petals created. For example if the user of this technique created just a single Flower it's rank would be F - Rank and if more are created it would be split from then on out. Rho Aias as a whole is capable of blocking up to F - Rank elements that are neutral to it and up to S - Rank of elements that are strong to it (Lightning). Another unique ability to this technique is that unless completely destroyed within a single move or a large amount of consequtive moves can regenerate if damage passively. The user is allowed to use other techniques while the regeneration happens so long as they are Steel ones or that of those that make up the element.
Notes:
No S-Rank Steel or above the turn this technique is used and the next.
While this technique is active the user can only use techniques that are Steel or that make up Steel (Katon, Doton)
Can only be used once per battle.
Leaves the user feeling drained and exhausted for two turns due to the massive amount of concentration required to perform the technique

□ Declined. First of all, F ranks are supposed to be damaging to the user of it, not just leave them "feeling drained and exhausted" which is a filler restriction in the end. Secondly, this technique is nothing special but a way to get a defense that lasts indefinitely and regenerates passively. If you maintain this, you won't be able to use anything else anyway. □

(Koton: Konsetsu no Kay) – Steel Release: Kindness of Kay
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: When transformed into steel through Glory of Galahad, the user will make contact with an entity made of steel (technique-made or devoid of chakra) and focus their koton chakra into it. The user will then merge with the entity as seen with many Earth Release techniques, the only difference being it enters the user’s body rather than vice versa. Due to this, the user can only merge with things smaller than them and can only combine with things equal to their size. Essentially, they will be incapable of using this on anything that exceeds their own size. When used on a structure of steel smaller than them (such as kunai, shuriken, swords, etc), the structure will pass into their body and lay dormant for the most part until the user wishes to call it up. The user can passively release the entity at any time e.g. if it’s a sword, the user can bring it forth from any point on their body at any time.

Combining with a technique equal to the user’s size (e.g. one of the Knights from KoTRT) will be a complete merging of techniques and the user’s body will double in size as a result. While combined with another steel technique, Galahad will be capable of defending against techniques equal to the collective sum of their power. If the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active. When Glory of Galahad times out/expires, the entity will be separated from the user before the transformation is ended. One thing to note, if a technique has lasts for a duration shorter than Galahad, it will be passively maintained until Galahad ends while merged/combined with the body. For example, if Galahad lasts for four turns and Knights has three turns left, the duration of Knights will last until Galahad ends while the two are combined. When this jutsu ends the user unfuses from it's target from a location they choose.

Note: Lasts until Glory of Galahad ends
Note: Can only be used twice times per battle
Note: Can only be used on steel structures equal to or smaller than the user in size
(Koton: Kettou Ichigenka) – Steel Release: Ancestral Unification
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: Similar to Steel Release: Kindness of Kay, the user will merge two of their steel techniques completely. The smaller one will fuse into the body of the larger one and will be passively sustained similar to the aforementioned technique. For example, if technique A has two turns left and merges into technique B which has four turns left, technique A will last until technique B expires rather than it’s original duration. If the user merges two sentient creations such as the Knights created in Steel Release: Knights of the Round Table together, they will gain all of the other’s abilities and vice versa. A final thing to note is that this technique combines techniques to create something that is the collective sum of their power. What this essentially means is, if the user merges two A-Rank techniques, the fused product will be an S-Rank. If the user merges two S-Rank or above techniques, the more powerful one will gain +20 damage (or become capable of defending against 20 more damage than normal for supplementary/defensive techniques).

Note: Can only be used four times per battle

□ Declined. This is just a way to combine techniques and gain longer duration and unnecessary passive boosts. □
 
Last edited by a moderator:

Luther

Active member
Legendary
Joined
Sep 17, 2011
Messages
11,546
Kin
6💸
Kumi
0💴
Trait Points
0⚔️
Awards
(Genjutsu: sakazuki Osamu-ritsu ni kyohi) - Illusionary Arts: Sakazuki Refusal To Yield.
Type: Supplementary
Rank: S Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The intent behind the creation of technique unlike many others used and created by several shinobi across the ninja world isn’t for the sole purpose of killing ones opponent in a battle.. On the contrary, this technique was created out of desperation by sakazuki as a last attempt to grasp at straws; despite knowing his faith already should it come to that. Sakazuki performs the tiger hand seals and forcefully slams his two palms on his head with whatever strength he can muster up left and casts himself under an illusion where he fools himself and his own brain neuroreceptors and transmitters that he is not injured or wounded from any attacks or techniques. This technique is only able to be triggered if sakazuki has been hit by a life threatening bodily injury which he cannot overcome or recover from, meaning sakazuki has accepted his fate but due to his stubbornness and refusal to yield he throws a hailmary and decides to use the little time granted by the illusion to finish off his opponent. An important aspect of this illusion is that it fools the mind and the body nerves, giving the impression that bodily harm is not imposed and that the user is unscathed from any attacks. This does not grant sakazuki any additional boost in strength or speed prior to what he already had before he was injured and after the duration of the genjutsu runs out, the genjutsu is dispelled and his mind catches up to the reality at hand.
Note: Can only be used by sakazuki.
Note: Can only be used once
Note: The user dies after four turns.

□ Declined, DNR. Basically the same as Lili's Sanctuary of the Feathery Dove Illusion. □

(Raition:Howaito fesutibaru) Lightning Release: White Festival
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40(-10 per turn)
Damage: 80
With a two handseals, the user would erect a dome of lightning around him. The dome is formed 2meters away from the user while the user is in the epicenter. The lightning dome has special abilities which makes it responds chakra approaching it. The reason for the sensory is the presence of a 5 meter area of invisible harmless static electricity around the outside of the dome and as soon as a dense chakra enters the vicinity, the lightning dome would release a dynamic construct that charges on a linear path towards the incoming intrusion. If the intrusion is coming low, the dynamic construct released by the lightning also travels low, meaning if the intrusion comes towards the user moving slightly above the ground or moving on the ground, a bull can be released from the dome and charges towards the intrusion. Should the intrusion be moving way above the ground or coming from above the user, a flying animal can be released from the dome towards the intrusion. The constuct however, would only move on a linear path nd continue to move on that path until they meet an obstacle or out or range(>20m).
-Dome last for 4 turns
-Release of constructs counts as a move
-The user has no control on what's released from the dome as it only responds to chakra via its static vicinity. However, he spends chakra every turn to maintain the dome itself
-The user can not user other element except for lightning element while the dome is active
-2x per battle with a 2 turn interval before it can be used again
-No Lightning jutsu above S-rank the turn this is used.

□ Declined. I see that filler restriction there. Nonetheless, there is also the fact that this lasts for four turns, which is too much (make it two with a turn in between) and also, make sure to clearly state the size of the constructs made and what they constitute. You give an example of a bull, just animals then, but what size? And also clear up "dense chakra", would the constructs only be released at sentient beings, or something with chakra? Many grey areas. □


(Raiton:Nisshoku): Lightning Release: Eclipse

Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50(-30 per turn)
Damage: 90
Description: The user would weave 3 handsigns and create 4 large portals at least 5 meters from the opponent. The portals would be used to surround him except from below. This means a portal would be above, in front, behind, left and right. The user can place all the portals in an array above the opponent. From each portals, a large dragon entirely made of focused lightning would rain down towards the direction it is facing without the dexterity to divert from its path and would continue until it hits something able to stop it or is out of the terrain. The dragon is very large that it would hit and affect a 10m radius impact. The unique aspect of the portal is that it continues to rain down this type of dragon though with different colors until the time for the portal runs out or the portal is destroyed. Each portal would release a dragon per turn without the dragon loosing its power. For example, If the portals release 4 dragons this turn, the four dragons amount to a forbidden rank. The portal release another 4 dragons next turn and they'll also amount to a forbidden ranked attack.
-Portal last 3 turns or until the user stops it or destroyed
-Usable one time per battle
-No S-rank and above lightning the same turn and next
-The user's speed would be reduced by a rank for 2 turns due to over exerting the chakra
-The user suffers 30 damage.

□ Declined. A very generic premise except that the dragons last for three turns, and doesn't really restrict you with that filler restriction (in bold). Long range is too much, as well and if this remains active throughout, it has to take a certain amount of chakra per turn as well as restrict you as you are maintaining it. □
 
Last edited by a moderator:

Never

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

Janguru Δ Jungle
Type: Weapon
Rank: S
Range: Short/Long
Chakra Cost: (+40 For Each Reverse Summon)
Damage Points: N/A
Description:
Decks of Cards wrapped in this strange Red String found among a fortune teller's tent after a festival was raided by bandit shinobi, the group sent to defend them were took late. Deemed useless by the Bandits the Decks of cards wrapped around this copious among of red string wasn't looted. It is said that wielders of this string can see the red lines of fate that link people together in the world, whether it is stretched or tangled with other red lines, those people are always destined to eventually cross paths. When Tasuke observed the string he noticed something odd and could in fact see these Red Lines of Fate; however they were linked directly to these Cards so that they could always be found, even if they were on the opposite side of a wall these lines would seemingly pass through to shot where the card was. The Red Lines aren't real or made out of anything, it is actually induced by the real Red String as long as he is wearing it they can see these red lines. Like a permanent illusion. However it does not end here, from the cards red lines will be seen branching off them connecting to foreign chakra sources within a 5 meter radius of it; whether it be the enemy or a technique the invisible almost illusionary string will "wrap" around the foreign chakra as if it was a solid, a person would look like someone wrapped and bound in string; string wrapped around a fireball would flicker around the shape of the unpredictable flames; Water would flow; Lightning would be zig-zagged and Wind would be tangled. Seeing all this red string does not effect the user's vision.

The cards are in a Holster Deck made up of 52 of them that is kept on the user's person. They're Chakra Enhanced Metal Cards, completely black with sharp edges - used as a substitute for Kunai and Shuriken in Jutsu and for Freeform. Each card has inscriptions on them, drawn using the user's blood that has dried onto the surfaces, their ability is simple and uses the link the user has with each of their cards to be able to use them passively. By using some Chakra and one of your three turns the User will slam their hand down on to the surface of their card, poofing into a cloud of smoke and will basically reverse summon themselves to another one of Jungle's Cards - they will always appear in the same way they went in and always on the flat surface of the card being under their feet even whilst the Card is in Transit. However, the Ability of Jungle's cards will only be allowed if the Red String is on the user's person as that carries the properties that will make the string glow redder when each Reverse Summon is activated, if the user and the string are not touching then they can not perform their Ability. The String can be on the person in any way, wrapped around both their arms or anywhere else of the body

- Decks of Cards can be concealed by clothing, so until they are used or revealed by removing said piece of clothing (Sash, Jacket, Over-shirt) the Weapon does not have to be posted for reference/activation until then.
- Smoke, Flash, Explosive Cards replace the use of ordinary Tags and Bombs in Freeform and Jutsu. (These Cards are Colour-Coded, Blue, White, Red Respectively)
- Cards can replace Kunai and Shuriken in Freeform and Jutsu
- Can only be used by LonelyAssassin
- Reverse Summon Ability cannot be used twice in the same turn
- Ability has a Two Turn Cooldown
- Must be Wielding The String To be able to Reverse Summon
- Used in conjunction with Reaper of the Cards
- User can have Multiple Decks of Cards
- Must have Mastered Ninjutsu to be able to Wield
- Reaper of the Cards MUST be the Bio's Specialist Fighting Style.
- Reverse summon can only be used 4 times

‡ Update Approved ‡ Only allowing the Reverse summon ability because another mod approved it before. Wouldn't have approved it otherwise.

(Meiton : Otakebi) - Dark Release : Warcry
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (+20 per usage)
Damage Points: 80
Description:
The User expels a intangible instant pulse of Dark chakra which covers the whole field and does no damage whatsoever; all this pulse does it imbue dark chakra into weapons and tool all over the battlefield with dormant Dark chakra - basically cosmetic. These projectiles can be activated as soon as they pulse has made contact with them and all they simply do is absorb large amounts of chakra, capable of taking down large scale techniques depending on the amount of projectiles that are used and of cause Dark Release's Elemental Strengths and Weaknesses. This Dormant Dark Chakra within the tools gives them an edge over ordinary tools, if a Warcry imbued kunai were to go against a normal kunai then it'd be beaten for example; also to this if it were to go against an ordinary kunai with explosive tag the dark chakra would make the tag useless and wouldn't explode as intended. Warcry Imbued Tools can still have other chakra channeled through them, allowing them flexible use as the dark chakra remains dormant until the user gives the go ahead.

Using one of the user's moves they can fuel the chakra of the warcry imbued tools by specifically focusing extra chakra into it causing them to be powered by it. This tool or number of tools unleashes it's true potential, around said object a vortex is created which can absorb an intended technique or techniques from those points within a short range, giving the dark user a better range for their defenses. Another thing with these cards is that they cannot be destroyed as collateral damage, say for example an explosion sweeps the area, the tools would still be usable afterwards for they are just debris and would be blown away with the explosion or force; they'd still be there just not in their original locations. If a technique is being used on a tool and it were to suffer being defeated, the tool and dark chakra would still be there this allows a defensive/counter mechanism to come into play and will occur straight after a defeat if the user so wishes then the dark chakra will activate and cause an absorption effect against the oncoming technique (still takes the chakra and turn up).

- Can only be used three times
- No S-Rank Dark Release in the Same Turn as initial activation
- Can only absorb from a tool(s) once per turn
- If multiple tools are selected then the power is split between them.
- Must be taught by LonelyAssassin

♪ Declined: If it's defensive/supplementary then why is there a damage value attached? The highlighted section - wouldn't you be able to imbue the opponent's tools with this energy and then create the vortex on their person? Also, none of the restrictions restrict you at all lol, especially for an S rank. ♪

(Meiton : Tomogui fukusen) - Dark Release : Cannibalistic Foreshadowing
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 Per Turn)
Damage Points: N/A
Description:
Whilst this technique isn't directly offensive, it has offensive properties. The user will perform a string of four hand seals and Upon activation this jutsu will allow the user to spend extra chakra points on Dark Release Techniques of their choosing, making their dark chakra very aggressive and almost feral except for the fact they still need the user's chakra to function; any dark markings the user may have on their body will slightly glow blue instead of the usual purple/black. There are many applications that this jutsu possesses, but the way it works is that the aggressive dark chakra starts to absorb it's own energy, basically consuming itself so that it can produce it's release ability. This technique can simply allow the use of Dark Release abilities without them requiring the use of Inhaling Maw or another Absorption Techniques; even if this technique expels Dark Purple Chakra that will look blue instead of the usual purple/black for a cosmetic look.

This technique also allows the user to speed up the process of Dark Release techniques on the field that require chakra to be absorbed before they can perform their release ability, for example a technique that the user creates a Dark Release technique that can absorb chakra that will eventually lead them to become a Release ability through blue flames or other means then it'll quicken up the process significantly, the release part of the ability capable of being used after activation. It also has the capability of turning defensive and supplementary dark techniques into offensive ones, the purple dark erupting into flames, so for example if someone made a wall out of dark chakra it would be covered in blues flames. The Techniques that are made offensive gain the right amount of damage depending on their rank, but offensive ones do not gain any kind of damage boost.

- Can only be used 4 times
- Can be deactivated at will
- If no Dark Release is used for 3 consecutive turns then this will automatically deactivate
- If forced to deactivate then the user will suffer burn damage all over their hands from the aggressive dark chakra
- If the user has Dark Release as their Specialty this can be activated passively
- Must have Dark Release
- Must be Taught by LonelyAssassin

‡ Both Pending ‡ Leaving for Vex.

♪ Declined, DNR: What do you mean by "aggressive" chakra? This jutsu won't be approved for a few reasons. Firstly, it bypasses one of the main facets of the Dark Release KG, and that is the absorption ability. Secondly, the reason that it has for doing so makes little sense. Thirdly, the restrictions are almost non-existent, and it's even passive. ♪

The user will perform a string of four hand seals and Upon activation this jutsu will allow the user to spend extra chakra points on Dark Release Techniques of their choosing, making their dark chakra very aggressive and almost feral except for the fact they still need the user's chakra to function; any dark markings the user may have on their body will slightly glow blue instead of the usual purple/black. There are many applications that this jutsu possesses, but the way it works is that the aggressive dark chakra starts to absorb it's own energy, basically consuming itself so that it can produce it's release ability.
 
Last edited by a moderator:

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Ōkami kamigami Kaiten Kiba| Wolf God's Rotating Fang
Type Supplementary/Defensive/Offensive
Rank S
Range Short - Mid
Chakra N/A (40 if used with chakra)
Damage 40 (80 if used with chakra)
Description Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such it can withstand B rank and below elemental techniques. When this technique is used with chakra the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it, that will then appear to devoured. The chakra wolf is equivalent in size to the Water Beast technique, and is so dense that it's equivalent in strength to S rank elemental techniques.

Note:
- Chakra empowered usage can only be used 3x
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target, and reaches up to mid range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.

‡ Approved ‡

(Koton: Guntai no Shiroi Kouhi) – Steel Release: Legion of the White Queen
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to grant it a superior form of ‘sentience’. What this essentially does is bring their level of autonomy to resemble the Knights created in Steel Release: Knights of the Round Table. It will become capable of being maintained passively rather than actively (allowing the user to perform other techniques) and be controlled via mental commands alone. The sentient steel technique will also become capable of using Steel Release techniques up to and including it’s rank without the need for handseals. This includes techniques which can only be used in Glory of Galahad as the creation is already composed of steel. If applied to a steel technique on creation, this jutsu can be used in the same timeframe as it's predecessor technique.

Note: Can only be used thrice per battle
Note: Can only have this active on one technique at a time

Declined - this gives you the ability to pretty much bypass the need for Y/Y on a whole new scale from the way i understand it. It's just too OP in that sense and would render restrictions useless in alot of cases. For example when i approve a jutsu saying "no other jutsu can be used while maintaining this" would now be worthless thanks to this jutsu.

(Nezumi Shuhō: Rōbu Nezumi Kokuō) - Rat Technique: Robe Of The Rat King
Type Supplementary/Defensive
Rank S
Range Short
Chakra 40 (-5 per turn)
Damage N/A
Description The user will channel chakra throughout his entire body and smear blood across their rat summoning tattoo in order to call forth a thick robe made of black rat fur that covers their entire body. The thickness of the robe serves to increase its defensive capabilities by allowing it be able to block all A rank and below techniques, and is able to withstand one S rank technique, though the robe will dissolve afterwards. Alternatively, the user can create the Robe of the Rat King if they already have a rat summoning on the field. Through the use of the transformation technique the user can have said summoning transform into the robe itself, but by doing this the summonings turn count will be halted, and it will cost the user -10 chakra per turn to maintain the robe's form.

Note:
- Can only be used by signers of the Rat contract
- Last for two turns and can only be used twice per battle, however if the robe is created through the transformation method then it will last as long as the user continues to maintain it's form.
- The transformation method counts as a move.
- Requires a two turn cooldown before it can be used again.


Declined: first and foremost, why would a robe of black rat fur enable the wearer to tank one S-rank technique and any technique of A-rank below? In the absence of a reasonable explanation it seems quite illogical. That being said, all the restrictions ought to be increased. Take, for example, your Splinter summoning—he'd be dispelled after directly taking just a single A-rank attack. If your summonings in their true forms can't tank attacks to the same extent, again, why would a mere robe be capable of such feats? Overall, it's a bit too illogical and overpowered to be approvable.

 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
(Mada umarete imasen) ◈ Unborn ◈
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: Sasori applied this demon like parasitic creature to his body after finding a strange substance in a remote island. Unborn is a weapon that Sasori found could be used specially for his puppet body. Unborn acts as a sort of manifestation or clip on from his main body that Sasori can control at will due to his chakra flowing through its core. Unborn is mainly manifested on one side of the user's body allowing for the parasite like creature to maintain its structure. It looks as if it has an abundance of large threads branching off of its body. At the end of two of the threads are two humanoid heads with a sinister grin on their face. All of these threads swarm around the user up to Short range of the user from all angles making it risky to even approach the user. These thick tube like threads can all reach up to Long range. If one of the tubes get cut off from the main host on the user then they can simply give an extra 10 chakra in order to reproduce them and the only way to fully destroy it is by destroying that part of the parasite on the user's body. If wanted the user can use one of the threads as a footing hold or even release one from the main body of wanted.

On to more of the abilities of this weapon: Unborn which is mainly covered over Sasori's chest area allows for him to passively send his heart container down one of the two heads of the manifestation that allows for him to remotely control his main body from a distance. By doing so the user can hide their container while also quickly removing his risk of danger from his heart by moving his core through the tubings. So if the main body of Sasori or the parasite were destroyed as long as the separate heart container remained the user can reassemble the constructs of their body by paying -40 chakra. There are also other passive effects that come with the heads which would be their ability to serve as another set of eyes for the user while also increasing their natural senses such as hearing which just means if they are nearby that can hear as well. The creatures in a way are sentient and have a mind of their own so if the user is placed in a genjutsu the user would be able to tell reality from fake with the two heads because they could see what is happening in reality and see the user is in genjutsu allowing the user for the user to disperse it as they see fit. Also, the wide array of threads can be used to thrash around a target with S-rank strength from just about any angle. The tubes can be used to continuously bash the enemy from several directions, and counts as a move. They are also good for grappling or restricting movements with their lithe movements it is also possible for the user to control branches of the thread for free-forme attacks such grappling or thrashing.

Another ability of the manifestation would be its innate ability to devour people. The heads of the weapon acts as a way for Sasori to replenish his chakra source from them devouring people. It is possible for the heads to bite into a target while constantly draining and consuming their essence only to transfer it into chakra to Sasori. For each turn they are latched on its drains -50 chakra per turn and being able to stay attached for up to four turns counting as a move per turn. There is also a special function of the weapon and it is its innate ability to release a thick white viscous smoke from the tube like structures with the help of pores scattered throughout it. This white smoke has a special property and that is its ability to notify the user of any foreign chakra up to Mid range of the smoke and become aware of any nearby enemies while active. The smoke lasts for four turns and can be blown away by A-rank Wind or below wind.

Note: Can only be taught by Sasori
Note: Can take up to one S-rank as a whole which would lead to its demise. (Not including when the body is destroyed remotely)

Appearance:

♪ Declined: The description is quite confusing, so make it a little clearer please. The second ability collides heavily with the Claymore Clan (devouring enemies in order to gain chakra). ♪

(Arukimedesu kodai) Puppet Arts/Ninja Arts: Archimedes Antiquity
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Cost: 50 (-10 per puppet per turn)
Damage Points: N/A
Description: To start off the user releases a puppet from a scroll that comes in the form of a large mechanized hand. The mechanized hand is a very unique one that the puppeteer can utilize throughout the battle to further increase their puppetry prowess. On each of the structure’s hands are a group of five smaller fingers. As the puppet is summoned through a scroll it will begin to launch itself into the air where it will then rise up to long range with the help of chakra blasters. Once it is at a certain destination it will appear as a small dot in the sky making it hard to see from the ground. It is so far in the sky that it can only be reached by Long-range jutsu making it pretty difficult to touch. The user will use this creature to control their puppets with the usage of the smaller fingers on each of its larger fingers. With each set of fingers on each of the puppets fingers it allows for the user to control a puppet so up to five puppets are capable of being controlled by this technique. It is important to note that when the user summons the puppet the user will select up to five scrolls which contain five different puppets and insert them into a slot under each of the larger fingers. The user must post the jutsu description of each of the five different scrolls placed into the puppet the moment it is summoned. Additionally, once the puppet hand has reached its given distance in the air each of the scroll will activate with the help of mannequin hands that protrude from the puppet activate the scrolls summoning forth all of the puppets from the scrolls. The summoning of the puppets counts as one move kinda like how Sasori can summon forth up to one hundred puppets from a scroll. When all five up the puppets have been summoned it counts as one move. So in total that turn the user will spend two moves one to summon the puppet itself and second to summon forth the five puppets. As each of the puppets are summoned they will slowly float down from the sky along with the chakra threads from the puppet itself. Each of fingers on the larger fingers have threads that can reach up to long range to control a puppet at the user will. With the threads on this puppet it appears as if the puppets are not being controlled by strings due to how thin they are, but when they are reflected in light you can see them. Sasori crafted the puppet with quite dense material making it a rather sturdy structure capable of taking up to A-rank damage. Due to the chakra stored inside of each of the smaller fingers it allows for the user to control the puppet. With the chakra the user has stored inside of each of the larger fingers it enables the smaller fingers the ability to release chakra threads which can be used to control puppets on the ground. Since the puppet has a total of twenty-five fingers on it the user can use it to control larger puppets that cannot be controlled by ordinary puppet methods. With these puppets out it has the potential to tax up to 50 chakra points from the user so due to that this technique is considered a Forbidden rank. The chakra drain will drain a large amount of chakra from the user each turn that it puts them under a lot of strain. Once all puppets have been successfully connected it enables the user the ability to move them just about anywhere on the field due to the wide range the puppet covers.

Note: Can only be summoned once
Note: The five puppets are the only puppets that can be on the field. However if the amount of puppet is two or less there can be other puppets on the field
Note: Can only be taught by Sasori
Note: Lasts five turns at most
Note: After technique has ended the user cannot mold chakra A-rank or above jutsu for the next two turns.


Declined: a very convoluted description and frankly, largely unreasonable. To begin, the two bits annotated in pink are contradictory statements—it goes from being singular to plural. Furthermore, you refer to it as a creature instead of a puppet later on in the text. Now, how precisely does the hand manipulate puppets independent of Sasori's direct control? In general, there is a considerable degree of ambiguity in regards to how the hand(s) will function. Are the subsequent puppets canon and/or custom? Regardless, simultaneously summoning multiple puppets from separate techniques, at that the expense of just a single move, is not approvable in the slightest. Each and every canon/custom technique counts as a separate move, thus the bits annotated in red are prohibited without further clarity. Overall, the sole intent behind this submission seems to be bypassing standard restrictions, as Sasori already has the capacity to manipulate up to one-hundred puppets. This technique probably shouldn't be resubmitted, given that much of the description is declinable.



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 has perhaps become a liability when submitting CJ. That said, this submission is fairly close to approval.​

Removed the hollow part
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 (counts as a move each time used). 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. 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 midair the puppet will release its previously concealed lower body, including a pair of legs (within the upper body). 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 one palm, just like Sasori, with A-rank power and mid-range reach (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 C-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.

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 (must be clearly stated)
Note: User can summon the puppet into battle with entire body in tact and not connected.

Appearance:


Approved: the bits annotated in pink have been edited.

 
Last edited by a moderator:

~Light~

Active member
Veteran
Joined
Feb 13, 2011
Messages
4,357
Kin
0💸
Kumi
0💴
Trait Points
0⚔️


(Kuchiyose no Jutsu: Kariya) - Summoning Technique: Kariya
Type: Summoning
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Kariya is one of the strongest Damselflies, labeled as the king of his kind or it's leader. He has quite a large body for his species, he is 1/4 the size of Gamabunta with long blue transparent wings and black body. His exoskeleton is quite hard, allowing it to withstand up to B-rank techniques with no apparent damage. Kariya is proficient in Lightning Release, being able to use up to S-rank Lightning techniques that don't require handseals except for those he can't perform due to his body anatomy (like Chidori and Raikiri), instead he can use two signature techniques of his own. The first technique is that he can release a massive omni-directional burst of non focused electrical energy around his body (while not harming his summoner) equivalent to S-rank with a short ranged radius around himself and can be used twice, similar to Chidori Nagashi but on a larger scale, numbing and paralyzing anyone who comes in contact with the burst of electrical, as well as allowing him to destroy earth techniques up to Forbidden rank with the usage of this technique. The second technique he has is that he can use flap his wings, releasing currents of air that are infused with lightning energy, while he has no affinity towards wind Release, the currents of air is a result from flapping his wings and only contains lightning chakra. He can release the electrical air currents in whichever shape he desires, used as a projectile attack and up to half the size of his body, with a maximum of 8 projectiles per use, the technique is equivalent to S-rank and can be used twice, with a long ranged radius.
Note: Lasts for 4 turns on the field.
Note: Can only be summoned once per battle.
Note: Must have signed the Damselflies contract.

Declined - the special attacks you gave him clash with existing cjs, but the rest is fine

(Suiton: Kishō Izumi) - Water Release: Rising Fountain
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 If used offensively)
Description: This is quite a basic technique of water release, which only requires shape manipulation and quite large amount of chakra to perform. The user draws in his water chakra and channels it into the ground at a given area of the battlefield, causing an area of 5 meters in diameter to release a substantial amount of water, rising up and resembling a fountain in shape with continuously flowing water. The user can use this technique to elevate himself into the air escaping techniques, or release it in front of him as a shield to block incoming attacks. The technique has an offensive usage but a bit different from it's defensive one, in which, if the user decides to use it offensively, he increases the pressure in which the water gushes out of the ground, causing blunt physical damage on contact with an opponent and throwing them off balance. This technique allows the user to form up to a maximum of 5 fountains of water, all taking a short ranged radius of 5 meters, or a single large fountain with a short ranged radius. The most distinguished ability of this technique is the speed in which it is performed, which is equivalent to the release of Water Release: Raging Rapids Technique.

Declined - clashes with existing jutsu
Note: Can only be used 4x times per battle.
Note: No Water techniques above S-rank for the same and following turn.
Note: Requires no water source.
 
Last edited by a moderator:

Alternative

Active member
Elite
Joined
Feb 27, 2011
Messages
6,373
Kin
300💸
Kumi
304💴
Trait Points
0⚔️
Awards
Old thread, so I can't quote. Updating this jutsu (reference to said jutsu ). It's basically a complete revamp, so I didn't bold.

(Muchū Samurai, Yoshimitsu) ✱ The Enamored Samurai, Yoshimitsu
Type: -
Rank: B
Range: -
Chakra Cost: - (+20 to summon)
Damage Points: -
Description: The Enamored Samurai, Yoshimitsu is a puppet with a rather skeletal look to it, resembling something that can be considered undead. It's said to be created by a nameless puppeteer who based the design on a close friend who was known for his beliefs and moral code. This man apparently committed a treasonous act, and took his own life by slicing his stomach open, being left to rot and decompose until he was nothing more than bones. This puppet is built in honor of that man, and closely resembles his own prowess in battle. The build is made mostly of a chakra-reactive metal, making the puppet quite resilient and durable to physical attacks. The puppet by design is a southpaw, and holds a Tachi on its right side. The majority of Yoshimitsu's build is intended for close encounters, and can be used to perform Taijutsu and Kenjutsu abilities.

The puppet has some very unique abilities which can be used to change the heat of battle. The first and likely the most notable part of the build is the left arm has a rotary effect built in. This has the capability to spin ferociously fast, and when combined with his sword can prove to be deadly. While it's use is limited by the users imagination, the main focus of this comes in a defensive manner. The spinning of the sword at high speeds can be regarded as a pseudo-shield, and is capable of defense against basic weapons thrown (applies to kunai/shuriken/similar weapons).

The second, and possibly most potent ability that the puppet carries is the definition of what it stands for. Likewise to the lore of Yoshimitsu, it can be used to perform what is called "Harakiri". This is a seppuku action where the person in question stabbed himself, cutting his stomach open and being left to die. In the puppet, "death" is replaced with slicing open the puppet's poison compartment, which empowers all its abilities. The action causes the sword itself to be coated in the necrosis poison, common to the puppeteers and as a result adds the effects of the poison to Kenjutsu abilities performed with the Tachi. Yoshimitsu is still capable of performing puppetry techniques after using this, sans poison.

The puppet itself can either be carried physically into battle or summoned by a scroll; the former action being considered passive. Because of the nature of the techniques unique to Yoshimitsu, they all count as a move towards the users three moves per turn, and do not require any sort of chakra expenditure in order to use them.

You must be registered for see images


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



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

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


Approved~

 
Last edited by a moderator:

'Kurapika

Active member
Legendary
Joined
Feb 27, 2011
Messages
10,266
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
(Doton: Tekusuchā) - Earth Release: Texture
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user infuses the earth throughout the battlefield with his doton chakra, which independently from further input by the user, will manipulate its surface, giving it an extremely rough texture meant to increase friction to its greatest theoretically possible extent. If a part of the earth is separated from the ground, the rough layer will spread quickly to cover it entirely.
This jutsu has two positive effects. The first being that it adds 20 damage points to Doton techniques involving a direct impact of masses of earth. This is because the more friction the surface has, the more of the force moving the mass is delivered on impact.
The second being that it will cause the opponent's shoes to tear up and his feet to start bleeding from the increase in grip. This doesn't effect the user as the surface will loosen up among contact with the user's feet.
Note:
- The boost only applies to attacks the involve a direct clash
- Can only be cancelled by reusing the jutsu.
- Only lasts for three turns
- Can only be used twice per battle (reuse for cancellation does not count)
- Can only be taught by Kurapika

Declined - seems you didn't really read what my last check. DNR
Told me I can resubmit in our

(Doton: Tekusuchā) - Earth Release: Texture
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: (10 damage points per step + 10 damage points added to jutsus boosted)
Description: The user infuses the earth throughout the battlefield with his doton chakra, which will manipulate its surface independently from further input by the user, giving it an extremely rough texture meant to increase friction to its greatest theoretically possible extent. If a part of the earth is removed from the ground, the rough layer will spread quickly to cover up any uncovered area of it.

The main effect of this jutsu is that by increasing the grip between the opponent's feet and the floor, his shoes will get torn and his feet made subject to an intense tearing effect. The first step the opponent makes will only tear his shoes, and the next few steps will deal the equivalent of an E-rank damage to his feet each. By the time the opponent takes five steps, he will be rendered unable to walk. However, the user itself is immune to this effect as the jutsu will loosen its effect underneath his feet wherever he moves.

A second effect of this jutsu is that adds 10 damage points to -only- doton techniques that work through applying a direct class of masses of rocks. This is due any mass of earth used in a doton technique will have its surface roughed by it. An example of this is if the user used Earth Release: Rock Hammer,
the surface of the hammer would become so rough that none of the force at impact would be lost.
Note:

- The boost only applies to attacks that involve a direct clash
- Can only be cancelled by reusing the jutsu.
- Only lasts for three turns
- Can only be used twice per battle (reuse for cancellation does not count)
- Can only be taught by Kurapika

Declined - the second part is fine, that i get, but the part about their feet, maybe you could describe it differently, like explain the friction surface is like 1000s of mini spikes that cause their shoes/feet to be stuck, damaging them. It should last 3 turns it should only last to what it's a applied to, so once you use it on the ground, you've reshaped the ground and it will just remain that way.



Made a complete rewrite of the second jutsu, trying to make it more distinguished.

(Fūton: Kami no oshi) - Wind Release: Divine Push
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Through manipulating the current of wind, the user will create a downwards pushing cylinder shaped whirlwind that pushes anything within it to the center of its base on the floor where if a human stood he would get completely crushed by the pressure.
Once the turn is over, the whirlwind continues in the field due to the change in wind currents in the area while continually extending upwards, however losing two ranks to its force due to the absence of the users' chakra. The width of the jutsu cannot have a radious greater than 15 meters, but can be narrowed down at will by the user to the point of giving it a piercing prospect.

A side effect of this technique is the creation of a dust storm if used in desert terrain.
Note:
- The user cannot use any other wind techniques for the turn immediately after.
- Can only be used thrice per battle.
- Can only be taught by 'Kurapika


Declined - similar to existing jutsu


(Doton: Sogeki) - Earth Release: Sniper
Rank: A
Type: Offensive
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: From any point within the terrain, the user will manipulate the ground make a bullet made of stone launch at any direction at extremely high speed and accuracy. This bullet's size and shape can be manipulated at the will of the user, but not changed after launch due it being void of chakra.
Note:
- Can only be taught by 'Kurapika

Declined - similar to existing jutsu
I've made a genuine effort to find similar existing jutsu, but couldn't find ones that were similar enough to say they overlap in effect, so trying again with some tweaks.


(Fūton: Kami no oshi) - Wind Release: Divine Push
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Through manipulation of air currents, the user will create a downwards pushing cylinder shaped whirlwind that pushes anything within it to the epicenter of its base. If an opponent were to be caught at at, he'd be complete crushed.
Even after the jutsu is no longer sustained, the whirlwind continues in the field due to the change in wind currents in the area while continually extending upwards. It will, however, become less powerful by a rank in each coming turn due to the absence of the users' chakra. The width of the jutsu cannot have a radius greater than 15 meters, but can be narrowed down at will by the user to the point of giving it a piercing prospect.
A side effect of this technique is the creation of a dust storm if used in barren terrain.
Note:
- The user cannot use any other wind techniques in the turn immediately after.
- Can only be used thrice per battle.
- Can only be taught by 'Kurapika


(Doton: Sogeki) - Earth Release: Sniper
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: From any point within the terrain, the user will manipulate the ground make a bullet made of stone launch out of it at any direction and at extremely high speed and accuracy, making it possible for him to target any point or object visible to him. This bullet's size and shape can be manipulated at the will of the user, but not changed after launch due it being void of chakra.
Note:
- Can only be taught by 'Kurapika

Declined - both DNR'ed, a couple of bolded lines don't change the concept
 
Last edited by a moderator:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
(Suiton: Hōzuki's Saiyntu Gordu) - Water Release: Sentient Demon Lantern
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description: Using their own body as a source, the user will manipulate their Hydrified state or momentarily enter one in order to release water from their back and shape manipulate into the form a large Demon Lantern fruit, the trademark of their clan. The size of the Demon Lantern is comparable to Gaara's Gourd in size. The Lantern is blessed with a sentient nature as its part of the user himself, allowing it to act on its own accord while leeching chakra off of the user. Not only is the Lantern linked to the user's chakra system, being able to sense any disturbances but it is also linked to the moisture in the air up to a short range distance, being able to sense outside disturbances and chakra, acting accordingly to aid the user. The Lantern is able to turn into constructs up to the user's imagination and within reason, mainly being dome defenses or whips to attack or even platforms etc etc. The most prominent ability of the Lantern however is not it's ability to shape shift, but the special trait to create a pair of arms and hands in order to perform fūinjutsu techniques in place of the user. This allows the Lantern to perform all the fūinjutsu techniques the user knows, even the ones that require a blood ritual like the Kuchiyose techniques. This however will be limited on whether or not the Demon Lantern can draw blood from the user. If he is fully hydrified, this task would be impossible to achieve. The Lantern is able to defend the user from attacks that can't be perceived by the user himself so long as they are within the Demon Lantern's sensing radius. (Five meters in every direction.)

⋩ Construct(s) are A Rank in strength and divided in strength accordingly.
⋩ Can not be consecutively after deactivation.
⋩ Can be used four times per battle.
⋩ Requires a Hōzuki Biography.
⋩ Lasts 5 turns per use.

□ Declined. It can be used four times, and lasts 5 turns per usage? 20 turns then? Also, this technique is just a way around to use potentially powerful Fuuinjutsu techniques like Multiple Infinite Embraces whilst you do something else. Also, sensory? A bit too much, tone down. □

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

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

‡ Approved ‡
(Suiton: Hōzuki ll) - Water Release: Demon Lantern ll
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (Dependent on the chakra necessary to reach desired Rank)
Damage: N/A (+ 1-2 Defensive Ranks)
Description: The brother technique to the original 'Demon Lantern'. The user is so naturally in-tune with the overall moisture both around his body and his surrounding area that the body naturally detects the disturbances within the air's moisture as a threat travels through short-range of them. Not only that but it allows them to sense the level and severity of the threat that is being carried out when the body is instantaneously turned into a Hydrified state to avoid the damage by the original Demon Lantern Technique. If the threat is of higher value/rank than the Hydrification being applied, this technique will passively feed off more chakra from the user's reserves and effectively increase the original rank of the Hydrification Technique by up to two. This unconscious thought is an animalistic instinct for survival, avoiding being evaporated, more than anything but can also be applied in different scenarios. Just like the original, this technique will in tune with the Hydrification process, thus being performed in the same time-frame. This technique by no means offers any sensing capabilities directly as it is simply a passive & instinctive survival mechanism to ensure the safety of the user. This technique will count as one of the user's three moves if not used in tandem with the original "Demon Lantern" technique.

⋩ Requires a Hōzuki Biography
⋩ Technique must be tied to the user's biography.
⋩ Forbidden can be reached once per battle, with the drawback of -15 Damage to the user.

□ Pending. Leaving for NK. □

‡ Declined ‡ Adding two ranks is pretty unreasonable, especially when you consider this and Demon Lantern have no usage limit. You could apply this to the canon Hydrification technique and have an inexhaustible S-Rank defense. This technique will need a usage limit and you need to restrict it more.

(Suiton: Hōzuki ll) - Water Release: Moisture Sensing
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This technique utilizes the Hozuki Clan's hidden & passive ability to utilize the moisture in the air to materialize water techniques up to mid-range. By taking it a step further, the user will release his chakra outwards and infuse it in the moisture in the air, mid range into every direction of his origin. This will allow him not only to sense the disturbances in the air's moisture, but also chakra that makes contact with with it. If used in humid areas like mists, the reach increases up to long range.

⋩ Requires a Hōzuki Biography

□ Declined. Similar to Flash's Tears in heavens technique, although not the same method, but at least his had a turn limit @_@. □
 
Last edited by a moderator:

Jᴀʏ

Underdog
Legendary
Joined
Jan 25, 2016
Messages
10,076
Kin
1,115💸
Kumi
881💴
Trait Points
52⚔️
(Ninjutsu: Ricochet no janguru) Ninja Art: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will channel their earth chakra into the ground raising a ring of earth that’s 15 meters tall, and 10 meters wide to surround the opponent. The user will then throw his shuriken within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both its speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu user's can easily track this.
Note: Takes three turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.
Note: The shurikens increase in speed by one rank each turn.
Note: Can only be taught by Javelin

□ Declined. I'm sorry, but I just realized that this is just Ninjutsu, but you use your Earth chakra to make the dome? Didn't realize that before, the first time I checked this. Maybe try and rework this into an Earth based technique instead, where even the Shuriken are made of Earth, but the same concept? Might come off easier to work with, than trying to combine Ninjutsu and Earth. □

(Suiton/Doton: Ījisurōtēshon) Earth Release/Water Release: Aegis Rotation
Rank: B
Type: Offense/Supplementary/Defensive
Range: Short - Long
Chakra Cost: 20
Damage: 40
Description: The user of this technique will mold raise basketball sized portion of earth, and soften it turning it to mud. He will then channel his suiton chakra to surround the mud in water using the water to create a razor edge, while the mud acts as a core. The user can then throw the shield and manipulate it to attack the opponent, knock away or defend against projectiles etc. The shield can be used to coat one of the user’s limb, be it the an arm leg torso or head. Two unique properties of the shield would be that the mud can seep into the water and harden to act as a defense, deflect projectiles, or ram into the opponent. The water can be used to not only cut through and slice projectiles and adversaries. But the main purpose of the water is to deflect and defend against Water Techniques, as the shield is rotating the water will act as a vortex absorbing other water techniques, C rank and below. The earth acts as a core/nucleus, and the technique can easily be dismantled by channeling Raiton Chakra into the the water that conducts electricity to break reach and break the core. The user must have a hand on the ground in order to manipulate the Shield.
Note: User must have a hand on the ground in order to manipulate the shield.
Note: Shield lasts for three turns or until it’s destroyed.
Note: Absorbing other water techniques gives +10 DMG.
Note: A maximum of three water techniques can be absorbed, exceeding this limit will unstabilized the technique.
Note: Move takes two move slots for each turn in play.
Note: Can only be taught by Javelin

□ Declined. You didn't remove the Water absorbing part, which doesn't make much sense in the context of the technique, and having read it again, I don't see how you could really make this be approved. There's the issue of coating it over you as well, as a way to gain all the "abilities" it has (absorbing water, deflecting projectiles, seep into water to harden and act like a defense, etc), and also how would absorbing a Water technique, give it 10+ damage? Also, manipulating both Water and Earth at the same time, is borderline Y/Y area. Too many grey areas. □

PS: Not sure if you did this intentionally, but why did you also change the values of the chakra and damage in the quote, to the right ones, where in the original post, they are wrong, which I mentioned? Don't edit quotes.
(Doton: Ricochet no janguru) Earth Style: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will channel their earth chakra into the ground raising a ring of earth that’s 15 meters tall, and 10 meters wide to surround the opponent. The user will then create shuriken made of earth within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both its speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu and sensory users can easily track this.
Note: Takes two turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.
Note: The Shuriken become faster each time they bounce off the walls, and at their fastest, they can still be vaguely seen like brown streaks.
Note: Can only be used three times per fight.
Note: Can only be taught by Javelin

□ Approved. Edits made. □

(Suiton: Ījisurōtēshon) Water Release: Aegis Rotation
Rank: B
Type: Offense/Supplementary/Defensive
Range: Short - Long
Chakra Cost: 20
Damage: 40
Description: The user of this technique will mold their water chakra to cut into the ground, surrounding a chunk of earth the size of a basketball. He will then create a razor edge with water. The user can then throw the shield and manipulate it to attack the opponent, knock away or defend against projectiles etc. The water will be used as a canon of sorts, launching the large rock, at wherever the user pleases. The rock can be split apart from the original water technique to attack to objects at once. The earth acts as a core/nucleus, and the technique can easily be dismantled by channeling Raiton Chakra into the the water that conducts electricity to break reach and break the core.
Note: Shield lasts for three turns or until it’s destroyed.
Note: Can only be taught by Javelin

□ Declined, DNR. Its a Water technique, but somehow you're still using Earth, just cause I said you can't manipulate both at the same time, you try to find a way around it? I already told you that I don't see you getting this approved as the concept is just meh, its not very useful either. □

(Katon/Doton: Shakunetsu no Hitsugi) Earth Release/Fire Release: Scorching Coffin
Rank: B
Type: Offense/Supplementary
Range: Short
Chakra Cost: 20
Damage: 40
Description: When the opponent users some form of solid defense or armor to protect himself. The user will channel his Katon Chakra into one hand and heat it up to incredibly to the point where the palm is capable of melting earth and even steel. The heat will melt solid defenses, the heat coming from both the user’s palm and the melted earth created as a result of this technique are capable of causing considerable damage, if the user is within short range . After melting a good portion of the armor, or dome. The user will then use his alternate hand to add more earth and manipulate the existing earth in order to meld it into a trap completely encasing the opponent in molten earth. The user will alternate his hands in quick succession however this move still takes two move slots. The user has a good amount of freedom to manipulate the earth defenses with his heat and trap the opponent however he desires.
Note: Does not work on most semi-tangible defenses (except water where the user might be able to evaporate the water then encase the opponent in molten earth.)
Note: Takes two move slots
Note: The user is capable of using this technique on walls however the opponent will not take damage instantly this is only done when the user melts through, topples and then manipulates the wall to encases the opponent.
Note: Can only be taught by Javelin.

□ Declined. So you heat up the Earth or steel, and then add more Earth to manipulate the Molten Earth? This is just a way of trying to manipulate a molten earth like substance without a turn limit. □
 
Last edited by a moderator:
Status
Not open for further replies.
Top