Custom Jutsu Submission - III

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Goddess

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(Hyouton: Kami no te, Senrei) Ice Release: God’s Hand, Baptism
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Baptism is an activation technique that expands on one of the most powerful Ice techniques in a Hyouton user’s arsenal, Demonic Crystal Ice Mirrors. Once activated, God’s Hand, Baptism gives all Hyouton techniques released by the user, subsequent to the activation of this techniques, properties that run parallel to those of Demonic Crystal Ice mirrors. This means can user can freely travel and move freely through Ice techniques at extremely fast paces, but as a result cannot use any elements outside of Ice, Water, Wind and non-elemental techniques while traversing the new mirrors. Moving through techniques at stunning speeds allows the user to gain the element of surprise during combat or allowing for a daring yet quick escape in the heat of battle. If the affected techniques were to disperse or be destroyed while the user is within that technique, the user will be knocked out of that technique and sustain the full damage of opponent’s technique after the clash. To initially merge into a technique, it has to be short range from the user. Similar to Crystal Ice Mirrors and Dance of the Young Fern, merging into a mirror/technique does not require a move per turn. This says active for 4 turns and can be used twice per battle with a 3 turn cool down in between its usages.

Declined - zanji made a cj that allows one to merge with any ice jutsu and this would clash with that.


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


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

Completed Ice training:

♪ All pending, leaving for NK ♪

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

Declined - No drawbacks? Also the delay of the arrows, you will devide the power of the arrows but the delay will be what kills the jutsu. I recommend making it A rank and just fire bolts that way, the restrictions will be less but the adaptability will be great.


Hyouton: Sento Servatius no Tatchi- Ice Release: Touch of Saint Servatius
Type: Supplementary/Defensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: N/A (60 if prolonged exposure)
Description: Touch of Saint Servatius is an Ice Release technique that mainly focuses on the freezing temperatures associated with Ice Release. The user focuses Hyuton Chakra into the air around the opponent, freezing water particles within the air to create a freezing mist, similar to Hiding in Frost technique. The ice rapidly cools down the opponent’s body to the point where their body is progressively cooled to subzero temperatures. The cold/freezing produced by the mists are so fierce that the opponent would not be able to move properly or feel their fingers, similar to the effects of Hypothermia. This reduction in motion would reduce the opponent’s base speed by half and make it extremely hard to perform adequate handseals. However, this only occurs over the course of 3 turns, with each turn lowering the base speed of the opponent by roughly 16% (One 3rd per turn until it adds up to 48~ 50%) If the ice covers the entire body of the opponent, they will receive 60 points of damage while being completely frozen which would result in the freezing of muscles etc.To reverse the effects of the freezing, the opponent must use a heat based technique (of equal rank or depending on elemental strengths and weaknesses) that generates enough full body heat to keep themselves warm. The affects the opponent sustains with this technique last 3 turns before they thaw out completely. This technique can be used a total of 3 times per battle, with a 3 turn cool down in between usages.

Declined - clashes with existing jutsu from other ice users and temperature release c.e
 
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Shroud

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(Fuuton:Kaze No Roddo)Wind Style: Rod Of Woven Currents
Type: Offensive
Rank: C
Range: Short - Mid
Chakra: 15 ( 5 per turn active )
Damage: 30
Description: A Rather simple technique the user will gather nearby air manipulating it into a semi transparent rod(s) of wind. ( Length and width upto the user but nothing crazy like building size or anything ) The rod(s) Can be levitated around similar to to Lightning Blades levitation upto mid range and brought apon with dead point accuracy. The rods can also be manipulated to a extent for example you could send them flying at a enemy and as it stabs into them you could cause tiny spikes to shoot out causing more damage . this could also be used to absorb air bound toxins and putting them into a single point in a rod and shooting it at someone causing them to be affected instead. also note that while it can absorb other things in the air the user desides what for example if it was misty or smokey when forming it the user could choose not to add such things into the rod.

Note: the user can only have upto four rods at one point
Note: The rod(s) can only last 3 turns max before dispersing
Note: can only be used 4 times a battle
Note: Can only be taught by

Declined - this is poorly made and doesn't really seem like a jutsu, the way you wrote it sounds like you're trying to explain it to a friend so they can help you make it a jutsu. No to the drawing in toxins and descibe the size specificially
 
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Alyx

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

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

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

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

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

♪ Declined: What is "molten ash?"

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

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


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

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

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

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

Pending - leaving for vex

‡ Declined ‡ On request.
 
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Venom

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[Fuuinjutsu/Ototon: Montrealen ] - Sealing Arts/Sound Release: Montreal
Rank: B rank
Type: Supplementary
Range: Short
Chakra: 20
Damage points: N/A
Description: After creating a specific noise or sound, the user is capable of using that sound for a extended time. The user is capable of applying a special fuuin tag on a item, weapon, musical instrument etc so that the sound is kept and maintain. This fuuin tag is capable of being applied to any item except for human skin (unless the user has the appropriate med training). The fuuin tag seals and grasp the sound so that it is maintain like normal. This fuuin tag is also capable of recording a noise, sound or message and taking it across the Ninja world for a new form of deliverying messages instead of using the written fuuin scrolls. If the fuuin tag is used for the delay of messages, the user simply uses the confrontation hand seal to open and play the recorded message. Each fuuin tag is capable of holding one type audio/recording. Limitless amount of this fuuin tags may be place on a single item (if the size is appropriate to fit them) but only one may be played at a time. Since this technique is used mainly with a sound and is useless alone it may be used and applied within the same timeframe as another technique in battle. The user is also capable of having pre made seals with specific sounds before battle or be listed within the bio.

Notes:
May only be used once per turn
Can only be taught by Venom

Declined - dnr - this would be too OP

[Taijutsu: Bishbii] - Strong Fist: Block Aid
Rank: S
Type: Defense | Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A (-20 to user)
Description: After mastering nearly all forms of Taijutsu, Venom created a more advance form of the cannon (Sanmai Ashige): Absorption Kick technique. Upon a taijutsu attack coming towards the user, they're able to use the same principles as the absorption kick to block and rebound almost any taijutsu attack up to S rank taijutsu and A rank elmental Taijutsu. Unlike the former technique which only blocks and rebound techniques through the shin, using this technique the user is capable of blocking and rebounding through crossing their arms or can also use either shin. To pull this feat off the user channels chakra to the said limb using to block the technique and performs a defensive stance. After blocking, the user then pushes forward to dispel the attack or push back the opponent a few feet back.

Notes:
May only be used 3 times per fight
Can only block and repel S rank Taijutsu, A rank Elemental and EIG techniques.
May only be taught by Venom

Declined - it just wouldn't work, especially not on elemental tai. If i kick you with a lightning infused leg, as you go to block and apply the same principle you'd be shocked and the whole concept would fail.

(Sanmai Ashige): Absorption Kick
Rank: B
Type: Defense
Range: Short
Chakra cost: 20
Damage points: 40
Description: This is based around the Bak Mai Pa of Southern Chinese marital arts and the use of enemy's body weight. The user will concentrate chakra into their leg and then lift it up to lean into the enemy when they are attacking with Taijutsu and by using the body weight of the enemy and the chakra concentration, the user will absorb the power of the enemy's attack and rebound it with the kick to send the enemy flying.
Note: Can only counter B rank Taijutsu and lower
 
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Pervyy

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( Katon: Hozaigou no Doki ) - First style: Fire sin of Wrath
Type: Offensive/defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This is one of the more advanced versions of fire release using it's concentrated heat for a greater purpose of control. Using their fire chakra the use will release it into any solid surface around them heating the very top layer to extreme heats causing it to burn away to form ash, which has been show as part of fire element from within the series. As the user does this they will control the heat they formed into the hot ash to be able to manipulate this ash with hand gestures in a similar way to how Gaara controls his sand. Due to the user only heating the top layer with focused fire this can be done very fast. From here the user will create barriers or waves of hot ash which will come from the ground, much like if the user was controlling a water source they were standing on. As long as they are controlling the ash they can't perform any other jutsu, but it can be made from any solid following elemental strengths and weaknesses. This can be used to counter B rank earth jutsu and below as the user will overwhelm the chakra with his own and burn away the earth to form ash. This will only work on small scale earth jutsu such as B rank earth spikes, and would be useless against mud jutsu. The user can compact the ash to form hot walls to defend themselves. Much like shown in the series, this ash can also be used in an explosive way, the user will clap their hands together causing it to explode. This ash would cover the target causing second degree burns and stick to them, but after two turns cool to nothing. The waves created can be up to 3m high and most and be made in one direction pushed that way by the fire release.

Note: Usable 4 times lasting up to 2 turns per use for control
Note: Causing it to explode counts as an A rank jutsu.
Note: Can't use any other jutsu while active and only fire release in the same turn

(Katon: Hozaigou no bushou) - First style: Fire sin of Sloth
Type: Offensive/defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This is one of the more basic releases of fire release using the form of hot ash. The user will release a surge of chakra throughout their body releasing a omnidirectional wave of hot ash. This ash would push outwards to 10m around the users and remain their lingering with little wait. The name is derived from the users laziness not wanting to deal with close combat users and so they would release this ash around them burn those that would come close. This ash would linger for 2 turns or until it becomes wet and then fall to the ground and just black cold ash. If it comes into contact with someone it will stick to their skin giving them second degree burns.
Note: Usable 4 times.
Note: no water jutsu in the same turn.

(Katon: Hozaigou no kenshiki) - First style: Fire sin of Pride
Type: Offensive/defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will release their fire chakra throughout their body and super heat any part or all their body and once. As they do this they can turn any part of their body freely to hot ash. The name comes from the users pride to take a hit, so any physical damage can be avoided in this form as it would pass through the hot ash, but the user can also use this for tai jutsu. The only thing is their attacks will burn but wont have the power behind them for physical damage like a normal punch as after all it is just hot ash. The user can remain in this form for up to two turns but become vulnerable to water.
Note: Can't use water in the same turn
Note: Usable 4 times lasting up to 4 turns


(Katon: Hozaigou no houshoku) - First style: Fire sin of Glutony
Type: Offensive/defensive
Rank: A
Range: Short - mid
Chakra: 30
Damage: 60
Description: The user will release a surge of fire chakra around part of their body to release a large amount of hot ash surrounding their body part that is compact to mimic their limb. In doing this the user will have for example, a fist of hot ash up the size of a car to enhance their range and damage of an attack. The name comes from the need to consume, larger arms means you can consume more in your destruction.
Note: Usable 4 times
Note: no water jutsu in the same turn
Note: Lasts up to 2 turns.

✦ All Declined, these collide with a submission by Rucken, most of these can be done via his jutsu and are similar enough to warrant declining it ✦
 
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Shady Doctor

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Hebiātsu: Sukēringuāmorī | Snake Arts: Scaled Armory
]Type: Offensive/Defensive
Rank: C-S
Range: Short - Mid
Chakra 15-40
Damage: 30-80
Description:
Scaled Armory is an advanced Snake art technique crafted by the within the Ryuchi cave. Pitvipers are able to summon forth additional layers of chakra infused scaling which would cover their body and then be used in a variety of ways, ranging from offensive to defensive. Once the scales are present on them, they can manipulate them via advanced chakra control; It can either be used to gain extra defensive capabilities over the span of limited turns, or be used as attack mechanisms to kill their prey.

Defensive - Using chakra within the extra layes of Scales, the Pitviper is able to use it as an armor that is even more sturdy than the average metals. This "armor" around their body gives them a spiky appearance which is a bit different than their average look. The scaling would give them a defensive perk that is formidable enough to allow them to defend against 20 more damage than usual. This means if they can usually resist 40 Damage, with these additional scales they'd be able to resist 60 and below damage. This aspect of the armory is counted as a B rank technique and can only be used on 1 Pitviper per usage.

Offensive - When a Pitviper wants to hunt prey, they'd call forth a layer of scales similar to the defensive aspect; Giving them an irregularly spiked look once it has been summoned. Using chakra control throughout the additional scales, the Pitviper is capable of completely crafting tools from their body which would be composed purely of scales. These tools would range from spikes, swords etc for close ranged combating, to shuriken, kunai and small bladed scales to be shot out like projectiles for more ranged attacks. Depending on the amount of chakra used through the snake, they'd be able to make weaker or stronger tools; Though the projectiles seem to be weaker than the tools still attached directly to the snakes. The projectiles can range from C to A rank maximum while the close ranged tools can reach powers of S ranked attacks. Due to these being advanced scales being further manipulated by chakra control, they'd be able to battle on par with elemental techniques whenever clashing.

Note: Can only be used by the Pitviper species
Note: The defensive mechanism counts as a B rank technique, which can only be used on one Snake at a time
Note: S-rank variants of the offensive mechanism can only be used 2 times maximum while the A-rank can be used 4.
Note: Offensive and Defensive mechanisms can't be used simultaneously by the same snake.


Declined: the defensive component to this technique is much too similar to at least one preexisting CJ—it happens to be a Snake Ninjutsu technique now included in the canon list, courtesy of Korra. Regardless of this particular submission involving a different species, the intent and subsequent execution of the protection are, fundamentally, one and the same as Snake Arts: Manda Scales. Also, Loki has made a submission in the previous cycle that is even more similar to your own submission. If you are curious about Loki's submission, please refer to the third technique included within post .

 
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Littlefinger.

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Kage no Ie: Inguriddo Chokkan-Tekina | House of Shadows: Ingrid the Intuitive
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10 (-5 per turn active)
Damage: N/A
Description: This technique amplifies the passive sensory link a Nara has with their shadow. Basically, what this technique does on activation is release a harmless incorporeal surge of shadow chakra throughout the terrain. This surge imbues all objects capable of casting shadows with the user's chakra, thus linking his/her senses to their shadows. As a result, whenever contact is made with any existing shadows on the terrain, or a new shadow is formed, or an existing shadow disappears or there is a disturbance in the position of existing shadows within the terrain either by movements or the way light interacts with shadows, the user senses it. With this technique, the user is thus able to keep track of opponents, allies and inanimate objects in an area based on their shadows even though he/she may not see them.
• Activation of this technique is passive and it lasts for the entirety of the battle. However, the user must post it upon activation and keep spending -5 chakra per turn to fuel it.

Declined - seen this before, either a jutsu or mode.

Hijō ni Akarui Furasshu Bakudan | Extraordinarily Luminous Flash Bombs
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Extraordinarily Luminous Flash Bombs or ELFBs for short are specially made flash bombs developed by the Nara clan. Faced with the challenge of being unable to use their hidden ability in total darkness, they devised a means to prolong the light emitted from flash bombs. ELFBs were created after a careful study was carried out on the inner workings of the Mutually Multiplying Explosive Tags technique. By rolling up ten special paper flash tags in a unique pattern to form an oval ball slightly bigger than the regular flash bombs but still smaller than a normal rasengan, the ELFBs were created. When an ELFB is detonated, the individual special paper flash tags emit very bright light one after another. How this works is that as soon as the vibrancy of the light being emitted from the outermost tag begins to dwindle, the next tag instantly activates; and after that one, the next one and so on until all ten tags are burned up. ELFBs can keep emitting light for two turns, and during that time will: increase the speed of shadow techniques, making them twice as fast; increase the range of all the user's Shadow techniques by one range count (i.e short becomes mid and mid becomes long); boost their techniques up to A-rank by +1 rank; and add +20 damage to S-ranks. Also, while an ELFB is actively emitting light, incomplete Nara shadow jutsu that come in contact with another large source of light can only be slowed down or halted, but cannot be pushed back to the user. While an ELFB is active, the advance of the user's shadow can be slowed by A-rank fire and halted by S-rank and Forbidden Fire. If not used properly ELFBs can also affect the user, thus blinding them. ELFBs are commonly used by members of the Nara Clan, but can be used by all ninja. However, only the Shadow Techniques of Nara Clan members gain the range and rank benefits when ELFBs are used. While a normal flash bomb will blind all who see the light for one turn after it is used, ELFBs will blind all who see it for up to two turns. Also, unless the user has some sort of protective eye gear against blinding light, the best way to use an ELFB would be to detonate it behind the user so they won't be affected by the light. However, this is not a restriction but a usage suggestion; anyone who has learned the technique is free to use ELFBs as they wish.
• ELFBs, if included in the user's biography will replace regular flash bombs.
• ELFBs much like other regular ninja tools can be used freeform.

Declined - this can be done in a freeform way.

Kage no Ie: Sen'yū-sha o Praegnemm | House of Shadows: Praegnemm the Possessor
Type: Supplementary
Rank: A
Range: N/A (depends on the object imbued)
Chakra: N/A (-10 per object imbued)
Damage: N/A
Description: Based on the principle behind the Shadow Paralysis and Shadow Imitation Shuriken techniques, the user imbues any objects within the terrain (ninja tools, elements, CEs, people etc) that are capable of casting a shadow with their shadow chakra. As a result, whenever the imbued object comes in contact with an opponent or with their shadow, it paralyses them. For instance, the user imbues a pillar of rock with their shadow chakra, thus when this pillar touches the opponent(s) or their shadow, it paralyses them. Or the user imbues himself with shadow chakra and steps on the opponent's shadow or touches them, thus paralysing them. This technique can also be used on dormant objects that exist on the terrain like a random tree for instance. Consequently, if the opponent comes in contact with that tree or with its shadow, they become paralysed until they break free. When used to imbue the user's techniques, both actions will occur within the same timeframe.
• Up to three objects can be imbued with one usage.
• Imbuement lasts for three turns.
• Praegnemm the Possessor can be used up to five times per battle.

Declined - you need to learn how to use your Naara. You extend and control shadows you touch, not just focus your chakra into a potential shadow that suddenly paralyses them. Hence why Naara's uses their shows to extend towards their opponent to take effet, if they could do it with jutsu "shadow chakra" it would be good going for them
 
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Howard

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

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

Approved
 
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Klad

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Tsuindoragonringu - Twin Dragon Rings
Type: Weapon
Rank: S-rank
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Twin Dragon Rings are two almost identical rings which are made of solid, indestructible, coil-patterned gray material, with respective colored gems in the middle. One ring's gem has a dark/red pigment, whereas the other one has a light blue/light yellow shade. The gems are surrounded by two dragons facing the opposite of each other. It is said that they originate from an isolated region of the ninja world. The person who has created them remains a mystery, but legend says that he died upon finishing creating those. In the last moments of his life, he gifts them to his two twin sons. The sons, however, became corrupted with power and started using them for bad deeds. Eventually, they would confront each other and have a death-match. At the end of the fight, both brothers fell lifeless, however, the rings respectively on their fingers remained shiny. The twins' corpses started to rot, but nature had no effect on such rings. People would also not near the rings because they believed they would cast a curse upon you. That said, the rings have remained untouched for ages. During his travels, Feitan got to find about these rings. Without worrying about anything, he would take a hold of the two rings. Studying them, he realized that these could be used to amplify his main ability; Dark Release. With that in mind, he began working on these rings and would put them on.

The main thing Feitan noticed about these two rings, is that both rings were always ready to give the user extra chakra when needed. Making use of this feature, Feitan manipulated these rings to amplify his Dark Release techniques. The dark/red ring, he would name it the "Absorption" ring, and the light blue/yellow one, he would name it the "Release" ring. The rings also have the ability to sense any kind of chakra or energy, both techniques and beings alike (people, summons, clones, etc). The mechanism of this lies within the rings constantly releasing dark chakra waves omnidirectionally, similar to Revival Fist technique. However, unlike the actual technique, these shock waves are harmless. These shockwaves are invisible and act like detectors and sonars, but will take 5 chakra points every turn from the user. Though, this is only a small part of what the rings are capable of. The main abilities of them are divided into two parts, "Absorption" and "Release".

"Absorption" ring
This is the dark/red ring. This ring will grant him the ability to enforce absorption-related techniques. The most common example will be the Inhaling Maw technique. Whenever it is used, the ring will glow in its respective colors and assist in increasing its rank by one, thus allowing the user to absorb stronger techniques. These will include S-rank Wind/Lightning/Fire techniques, F-rank raw chakra and B-rank water. It has no effect on earth techniques. The rank won't increase for S Rank or above techniques of this kind. However, the user will spend less chakra (specifically -10) when performing said techniques without weakening them.

"Release" ring
This is the light blue/yellow ring. This ring amplifies release-based techniques. Whenever these kinds of techniques are used, the ring will glow in its respective colors and enforce said technique by increasing its rank by one, making them greater and stronger. This ring won't have effect on S Rank or above techniques of this kind. Regardless, the user will spend less chakra (specifically -10) when performing said techniques without weakening them.

Restrictions
- The effects of the rings are passive
- Can only be taught by Klad

‡ Approved ‡ Made some edits.

Reference
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Updating

Tsuindoragonringu - Twin Dragon Rings
Type: Weapon
Rank: S-rank
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Twin Dragon Rings are two almost identical rings which are made of solid, indestructible, coil-patterned gray material, with respective colored gems in the middle. One ring's gem has a dark/red pigment, whereas the other one has a light blue/light yellow shade. The gems are surrounded by two dragons facing the opposite of each other. It is said that they originate from an isolated region of the ninja world. The person who has created them remains a mystery, but legend says that he died upon finishing creating those. In the last moments of his life, he gifts them to his two twin sons. The sons, however, became corrupted with power and started using them for bad deeds. Eventually, they would confront each other and have a death-match. At the end of the fight, both brothers fell lifeless, however, the rings respectively on their fingers remained shiny. The twins' corpses started to rot, but nature had no effect on such rings. People would also not near the rings because they believed they would cast a curse upon you. That said, the rings have remained untouched for ages. During his travels, Feitan got to find about these rings. Without worrying about anything, he would take a hold of the two rings. Studying them, he realized that these could be used to amplify his main ability; Dark Release. With that in mind, he began working on these rings and would put them on.

The main thing Feitan noticed about these two rings, is that both rings were always ready to give the user extra chakra when needed. Making use of this feature, Feitan manipulated these rings to amplify his Dark Release techniques. The dark/red ring, he would name it the "Absorption" ring, and the light blue/yellow one, he would name it the "Release" ring. The rings also have the ability to sense any kind of chakra or energy, both techniques and beings alike (people, summons, clones, etc). The mechanism of this lies within the rings constantly releasing dark chakra waves omnidirectionally, similar to Revival Fist technique. However, unlike the actual technique, these shock waves are harmless. These shockwaves are invisible and act like detectors and sonars, but will take 5 chakra points every turn from the user. Though, this is only a small part of what the rings are capable of. The main abilities of them are divided into two parts, "Absorption" and "Release".

"Absorption" ring
This is the dark/red ring. This ring will grant him the ability to enforce absorption-related techniques. The most common example will be the Inhaling Maw technique. Whenever it is used, the ring will glow in its respective colors and assist in increasing its rank by one, thus allowing the user to absorb stronger techniques. These will include S-rank Wind/Lightning/Fire techniques, F-rank raw chakra and B-rank water. It has no effect on earth techniques. The rank won't increase for S Rank or above techniques of this kind. However, the user can alternatively only add half the amount of damage, so +10, or the user will spend less chakra without weakening them (specifically -10). The user however can only at a time.

"Release" ring
This is the light blue/yellow ring. This ring amplifies release-based techniques. Whenever these kinds of techniques are used, the ring will glow in its respective colors and enforce said technique by increasing its rank by one, making them greater and stronger. This ring won't have effect on S Rank or above techniques of this kind. However, the user can alternatively only add half the amount of damage, so +10, or the user will spend less chakra without weakening them (specifically -10). The user however can only do one at a time.

Restrictions
- The effects of the rings are passive
- Can only be taught by Klad

‡ Update Approved ‡

Updating

Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized purple dark orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra and any absorbable technique they use (only underground related techniques; following Dark's elemental S/W). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color, associated with flames. The diameter of the orb increases by 2 meters every time it increases in rank, as the main point of it is to absorb chakra in order to make itself stronger and bigger. The surface of the earth will start to gain a light blue glow, once this orb absorbs chakra. The blue shade is faint at first, but it becomes vivid once the rank of the orb increases. At will, with a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The explosion leaves a crater behind, its size depending on how strong the release was. This orb increases by one rank every turn (it's C-Rank on the first turn, B-Rank on the next) up to a maximum of S-Rank and it can only be detonated once it's at least B-Rank in power.

Restrictions
-User can't use Dark techniques while the orb is active
-The orb lasts for four turns
-It has two turns cooldown before used again and can only be used twice per battle
-Can only be taught by Klad

‡ Approved ‡
Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized purple dark orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra (-30 per turn) and any absorbable technique they use (only underground related techniques; following Dark's elemental S/W). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color, associated with flames. The diameter of the orb increases by 2 meters every time it increases in rank, as the main point of it is to absorb chakra in order to make itself stronger and bigger. The surface of the earth will start to gain a light blue glow, once this orb absorbs chakra. The blue shade is faint at first, but it becomes vivid once the rank of the orb increases. At will, with a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The explosion leaves a crater behind, its size depending on how strong the release was. This orb increases by one rank every turn (it's C-Rank on the first turn, B-Rank on the next) up to a maximum of S-Rank and it can only be detonated once it's at least B-Rank in power.

Restrictions
-The orb lasts for four turns
-It has two turns cooldown before used again and can only be used twice per battle
-Can only be taught by Klad

(Meiton: Genei Ryodan) - Dark Release: The Phantom Troupe
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A (Depends on the absorbed technique)
Description: The user will outstretch their hand and absorb an incoming attack with the dark mark on their palm once it gets within short-range of their position. This can be done against techniques following Meiton’s elemental S/W (works on the following ranks: A-Ranks for weaknesses, S-Ranks for neutrals and Forbidden Ranks for elements weak to Dark). The user will release the absorbed chakra from their dark mark in the form of purple flames in the direction of their opponent. Upon emergence the flames will swiftly morph into the shape of a twelve legged spider, lending it the capability to pursue ground based targets. The spider will possess power equal to the damage of the attack absorbed.

Note: Can only be used three times per battle
Note: No other S-Rank or above Dark Release in the user's same turn

‡ Pending ‡ Leaving both for Vex.

♪ Both Approved ♪
 
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Priest

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

Sealed form

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

Semi-Humanoid Form

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

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

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

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

Dropping if this is approved.
Removed the indestructibility part
Removed sentiency
Removed repeated statements


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

Sealed form

In the sealed form, Dalk takes the form of a small metal marble which can be kept in the pocket or within her master's weapon pouch. Priest is able to retrieve and retract this marble from within his sleeves if he wants. Once the marble is revealed, it expands into a large metal sphere with the "doll creed" seal. This is Dalk's sealed form and while she is in this form, she pose no threat.
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Unsealing Dalk would see several metallic ball of different sizes, emerge from the seal, though this is not obvious, it seem as if the metal sphere has exploded into a multitude small metal spheres of varying sizes and floating in the air. This would be a pre-requisite for Dalk to assume any other form. While unsealed, the numerous balls all are drawn into the "single" ball which they originated from(the ball that contains the seal), the ball which would also be the heart of Dalk. Should the balls surrounding Dalk's heart be destroyed, the seal on Dalk's heart would always release more balls to replenish the lost one. This is however if Dalks heart itself is not damaged, which would see Dalk loose any form she's currently in and all other ball except the heart disperses. Furthermore, Dalk returns to her marble form and hides under her master's embrace as she recuperates for a total of 2 turns.

Semi-Humanoid Form

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

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

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

Declined - i hate long jutsu <_< Anyway mot of the purple i hightlighted needs removing, if your cw is destroyed it's destroyed not having it reform, not passives, no passively reforming, if you fire a limb you wait for that to come back, that's all. And the last bit i started to hightlight is OP. After that is fine.Though you could of shrunk this down to nearly half it's size <_<


Dropping if this is approved.

□ Pending. Leaving for Pervy. □

Fuinjutsu/Raiton: Zero - Sealing Art/Lightning Style: Zero
Type: Supplementary
Rank: C
Range: N/A(Depends on the lightning technique)
Chakra: N/A(+5 sdditional chakra to lightning techniques)
Damage: N/A
Description:
The user would weave one more handseal in addition to the handseals used for a lightning technique, if the lightning techniques requires handseal. The would cause the lightning teacnique created be coated with additional layer of sealing barrier. The sealing barrier is not tangible and would not interact with any matter whatsoever, nor would it strenghten the lightning technique. Its only purpose is to seal and conceal the sound that emanates from the lightning technique.
5x per battle

□ Declined, similar to existing techniques. Almost exactly the same as Shigure's Lightning technique, Silent Lightning where he conceals Lightning's sound, only difference here is you use a barrier. □

Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
Type: Offense
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of soldier ants made of fire the are release above the user's skin albeit they are unable to affect the user is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, the user can now will them to move out, controlling them and due to their sheer number they are able to overwhelm a large summon in a very short time, burning it to ashes. The user can will them to split up and move in batches or perhaps, keep some around and send the rest outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if the what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 3x per battle with 2 turns inbetween usage
-While controlling the ants, the user is restricted to only 2 other jutsus per turn
-The user can only use fire elements while they are active and non elemental techniques
-Last until they are destroyed or 3 turns
- No fire above S-rank the same turn this is made.

□ Declined. I swear to Akatosh if I see that filler restriction on someone's technique again :I, anyway, if you aim to keep this active and will the ants mentally, you won't be able to use anything else and usable three times and lasting for three turns needs to be decreased. Also remove the part where they cover a summon in seconds, time doesn't translate well into the RP□

Fuinjutsu: Chiiki - Sealing Art: Territory
Type: Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: N/A
Description:
A sealing techniques that follows the same principle as the "Sealing Arts: Scroll Communication technique". The user marks a land mark with a special sealing formula. The formula immediately sinks into the ground and expands until it encompasses the entire landmark though quite hidden. The formula serves no major purpose but only sends a feedback signal to the one who made the formula, should something happen on the landmark. This however can only activate should somewhere on the landmark be affected by A-rank and above jutsu. The seal on the landmark activates and relays information about the current event on the landmark. Like the remote communication from the cannon scroll communication technique, this is essentially useful for rp purpose.

□ Pending. Leaving for the Snake, Vex. □

♪ Declined, DNR: Not only would this negate the point of a Byakugan in NW, the seal also has no restrictions despite being an A rank. Of course, this goes against the Fuuin rules made by Scorps. And being informed about current events is illogical, and ill-defined. What kind of information would you be receiving? ♪
 
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Jhin

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(Ninjutsu: Hebi shuppatsu) - Ninja Technique: Snake Departure
Type: Offense/Defense/Supplemental
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is based in part on Orochimaru's unique ability to seemingly have himself critically wounded and keep on fighting. Much like the technique gathering of snakes in intent and purpose, this technique provides a unique variation of said ability. While overall less powerful it does remain a very useful ability. Namely when Orochimaru is about to be struck by any piercing type attack such as Chidori's, or earth spears or anything that would pierce his flesh. The moment the attack makes impact and tears through his body leaving him apparently fatally wounded. A mass of snakes from his true form will appear at the points of impact and pull his flesh back together. Allowing him to continue the fight with the appearance that he has taken no damage. In fact the attack will cause the same damage as it always would have to him. Making him weaker overall in other regards, but he will be able to survive the attack which is the key point of this move. This ability can be used for incredible subterfuge due to the fact that Orochimaru can choose to appear completely dead and those unfamiliar with his unique body would be none the wiser lest they had dojutsu. Even chakra sensing won't work because while using this ability Orochimaru's chakra becomes entirely suppressed to the point where only those with Dojutsu would be able to see his life force.

Note: May be used two times per battle.
Note: Each time this is used the user will lose a rank to his speed to reflect the effects of physical exhaustion from damage.
Note: While the chakra suppression is useful for sneak attacks using any jutsu above C rank would immediately alert people with chakra sensory. Anything below C rank however would not alert their sensory ability.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin

Declined - remove the mention of chakra supression but the rest is fine

□ Pending. Leaving for Pervy/NK. □

(Kusunagi: Daiyarasshu) - Grass Mowing Sword: Diamondback Rush
Type: Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This ability is based on the unique properties of Orochimaru's sword of Kusanagi. While wielding the blade Orochimaru can cause the blade to retract to a tiny almost microscopic size leaving himself just holding the hilt. By doing this he is capable of using chakra to make the tiny blade malleable shaping it to become corkscrew like before extending it again to it's maximum length very quickly. Essentially this will cause the blade of kusunagi to extend in a spiral like motion covering large dimensions in both width and height, akin to a giant corkscrew or drill. This is beneficial against targets who can move and dodge quite quickly as the total range covered is seven meters in every direction making short range dodging nigh on impossible. Additionally due to expanding the blade in this fashion it will draw wind currents rapidly in to the center of the drill dragging those unfortunate enough to attempt to dodge in to a spiraling vortex of steel and air currents shredding them quite badly.

Note: May be used two times per battle.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin

Approved

□ Pending. Leaving for Pervy/NK. □

(Fuuton: Gekihen no sunappu) - Wind Release: Upheaval Snap
Type: Offense/Defense/Supplemental
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: A very basic yet very effective wind technique performed without handseals due to the ease of the ability. However it's simple nature hides an incredibly diverse range of applications, performed with a snap of the fingers this technique will cause a small localized vortex to appear as an updraft style wind surge from the ground. Best used against enemies or even other jutsu that are formed on the ground and no longer being used this vortex can be angled to essentially fire projectiles against enemies or to throw them off the ground. When used on an opponent the damage is usually negligible but it can be very useful on dangerous terrain, such as throwing someone in to a swamp who had previously avoided it, or firing the earth spikes you used a few turns ago at an enemy from behind. It's also useful for separating an enemy from contact with the floor which is required to perform a multitude of jutsu. However it should be noted this technique can not cause direct harm if used on an opponent by itself. The 40 damage is merely to represent the maximum damage that can be caused by flinging an enemy in to the terrain or the terrain striking the enemy and this is only applicable for solid terrain or terrain with an innate damaging effect such as firing kunai at an opponent that previously hit the ground or flinging earth that's on fire. Merely throwing mud or water won't cause any real harm though it can drench and impede an opponent.

Note: May be used four times per battle.
Note: May only affect terrain and surroundings of B rank and below.
Note: May only be taught by Jhin

□ Declined. Nice technique, but very similar to Houdini's, (Futon: Jixyoushou)-Wind Release: Updraft, which has a very similar premise. □
(Ninjutsu: Hebi shuppatsu) - Ninja Technique: Snake Departure
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is based in part on Orochimaru's unique ability to seemingly have himself critically wounded and keep on fighting. Much like the technique Gathering of Snakes in intent and purpose, this technique provides a unique variation of said ability. While overall less powerful it does remain a very useful ability. Namely after Orochimaru is struck by a piercing type attack such as Chidori or Earth Spears or anything that would pierce his flesh. The moment after the attack makes impact and tears through his body leaving him apparently fatally wounded, then a small mass of snakes from his true form will appear at the points of impact and fill in the gaping wound. This is essentially a form of battle continuation, allowing him to continue the fight with the appearance that he has taken no damage. In truth, the attack will cause the same damage as it always would have to him, but temporarily reduce hemorrhaging and pain, whilst also preventing organs from shifting. This will making him weaker overall, and will do nothing to stop the effects of paralysis or any similar effect. The wounds will have to be healed later by a medical ninja. This ability can be used for incredible subterfuge due to the fact that Orochimaru can choose to appear completely dead and those unfamiliar with his unique body would be none the wiser lest they had dojutsu or chakra sensing.

Note: May be used two times per battle, with a two-turn cooldown.
Note: Each time this is used the user will lose a rank to his speed to reflect the effects of physical exhaustion from damage.
Note: Cannot work on wounds resulting from S-rank and above attacks.
Note: May only be used by an Orochimaru bio.
Note: May only be taught by Jhin


Approved: edited the bits annotated in pink.


(Fuuton: Gekihen no sunappu) - Wind Release: Upheaval Snap
Type: Offense/Defense/Supplemental
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: A very basic yet very effective wind technique performed without handseals due to the ease of the ability. However it's simple nature hides an incredibly diverse range of applications, performed with a snap of the fingers this technique will cause a small localized vortex to appear as an updraft style wind surge from the ground. Best used against other jutsu that are formed on the ground and no longer being used this vortex can be angled to essentially fire projectiles against enemies or to throw them off the ground. When used on an opponent the damage is usually negligible but it can be very useful on dangerous terrain, such as throwing someone in to a swamp who had previously avoided it however it can only push enemies in horizontal directions. Never upward, or firing the earth spikes you used a few turns ago at an enemy from behind. It's also useful for separating an enemy from contact with the floor which is required to perform a multitude of jutsu. However it should be noted this technique can not cause direct harm if used on an opponent by itself. The 40 damage is merely to represent the maximum damage that can be caused by flinging the terrain resulting in the terrain striking the enemy and this is only applicable for solid terrain or terrain with an innate damaging effect such as firing kunai at an opponent that previously hit the ground or flinging earth that's on fire. Merely throwing mud or water won't cause any real harm though it can drench and impede an opponent.

Note: May be used four times per battle.
Note: May only affect terrain and surroundings of B rank and below if innactive, like old spikes. On active jutsu infused with chakra it will only work on C ranks and below due to the force needed to break them and then throw them.
Note: May only be taught by Jhin

Approved - made edits
 
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Silico

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(Genjutsu: Jikan no uta) Illusionary Arts: Song of Time
Type: Offensive
Rank: F
Range: Short-Mid
Chakra: 50
Damage: N/A (-10)
Description: The user releases a massive amount of chakra into the minds of their opponent while humming on a melody and performing a total of four handseals, which is the trigger. As the opponent starts hearing the humming from the user, that'd be the indication that they are trapped in the genjutsu. The genjutsu is a very advanced type of illusion. Its purpose is to cast the target back into time, a time when they were newborn. As the target is affected by the genjutsu, he/she will see all of their years floating past them in pictures of an endless sea of memories which ultimately will take them to the day of birth. All of the target's senses would be that of a newborn baby, which is why this illusion is so advanced and effective. The opponent will have lost all of their combat skills and memories as they are sent back to their individual day one. While it takes a while for the genjutsu to fully reach down to that level(one full turn), images of the past will still be floating around in the target's mind and for every year that is going back, all of the present memories fade away from year to year as the timeline goes backwards. While the technique takes a full turn to be complete, the target is still trapped in a genjutsu of forbidden rank but it more likely for them to break free as they would still have some memories of how to break free from genjutsus. As the time goes backwards for the target, they are trapped in a dark space with a current of pictures and memories from their past. They will lose their senses outside the genjutsu as they will only see, smell, hear and feel things from their past memories. Extremely old targets will have their years fade much faster since all targets at the end of the turn will be facing their first day in their lives. This genjutsu will put the user in a very exhausted position and lowers their capability of molding chakra. Throughout the genjutsu, the targets will hear the humming song as their timeline goes backwards. The song itself has no real effect other than an aesthetic purpose, not to be confused with sound genjutsu, although the humming is the only thing from the reality that the target will still hear, mixed with sounds from their past memories. This jutsu puts the user under great risk as well. Once used, the user cannot put the target in another genjutsu for the rest of the match. They cannot perform jutsus above A rank for one full turn after the jutsu has been completed or casted. Their speed levels and reaction speed will drop two ranks for two turns after the jutsu has been completed. The enormous amount of chakra needed will damage the user as well.

Note: Usable once per battle.
Note: Must be used in the first move of the turn.
Note: Takes one full turn for completion, but is considered an Forbidden genjutsu throughout the whole turn nevertheless.
Note: The user becomes unable to mold chakra above A rank under the same turn the jutsu is used.
Note: The user will be unable to perform genjutsu for the rest of the match.
Note: The user will be unable to perform ninjutsu and taijutsu above A rank for two full turns after the jutsu has been completed/casted. They will also lose some of their reaction speeds and overall speeds as well for two full turns.
Note: Can only be taught by Silico

‡ Declined ‡ Forbidden Rank Genjutsu has been banned for years.

Resubmitting:

(Genjutsu: Jikan no uta) Illusionary Arts: Song of Time

Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user releases a massive amount of chakra into the minds of their opponent while humming on a melody and performing a total of four handseals, which is the trigger. As the opponent starts hearing the humming from the user, that'd be the indication that they are trapped in the genjutsu. The genjutsu is a very advanced type of illusion. Its purpose is to cast the target back into time, a time when they were newborn. As the target is affected by the genjutsu, he/she will see all of their years floating past them in pictures of an endless sea of memories which ultimately will take them to the day of birth. All of the target's senses would be that of a newborn baby, which is why this illusion is so advanced and effective. The opponent will have lost all of their combat skills and memories as they are sent back to their individual day one. While it takes a while for the genjutsu to fully reach down to that level(one full turn), images of the past will still be floating around in the target's mind and for every year that is going back, all of the present memories fade away from year to year as the timeline goes backwards. While the technique takes a full turn to be complete, the target is still trapped in a genjutsu of S rank but it more likely for them to break free as they would still have some memories of how to break free from genjutsus. As the time goes backwards for the target, they are trapped in a dark space with a current of pictures and memories from their past. They will lose their senses outside the genjutsu as they will only see, smell, hear and feel things from their past memories. Extremely old targets will have their years fade much faster since all targets at the end of the turn will be facing their first day in their lives. This genjutsu will put the user in a very exhausted position and lowers their capability of molding chakra. Throughout the genjutsu, the targets will hear the humming song as their timeline goes backwards. The song itself has no real effect other than an aesthetic purpose, not to be confused with sound genjutsu, although the humming is the only thing from the reality that the target will still hear, mixed with sounds from their past memories.

Note: Usable twice with a two turn cooldown.
Note: Must be used in the first move of the turn.
Note: Takes one full turn for completion, but is considered an S-ranked genjutsu throughout the whole turn nevertheless.
Note: The user becomes unable to mold chakra above S rank under the same turn the jutsu is used.
Note: Can only be taught by Silico
Song reference;
[video=youtube;t6Hf1-lQElE]https://www.youtube.com/watch?v=t6Hf1-lQElE[/video]

(Jiton/Fuin: Dikei de) Magnetic/Sealing Arts: In Decay
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80, if used on a person)
Description: The user will place there opened palm on any object that is either solid or liquid(gases or energy-based mediums won't work). They then channel magnetic chakra through their hand and disperses a highly concentrated amount of iron sand into the object. This will mean that the object in question will dehydrate or explode, depending on the solid or liquid form. The concentration of the iron sand is what makes the jutsu and is able to blast away solid objects of the same rank of the technique that follows S/W of magnetism. Waters and other liquids will simply dehydrate and if used on a person as an offensive move, the user can blow and or dehydrate the area of the person that the user is in contact with. So it can also be used in taijutsu offenses. When it comes to large objects, the technique is able to destroy and or dehydrate anything as long as it follows S/W of magnetism and is at the same rank or under that of S rank. The iron sand isn't coming from the user themselves but is sealed inside a hidden tag placed in the event of battle, on a piece of clothing that is convenient for the technique, gloves, bracelets etc. If its to be permanently placed on the user, they need to have mastered medical ninjutsu with fuinjutsu specialization. Placing the tags counts as a move(unless permanent). Each tag holds off enough iron sand to execute the technique twice, meaning four times in total per battle if two seals are used.

Note: Seal contains enough iron sand for two uses/seal.
Note: Must be placed inside the users palms before use and cannot be placed passively(in a users biography) unless medical ninjutsu with medical fuinjutsu speciality is completed.
Note: Can only be taught by Silico.

(Fūinjutsu: Konketsu) Sealing Arts: Half Blood
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10/turn)
Damage: N/A
Description: The user utilizes their sealing capabilities by placing a seal on a desired location close to them. The seal will then spread out, forming a large kanji circle around the location and create a chakra fuel that will affect the user who's standing inside the kanji circle. The kanji in the circle is the kanji for Konketsu/Half Blood(混血) and when the user enters the circle, the 混 Kanji will glow in the color representing the users primary element, while the 血 will glow in the color representing the users secondary element. If the user steps out of the circle, it stops glowing but it won't disappear. When the user stands in this circle, his Primary and Secondary elements are put to perfection while his other chakra natures will depleting in strength and gaining an additional rank up to S rank. Their other elements will not lose a rank in power but they will lose a rank in range as well as depleting more chakra from the user, draining his chakra twice as fast when using elements that aren't of the users specialties. This means the chakra cost will be doubled and the range will be halved. The seal doesn't affect pure elements only though. It also affects elements that are in combination of two or three elements. When an element is composed of the users specialties and another element, they will also be perfected and gain a rank. When an element is combined with neither specialty, they will lose two ranks in range and draw 4 times as much chakra by the user. When the user leaves the kanji, he cannot step into it for a full turn and once he has stepped into it, he cannot exit it for a full turn either. The seal kanji circle can remain on the field for the entire battle unless it's destroyed. However, when the seal is placed, it will be infused into whatever object it is placed on. If that object takes damage or is destroyed in a logical way, then the seal will also be destroyed. The strength and weakness the seal provides is considered passive when the user utilizes it. It can only be placed a maximum of two times per battle, meaning if the first one gets destroyed, the user can place a second one. However, only after a restricted period of time.

Note: Seal lasts entire battle until destroyed, like other barriers(Boundary Barrier Technique).
Note: Usable twice per battle with a two turn cool-down
Note: Stepping in/out of the circle is passive but one cannot step out of the circle once entered it for a full turn. Nor can one step inside of it again after having left it for a full turn.
Note: Primary/Secoundary specialty - CE's/KG's based on atleast one of those will get powered up when standing in the circle.
Note: Other elements loses a rank in range and doubles the chakra draining on the user if standing in the circle. CE's/KG's/AE's based on neither specialty will have the same effect but doubled.
Note: Can only be taught by Silico

Pending - Will get back to these once i hear from Lok
 
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BoBoKittyDuck

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(Inuzuka Regashī: Ōkami-shin no okurimono) Inuzuka legacy: Gift of the Wolf-God
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
This Jutsu was developed by Heiko of the Inuzuka, knowing how the Ninkin descend from Wolves, and trying to awaken and enhance those genes within a Ninkin. This enhancement through using this jutsu leads to the growth of their sharp claws and Fangs, and allows the Ninkin upon focusing its chakra and mixing it with the chakra received from their Inuzuka master to enhance their physical form, Increasing their aggressiveness towards all opponents they are fixated on. Their speed and size would be increased by x2, and hardening their fur/skin, allowing them to be immune to Taijutsu of A-Rank and below and Ninjutsu of B-Rank and below.
During the effect of this Jutsu, a Ninkin will be unable to perform techniques that requires both of the Inuzuka and Ninkin to be part of, such as the Double-headed Wolf technique or Fang over Fang.
The size of the Ninkin will not reach the size of the Double-headed technique transformation.
This Jutsu increases the damage of all the techniques performed by the Ninkin alone by +20.
The Ninkin would be strong enough to overpower any jutsus that are aimed to slow or hold the ninkin down without damaging it, such as the early stage of Swamp of the underworld.

~Notes:
- Can only be used once per battle.
- This transformation lasts 4 turns.
- Requires physical contact between an Inuzuka and their Ninkin to activate.
- The speed of the Ninkin will be reduced by -2 for 1 turn after deactivation, due to exhaustion.
- Must be a member of the Inuzuka clan.

- Can only be taught by Bobokittyduck.

□ Declined, nah, too much. Speed and size x2, immune to A rank and below Tai and B rank and below Nin, plus only slowed down for one turn afterward but lasts 4 turns? And all techniques they do gain a +20? Also that in bold is too ambiguous. □

(Inuzuka Regashī: Chakura uchiage) Inuzuka legacy: Chakra launch
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
This Jutsu was developed by Heiko of the Inuzuka, after countless hours of training with his Ninkin to overcome dizziness. This Jutsu allows the user after grabbing the tail of their Ninkin to start spinning at massive speeds, while focusing chakra around it, before throwing their Ninkin towards the opponent in form of a chakra spear just slightly over the ground. The Ninkin will keep its limbs close to its body as if it was laying on the ground. The Ninkin has the choice of not continuing its travel towards the opponent by simply spreading its limbs outwards and slowing itself down using the ground, but the chakra spear will continue towards the opponent regardless.
The mix of the Ninkin's and the user's chakra enhances the spear and allows it to be as powerful as any elemental Jutsu of the same rank.

~Notes:

- Can only be used thrice per battle.
- Must wait 2 turns between uses.
- The user cannot move while spinning, meaning he can only spin on one location.
- Must be a member of the Inuzuka clan.

- Can only be taught by Bobokittyduck.

□ Declined. So your Ninken is just gonna fly though A rank and below Fire, Earth, Wind, Lightning and Water techniques? Nah. □

(Fuuton: Fu no kōka) - Wind Release: Negative Descent
Type: Defense/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A very basic yet very effective wind technique performed without handseals due to the ease of the ability. Initiated instead with a clapping of the hands, the user will cause a very small yet very condensed and powerful vortex of wind to descend from above to the battlefield in a similar fashion to the fang of lightning technique. However unlike the fang of lightning technique this technique isn't used to strike an enemy directly. Instead the wind descends as a vortex then violently erupts outwards around the targets short range, when this happens all the air in the vicinity of the target is forcibly expelled creating something like a negative zone of oxygen momentarily, this happens with such force that it will literally pull the oxygen from the lungs of the target making them gasp for breath losing two ranks to their total speed for two turns whilst their body needs to readjust to the lack of oxygen. This technique can cause dizziness and a general loss of balance and blurring of the vision during those two turns making it difficult for opponents to engage in large amounts of movement such as techniques that move their body under it's own volition like body flicker. This technique by itself causes no damage however but it can be used on fire or lightning techniques to essentially disperse them, being able to disperse fire of A rank and below due to starving it of oxygen enough to halt it's motion and being able to stop lightning techniques of S rank and below, if the Jutsu makes contact with vortex from the in or the outside.

~Notes:

Note: May be used three times per battle.
Note: Has a two turn cooldown after use.
Note: No A-rank or above wind in the same and next turn.

Note: May only be taught by Bobokittyduck

□ Declined, DNR. Would be extremely overpowered when coupled with the right things. □
 
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Anbu Kirito

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(Doton: Akiresu no Noroi) Earth Release: Curse of Achilles
Rank: S
Type: Defensive/Offensive
Range: Self
Chakra: 40
Damage: 80
Description: The user will channel his Doton chakra to create multiple layers of earth surrounding the users body, he will then compress each layer on top of one another creating an incredibly strong and dense yet thin layer of earth around the body. Considering the tremendous strength of this technique the user is incapable of channeling the earth to the back of his heels. The rest of his body however is as strong as steel. The user can ram his body into the opponent create weapons from the earth on his/her body and defend against incredibly strong techniques. However the main and most powerful usage of the Curse of Achilles is when the user creates a number of spikes protruding from their body, the user will then propel off his feet to spin around cutting anything around him. The technique is incredibly useful for when opponents try to come in close range.
Note: Last three turns.
Note: Can only be used twice.

Declined - needs a drawback for s rank

(Suiton: Sutikusu no Shukufuku) Water Release: Blessing of the Styx
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Self
Chakra Cost: 30
Damage: 60
Description: The user will create a ball of water the size of a baseball in their palm. The user can cover their body with water in order to prevent paralyzation, and to defend against fire and lightning techniques. The water when attacked with lightning, will collect it and divert it from the users body, they will form it back into the ball to attack the opponent. When attacked by fire, the user will perform the same steps, however the ball they form at the end will not be augmented by fire, while in the other case it is augmented by lightning.
Note: Can only be used four times.

Declined - covering yourself with would would only enhance paralysing of lightning and it can be done via cannon means

(Suiton: Fukushū no Hana) Water Release: Vengeful Flower
Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage: 60
Description: The user will launch a very small and thin blast of mist towards the opponent, the mist will go near unnoticeable towards the opponent, the mist while travelling towards the opponent will draw together. Only becoming visible to the human eye at short range, where it will the form a spear piercing through the opponents body. The user can use this while in a mist technique or alone. It can usually be seen if the opponent has sensory or some form of dojutsu.
Note: Can only be used four times.

Approved - made edits

Consider this now declined - you eddited this post after i checked these cjs which is against the rules.
 
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The Mockingjay

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(Ninjutsu: Jihi no hōyō) Mercy's Embrace
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: A jutsu in which the user can cover any object within short range of their person in a kind of chakra cushion of sorts. The user's chakra can be controlled to wrap itself around a weapon or object in order to change the properties of said object. Much like how a user can use chakra in order to make a blade sharper or longer, this technique is used in order to do the opposite, coating the blade in a kind of chakra force field that leaves it unable to pierce or slash as normal. This chakra cushion is invisible to the naked eye (visible to dojutsu users with the ability to see chakra, and also able to be sensed by sensor shinobi) and will last until dispelled by a strong enough burst of the opponents chakra.
- Since this chakra only adds an exterior layer to whatever it attatches to, it can attach itself to an object with opposing chakra channeling through it.
- Can only be used 3 times
- S-Rank and above chakra surges will remove this jutsu's effects.
- This jutsu's chakra cushion will absorb most of the impact, but the user will still receive some blunt damage from attacks.
- Can only be taught by Heda

Declined - its been done before and if you cover something in chakra it would be visible

(Hayaton/Ninjutsu: Zanzō kurōn no kōgeki!) Afterimage Clone Assault!
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Using swift release to travel a medium distance, the users speed leaves behind afterimages. Unlike most swift techniques however, these afterimages are different. This technique is combined with ninjutsu in order for the user to leave clones amongst the after images. The user can make up to 2 clones as he runs, they will appear not in a cloud of smoke, but in a blur, as if they were but an afterimage themselves.
- The movement of this technique can be in a straight line or in a circle.
- To be taught by Heda

Declined - similar to existing jutsu

(Hayaton/Katon: Bureizu to Bokashi) Blaze and Blur
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Using their swift release capabilities in order to run mid-range in either a straight line or around in a circle, the user will simultaneously release their fire chakra through there hands/mouth or feet and leave a large path of flames in their path. The wind built up by the users innate travel speed would be enough to enrage the flames behind the user and leave a wall large enough to block the user from view completely if used correctly. The flames will rise up to 6 feet from the ground and act as ordinary flames act once the user stops his movement.
- The movement of this technique can be in a straight line or in a circle.
- To be taught by Heda.

Declined - fire and swift at the same time would require y/y
 
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McRazor

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Fuuinjutsu: Fuyu no sumai | Sealing Arts: Wintry Abode
Type: Supplementary/Defensive
Rank: A RankRange: Short
Chakra: 30
Damage: N/A
Description: Wintry Abode is a powerful sealing technique that is based on the premise that the user has the ability to manipulate an advanced element, specifically ice. It is a seal that is placed anywhere on the users body, with the help of medical knowledge. The seal is manifested as two kanji for water and wind, and when activated, they glow light blue in accordance to the color used to represent ice, although they most likely wouldn't be visible underneath the users clothes (depending on where the user manifests the seal). Within the seal, the user has sealed some of his ice chakra and it is molded and programmed to perform a specific task, once its activation parameters are met. These parameters require the user to be in immediate danger, from a water or wind technique. Once the techniques get into the close vicinity of the user, the seal activates itself, releasing a powerful surge of that specific ice chakra. Once the ice chakra gets into contact with either of the techniques previously mentioned, they get frozen. Furthermore, the special property of the ice chakra doesn't end there. Instead, as an instant process, the molecular structure of the newly formed ice is rearranged, forming a different lattice. Essentially, the molecules that are bound together to form a solid ice structure rearrange, forming many smaller ice crystals, which produce snow flakes, meaning that the frozen techniques, additionally, turn into snow. This in turn, renders those techniques useless, as they fall on the ground and the snow is left to the user for further usage. The ice sealed within the seal follows the strengths and weaknesses of the advanced element and the ice chakra sealed within is considered to be of A rank power.
Note: Can only be used by Ice Release users
Note: Can't use other fuuinjutsu in the next turn
Note: Can only be used once per battle
Note: Can only be taught by McRazor

Approved - removed the last bit about applying to opponent, not a fan of that at all.

Fuuinjutsu: Fuyu no jūkyo | Sealing Arts: Hibernal Dwelling
Type: Supplementary/Defensive
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Hibernal Dwelling is a powerful sealing technique that is based on the premise that the user has the ability to manipulate an advanced element, specifically ice. It is a seal that is placed on small objects such as paper tags, ninja tools or preferably, smoke bombs. When used with smoke bombs, it creates an additional smokescreen that allows the user to employ the seal to its fullest potential. Within the seal, a large mount of ice chakra is stored and it is released once its activation parameters are met. To activate, the seal has to hit a hard surface like the ground, a wall, or similar structures. Once activated, the ice chakra is released in the form of a barrier that spans up to mid range in all directions from the seal, essentially spanning over the whole battlefield. Within the barrier, the ice chakra takes residence, but instead of turning into solid ice it maintains its form as very cold air filled with ice particles, that has the ability to slow down particle movement of air within the barrier. This means that it will slow down techniques that propagate through the air as a medium, such as various projectiles and different mechanical waves to the point where it can easily be walked out of their path in order to avoid them. Furthermore, movements of the opponent would be slowed by a rank as well. This is achievable due to the fact that the projectiles and mechanical waves, as well as the opponent, will have to exert a much larger force in order to travel though the heavy and dense cold air that is filled with the ice chakra and particles. The ice particles are considered to be A ranked in power and the techniques it can affect within the barrier follow the strengths and weaknesses of the advanced element.
Note: Can only be used twice per battle
Note: Can only be taught by McRazor

Declined - sorry but i just approved something similar for edward last cycle.
 
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Python

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Henge- Adamantine Shield | Transformation: Adamantine shield
Type: Supplementary
Rank: A rank
Range: Short-long
Chakra: 30 (-10 per turn transformed)
Damage: N/A
Description: Khonsu transform into a large shield that can cover the user on the initial transformation (that's if Khonsu transforms in front of them) which is characterized by the hardness of diamond and its at-will extensibility allowing the shield to be enlarged in multiple directions or shrunk in size to allow the user to carry him more easily, though doing this doesn't reduce to how strong the shield is just reducing/increasing its size to accomplish what is required. it is possible for him to have their ears, eyes, and mouth as well as his limbs appear anywhere along the Shields metallic length similar to what Enma can do as he showcases when he is transformed into his staff; the Shield has a special ability of its own.

While in shield form Khonsu of his own free will can create up to 5 identical shields of him (these are identical to his current size, shape etc.) though these shield will be made out of earth this move can only be used once, though Khonsu can place the identical copy of the shields where he wish's as long as they are placed within a 10 meter radius of him. Each shield can take one S rank before collapsing and crumbling to the floor.

Note: This may only be used by Khonsu of the monkeys, and they may not use other techniques throughout it.

Note: The Shield can extend as far enough to expand around the user in a sphere protecting him from all angles and as quickly as Enma can whilst he is transformed into the Adamantine Staff.

Note: Entire turns in which Khonsu maintains this form will not count towards the turns he can stay on the field.

Link to the money summon


Declined: although the first paragraph is reasonable, the unique ability possessed by Khonsu in his shield form is too overpowered. First, the rank of the transformation ought to be decreased to A-rank (Enma's transformation and all other custom monkey transformations have so far been A-rank). Second, creating up to five constructs that can each tank one S-rank technique, in addition to placing them wherever at a whim, easily exceeds the scope of even a S-rank technique.

Henge- Adamantine Shield | Transformation: Adamantine shield
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn transformed)
Damage: N/A
Description: Khonsu transforms into a large adamantine shield that can cover the user on the initial transformation (that's if Khonsu transforms in front of them)— it is characterized by the hardness of diamond and its at-will extensibility allowing the shield to be enlarged omni-directionally or shrunk in size to allow the user to carry it more easily, though doing this doesn't reduce to how strong the shield is, just merely reducing/increasing its size to accomplish what is required. In addition, it is possible for him to have their ears, eyes, and mouth as well as his limbs appear anywhere along the Shields metallic length similar to what Enma can do as he showcases when he is transformed into his staff; the Shield has a special ability of its own.

While in shield form Khonsu of his own free will can create up to 1 identical shield of him (this are identical to his current size, shape etc.) though these shield will be made out of earth this move can only be used once, though Khonsu can place the identical copy of the shield where he wish's as long as it is placed within a 10 meter radius of him. The shield can take one A-rank attack (within reason) before collapsing and crumbling to the floor.

Note: This may only be used by Khonsu of the monkeys, and they may not use other techniques throughout it.

Note: The Shield can extend as far enough to expand around the user in a sphere protecting him from all angles and as quickly as Enma can whilst he is transformed into the Adamantine Staff.

Note: Entire turns in which Khonsu maintains this form will not count towards the turns he can stay on the field.


Approved: a few edits are annotated in pink.

 
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Xicer

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(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. □

(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. □
(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 the area beneath the opponent, deceiving them into thinking that the jutsu is emerging beneath them. 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 2 turns
Note: Can be used 3 times.
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

□ Approved. Edits made. □

(Doton: Kyojiiiiiins!) Earth Style: Titaaaaans!
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A (80 per melee)
Description: The users focuses their chakra into the ground by forming a series of 3 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 deliver 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 twice per battle
Note: Lasts 2 turns or until destroyed
Note: Can only be used by primary earth specialists
Note: Can only be taught by Xicer

□ Approved. Edits made. □
 
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Deviation

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(Magen: Todomeki) - Demonic Illusion: Hundred-eyes Demon
Type: Supplementary/Offensive
Rank: B-A
Range: Short-Mid
Chakra: 20-30
Damage: 40-60
Description: Through eye contact, the user initiates a B-Rank illusion by extending his hand forward and performing a gesture suggesting the target to come towards him. The user will visually see and feel themselves slowly propel forward towards the user while still standing (imagine an escalator that travels forward instead of up or down). As the user begins to travel towards the user (in the illusion) his body will begin to feel stiff, becoming paralyzed by the time he reaches his destination. The user then takes on the form of a Hundred-eyes Demon which then begins to lunge its claw into the target, piercing their stomach, and proceeding to remove their intestines. In reality, the user will just be standing there in his original position, eventually becoming unable to move if the illusion is not broken. Sharingan users are able to additionally add this effect through their sharingan, making it an A-Rank Illusion: "The act itself eventually becomes too much for the opponent and he collapses from the mental strain, knocking him out for a full turn afterwards." Genjutsu specialists however can resist the mental strain, avoiding being knocked out but still suffering the damage caused from the illusion.
Note: No other Genjutsu in the same turn
Note: Unable to perform Genjutsu A-Rank and above for the next turn
Note: Knocking out an opponent requires completion of Sharingan Genjutsu training
Note: Can only be used two times per battle/event

Declined - similar to existng thing, gen that mention sharingan aren't allowed ect...

(Ninjutsu: Shinbura Suto ) - Ninja Technique: Mind Blast
Type: Supplementary/Defensive/Offensive
Rank: B (A-Rank if used with a Primary Element)
Range: Short
Chakra: 20 (30 if used with a Primary Element)
Damage: 40 (60 if used with a Primary Element)
Description: Through many years of intense training, the user has mastered the use of his chakra, able to effectively wield it with great accuracy and potency. By tapping into their chakra reserves and releasing it from their body much like Nagashi, the user expels a precise yet very dense amount of chakra that pushes away anything within its short vicinity. While the expulsion is very short-lived burst, the force itself is strong enough to push away several opponents as well as projectiles of the same rank (B-Rank for chakra usage or A-Rank for Elemental Usage - within reason). Tapping into the user's main affinity, the user can elect to combat most techniques by instead releasing that element however the user must use reason and remember that it is simply a strong burst of energy given by that element rather than a drawn out one (i.e. using against a wave of water would be futile as after the burst the water will still continue to attack you).
Note: Can only be used three times per battle/event regardless of rank used
Note: Elemental substitution can only be used from the user's Primary Specialty and becomes A-Rank

Declined - alot of stuff like this has been tried and one before
 
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Penguin

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Ninjutsu: Furībādo - Ninja Art: Free Bird
Type: Supplementary
Rank: B
Range: N/A
Chakra: (+20)
Damage: N/A (-20)
Description: Once the Mand'alor mastered ninjutsu, he created a supplementary and passive technique when his hands were restrained or incapacitated, disallowing him the usage of hand seals. The reason hand seals are used in ninjutsu is due to how they help regulate chakra flow, aiding the user into sacrificing the correct amount of chakra into a technique without fail. This is further shown by primary specialists of an element, knowing it inside and out, allowing them to only need the usage of one hand seal to perform that element's jutsu. Ninjutsu: Furībādo - Ninja Art: Free Bird is the Mand'alor's invention, allowing him to bypass the needs for using hand seals for his primary specialty (instead using full body release methods) at the cost of the techniques draining another twenty extra chakra points out of the user's chakra pool as well as weakening their own techniques by twenty damage points. The user may only use this ability for his primary elemental specialty if he has had that elemental specialty for over two years or more, otherwise they wouldn't know the element enough to perform this feat. The reason the techniques cost twenty extra chakra is due to the fact that no hand seals are being used, and the user would waste chakra without their aid in regulation, as well as weakening the technique in question substantially. Being passive, it does need to be posted every time the user wishes to perform his elemental specialties' techniques this way.

Note: Can only be taught by Penguin
Note: Must have had elemental specialty on the bio for over two consecutive years

Decline - DNR
 
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