Custom Jutsu Submission - III

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Alyx

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(Suiton: Majikku Shirindā ) Water Release: Magical Cylinder
Type: Defensive | Offensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: N/A (Dependant on Technique)
Description: The user will form a single hand seal and using chakra manipulation will create two cannons or in this case “magical cylinders”. These cannons at first seem harmless but using chakra the canon on the left will be manipulated having the opening intercept an enemy attack which the will remain in contact with the cannon and using the chakra absorbing properties of Water Release will drain an enemy technique that is in contact with the cannon which is done by the user creating a siphon from the cannon in order to gain contact and “drain” the chakra. Once this happens, the absorbed chakra will be channelled through a sort of path way that connects into the second right most cannon which will use the absorbed chakra as a source of power. This and combined with the pressure being built up inside, will then fire a powerful and highly sharp jet of water at the enemy. This process is done quick fast and using chakra manipulation the user can passively move the right cannons up to long range away in order to angle the attack or try to hit multiple enemies. The pressured jet of water is sharp enough to cut through stone easily. The power of the returned attack is one rank lower than the original technique. One unique trait about the cannons are being able to also "absorb" the properties of the enemy technique such as when absorbing a fire technique, the pressured stream of water would be scorching hot, absorbing lightning would add small shocking effects to it. This effect however can't be applied to CE or KG Elements. The cannons are created within short-mid range but fires back up to long ranged.

*Can be used two time per battle*
*No S-ranked Water in the next turn*
*Requires a one turn cool down before using again*

♪ Declined: Conceptually, this makes no sense. How would you tunnel fire or lightning through water? Same with some other elements like Blast or Sound or a solid element like earth? There has to be some sort of scale limit, as this won't absorb a gigantic boulder through the small entrance of a cannon. And then, where would it go afterwards? ♪

Resubmitting from here:

(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 (-10 per turn)
Damage: 80
Description: The user 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 (roughly 50 individual flora),but specifically around the target an initial coccon on hot ash would attempt to trap, crush and burn the target on the insidehowever it initially starts at a minimum of five meters away then spreads to the enemy. 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 having contact with individual segments of the forest(like a branch, tree flower etc) would cause it to burn , dealing 40 damage on physical contact due to the immense heat. The forest covers a mid range radius on creation, but can be denoted up to long ranged away, however in the case of a person countering it the wide spread explosion is weakened compared to the remaining power(I.e A rank water would weaken the flora, leaving only able to produce a weaker explosion).The flora is strong enough to lift a person with ease as well as interact physically with other objects.

*Can only be used twice per battle, lasting three turns. After deactivation, the user cant use Fire Release above A rank in following turn*

Resubbing:

♪ Declined: It's almost there, but now you're implying that each individual flora is B ranked and you're creating fifty. The explosive portion should simply just be removed, as individually each of these is less than E rank. ♪
 
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21 Savage

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Completed Bats Training -

∆ (Kōmori Geigei: Akuma no Konbājensu)
- Bat Arts: Demonic Convergence ∆

Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: The user forms a string of two
hand seals [Horse → Ram] summoning a
massive number of bats around the
opponent from every direction forming
somewhat a whirling formation as they are circling around the opponent forming the shape of a pseudo-tornado made of dark bats, because of the massive number of bats the opponent's vision is completely blinded from seeing the user or anything around him in a range, and upon the user's commands via chakra, all of the bats change their course and fly towards the opponent from all directions biting him and cutting his skin as well as feasting on his flesh with their sharp teeth.
∆ Can only be used 5 times per battle.
∆ Must have signed the Cannon Bat contract.


Declined: frankly, this submission seems to be far too similar to the canon technique entitled "Pack of Bats". Regardless of an increased number of summoned bats and an increased range, the general intent between the two techniques is, fundamentally, one and the same. Overall, it would be more reasonable to simply edit the preexisting canon technique, which is entirely doable during an update to the canon contracts and a task I'll personally endeavor to do, soon enough.


∆ (Kōmori Geigei: Chikyū ondan-ka) - Bat Arts: Global Warming ∆
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: This is a ninjutsu technique in which the user infuses normal sized bats with a large amount of chakra, creating a large deal of pressure in the bat's body formed by the compression of chakra into their body, causing the bats to explode with each forming an explosion that has the same power and range of four explosive tag, though the range and magnitude of the explosion depends on the bat(s) used. This technique can be used to infuse small sized/normal sized bats and causing them to explode and can also be used to cause large sized bats to explode, all based on the user's discretion. Although for this to work the targeted bats that are going to be infused with this chakra must be already present on the field, and must be summoned by the user of this technique.
∆ Can only be used 4 times per battle.
∆ Must have signed the Cannon Bat contract.


Declined: not particularly keen on kamikaze-type contract Ninjutsu, and there is potential ambiguity in regards to how the bats are infused with chakra and how many can be affected per usage of this submitted CJ. Furthermore, explosions are traditionally restricted to Blast Release techniques, and likely a small amount of Fire Release techniques. If the intent is merely to convert a number of bats, each equivalent to a minimum of four explosive tags and similar to the quantity stated in either the post above or the post below, then please do not resubmit. Instead, it would be more reasonable to have a limited number of bats drop explosive tag balls or something along the same lines.


∆ (Kōmori Geigei: Battoshigunaru kōka)
Bat Arts: The Bat Signal Effect ∆

Rank: S
Type: Offensive
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: This is an advanced technique of the Bats that is said to bring great wrath upon the opponent. The user performs the Tiger, Dog and Snake hand seals, He will then clasp his hands together, releasing his chakra. Once this is done, the clouds above the target darkens and the technique starts to take shape. A hole will be created in the the sky and from within the hole, a beam of strong bright blinding light is shone upon the target with an image of a giant black bat that falls on the target making him the point of focus. A thousand bats will emerge from this hole in a violent manner, using wind currents to their cause, as they rotate around the opponent, the sight is a tornado of bats, with the opponent in the middle. The Bats will then charge onto the opponent, ripping his flesh, feeding on his flesh and blood. The jutsu must be casted mid/long range from the user, this way, the user himself escapes the wrath, the brutality of this technique.
∆ Can only be used once per battle.
∆ Must have signed the Cannon Bat contract.


Declined: a thousand bats is way too many, especially in consideration of the Bat Arts: Global Warming submission.

 
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KeotsuEclipse

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(Hato-ka Kuchiyose:Aguriasu Ōkusu) Columbidae Summon: Agrias Oaks
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Agrias is the guardian of the Columbidae Contarct. In her dove form, she appears as a regular size dove with yellow plumage. Her only ability in this form is that she can be summoned through use of a piece of special reed grass that grows only in Eden, the realm where the Columbidae reside – using this grass allows her to be summoned at a regular chakra cost, but bypasses summoning ninjutsu, by using chakra to activate the glyphs found inscribed upon the wheat when a tune is blown on it; in essence, Agrias is summoning herself to the Summoner, but using their chakra for the job. As a Human, Agrias is a stunning young woman of 20 years old with long, golden hair that comes down to her hips and amber eyes; she keeps her hair tied back in one large braid, though. She wears a navy trench cloak and a pair of leather breaches, boots, and gauntlets, as well as wearing a steel breastplate, and her personal sword, Save the Queen; she also speaks with a slightly Old-English dialect. In human form, she is capable of using any Kenjutsu and Taijutsu that the summoner can use. As a human, she also gains access to a personal Kenjutsu technique known as “Divine Ruination”, an S-rank technique that fires a helix-shaped shockwave at the enemy (described below).
*Save the Queen can only wielded by Agrias and Columbidae Contract signers; the sword itself is indestructible, but has no special powers.
*Though Agrias has her own Health and Chakra pools, her moves still count towards the summoner’s 3 moves per turn.
*Divine Ruination is a double helix (DNA) shaped, blue shockwave that causes a cross-shaped explosion to occur on impact. When used by Agrias, it is treated as a justu with S-rank power and chakra cost. It reaches up to Mid-range before disappearing and can only be used 3 times.
*Transforming to/from Avian/Human form costs 30 chakra to Agrias and counts as a move and she is always summoned in Avian form.
*Can only be summoned once and lasts for 4 turns.
*Agrias in Human form:
You must be registered for see images
[/SPOILER]

(Hato-ka Kuchiyose: Ushiwaka) Columbidae Summon: Ushiwaka
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: 0
Description: Ushiwaka, or Waka for short, is Keotu’s personal summon. An average sized Dove with golden plumage, Waka is a Columbidae that is more oriented towards Kenjutsu, and has a minor wind element, capable of creating wind gusts equal in strength to Fuuton: Reppoushou. Waka is summoned with a flute in his talons, which is actually the mystical sword Pillowtalk. Pillowtalk sprouts a green blade of chakra from one end of the flute once chakra is directed through it. Pillowtalk has the standard slicing capability of a regular Katana, but when someone is hit by the blade of Pillowtalk, in addition to causing a wound, it also makes the opponent sleepy, an effect that worsens with each consecutive hit – no person has every stayed awake through more than five hits by Pillowtalk, regardless of what they’re doing. When Waka transforms into a human, he is shown with long golden hair, and in a pink kimono along with a purple Sashinuki-hakama, along with a hat that has the motif of a hawk with a long cloak that hides his hair, and tends to pepper his speech with French phrases. He is extremely talented in Kenjutsu, able to use any of the summoner’s “non-elemental” or wind element Kenjutsu moves at an equal cost, and has the ability to use his wind powers to allow himself to stay in the air, giving him the ability to “fly” (in actuality, he creates an updraft that allows him to hover, and can change the able to glide around). While in his dove form, he is extremely quick and agile, making him a difficult target.
*Waka has a strong bond with Keotsu, and thus he stays on the field indefinitely when he summon him. When anyone else summons him, he remains on the field for 4 turns, though he can leave Pillowtalk behind for the user to use, until they dismiss the blade.
*Waka’s Wind Gust in Dove form is equivalent to C-Rank, but only require 10 Chakra, due to its not damaging nature.
*Pillowtalk can only be wielded by Columbidae contract signers.
*Transforming to/from Dove/Human form takes 10 chakra and counts against one of that turns moves.
The ONLY thing I'm attempting to change here is switching my Personal Summon from Waka to Agrias. That and Waka's image link is broken so I replaced it with a new one.

(Hato-ka Kuchiyose: Ushiwaka) Columbidae Summon: Ushiwaka
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: 0
Description: Ushiwaka, or Waka for short, is an average sized Dove with golden plumage, Waka is a Columbidae that is more oriented towards Kenjutsu, and has a minor wind element, capable of creating wind gusts equal in strength to Fuuton: Reppoushou. Waka is summoned with a flute in his talons, which is actually the mystical sword Pillowtalk. Pillowtalk sprouts a green blade of chakra from one end of the flute once chakra is directed through it. Pillowtalk has the standard slicing capability of a regular Katana, but when someone is hit by the blade of Pillowtalk, in addition to causing a wound, it also makes the opponent sleepy, an effect that worsens with each consecutive hit – no person has every stayed awake through more than five hits by Pillowtalk, regardless of what they’re doing. When Waka transforms into a human, he is shown with long golden hair, and in a pink kimono along with a purple Sashinuki-hakama, along with a hat that has the motif of a hawk with a long cloak that hides his hair, and tends to pepper his speech with French phrases. He is extremely talented in Kenjutsu, able to use any of the summoner’s “non-elemental” or wind element Kenjutsu moves at an equal cost, and has the ability to use his wind powers to allow himself to stay in the air, giving him the ability to “fly” (in actuality, he creates an updraft that allows him to hover, and can change the able to glide around). While in his dove form, he is extremely quick and agile, making him a difficult target.
*Waka remains on the field for 4 turns, though he can leave Pillowtalk behind for the user to use, until they dismiss the blade.
*Waka’s Wind Gust in Dove form is equivalent to C-Rank, but only require 10 Chakra, due to its not damaging nature.
*Pillowtalk can only be wielded by Columbidae contract signers.
*Transforming to/from Dove/Human form takes 10 chakra and counts against one of that turns moves.
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(Hato-ka Kuchiyose:Aguriasu Ōkusu) Columbidae Summon: Agrias Oaks
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Agrias is the guardian of the Columbidae Contarct, and Keotsu's personal summon. In her dove form, she appears as a regular size dove with yellow plumage. Her only ability in this form is that she can be summoned through use of a piece of special reed grass that grows only in Eden, the realm where the Columbidae reside – using this grass allows her to be summoned at a regular chakra cost, but bypasses summoning ninjutsu, by using chakra to activate the glyphs found inscribed upon the wheat when a tune is blown on it; in essence, Agrias is summoning herself to the Summoner, but using their chakra for the job. As a Human, Agrias is a stunning young woman of 20 years old with long, golden hair that comes down to her hips and amber eyes; she keeps her hair tied back in one large braid, though. She wears a navy trench cloak and a pair of leather breaches, boots, and gauntlets, as well as wearing a steel breastplate, and her personal sword, Save the Queen; she also speaks with a slightly Old-English dialect. In human form, she is capable of using any Kenjutsu and Taijutsu that the summoner can use. As a human, she also gains access to a personal Kenjutsu technique known as “Divine Ruination”, an S-rank technique that fires a helix-shaped shockwave at the enemy (described below).
*Save the Queen can only wielded by Agrias and Columbidae Contract signers; the sword itself is indestructible, but has no special powers.
*Though Agrias has her own Health and Chakra pools, her moves still count towards the summoner’s 3 moves per turn.
*Divine Ruination is a double helix (DNA) shaped, blue shockwave that causes a cross-shaped explosion to occur on impact. When used by Agrias, it is treated as a justu with S-rank power and chakra cost. It reaches up to Mid-range before disappearing and can only be used 3 times.
*Transforming to/from Avian/Human form costs 30 chakra to Agrias and counts as a move and she is always summoned in Avian form.
*As Keotsu's personal summon she remains on the field indefinitely when summoned to him. When summoned to others, she remains on the field for four turns.
*Agrias in Human form:
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All Pending
Leaving for NK

 
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RuckenTM

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(Kemuri: Shi no kōkei) — Smoke Art: Death Sight
Type: Supplementary
Rank: D
Range: Short - Long
Chakra cost: 10 (-5 chakra per turn)
Damage points: N/A
Description: Throughout an already existing mist/fog of smoke surrounding the user or in their senses, they'll channel their chakra to their eyes, partially having their eyes turn into a smoke-like void mist (still capable of allowing their opponents to see superficially, their eye's form of existence). This enables them to visually see their surroundings within the smoke field (via the smoke surrounding them or within senses) and navigate through the smoke haze without hindrance.

♪ Declined: This makes little sense, why does turning your eyes into smoke allow you to see better? ♪

Biography w/ Permission: [ ]
 
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Edward

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Resubmitting all of these !!

(Taijutsu: Fudō fōsu) - Taijutsu: Immovable Force
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-5
Damage: N/A (-20)
Description: Static Friction is the friction between a person and the surface that keeps one from moving or being in motion. The user of this technique will apply chakra in the soles of their feet and in the surface on which they are standing on and alter the properties of both in such a way that the static friction between them will increase exponentially. This means that the necessary amount of force needed to actually put the user in motion, or the force the opponent needs to exert to push the user in motion will be much greater. Thus, opponent's close combat techniques will deal less damage as more power and force is needed to exert effects because of the increased static friction. This technique makes it harder in general to make the user move from force, wind, quakes, or other means and allows them to better stay put on the ground.
Notes & Restrictions:
- Lasts 4 turns; Can be used 3 times.

Declined - you need to explain it a bit better, i mean you could try and compare it to the tree climing technique as that is basically a jutsu used to increase friction through chakra to allow you to climb a tree... but also you wouldn't move but the damage would hurt you more in some cases. If it throw a boulder at you, you'd normally get knocked back with it, ok that would hurt, but if you're locked in place i could snap your ankles.

(Hyoton: Lissandra no hogo) - Ice Release: Protection of Lissandra
Type: Supplementary / Defensive
Rank: B / S
Range: Short
Chakra: 20 (+20) (-5 per turn)
Damage: N/A
Description: An Ice user will channel ice chakra throughout their lower body in order to cause multiple ice segments to rise up, encasing their lower body with segments of continuously moving ice. These segments of ice replace the user's leg as a vehicle for movement because the segments of ice will move within itself to move the user for him. Whilst in this form, the user will be able to move x1.5 faster in normal terrains and x2 faster in water and ice surfaces because ice and water is the main components of ice, which would allow the segments of ice to form quicker and move faster. These segments of ice also feed off the users chakra, being able to sustain itself. It also has defensive capabilities. Upon the user's command, the segments of ice could almost instantly rise up and encase the user in a powerful and thick layer of S-ranked ice, acting as a protective vessel that can be performed in a timely manner. Activating this technique will require an addition of 20 chakra expended, since 20 was used to create the initial technique. The beauty of this technique is that in its defensive form, it is one of the faster defensive techniques because half of it is already formed in the beginning. Similarly, if needed the user can stop feeding it chakra anytime, which would immediately free the user and crumble.
Notes & Restrictions:
- Lasts 3 turns; Usable 3 times
- No Forbidden Rank ice techniques will this technique is active

Declined - as ninja you can run pretty damn fast anyway, now while controlling the ice in this way, it would take alot of control almost like controlling a water wave. Now if you increase your speed by x1.5 or x2 you'd be like when lee drops his weights, moving at speeds where it looks like you disappear, controlling a wave of ice that moves that fast just isn't possible no matter whiich way you look at it.

Visual component:
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Changed this to a strengthening ability rather than weakening; also better described the mechanics behind the increased damage

(Taijutsu: Fudō fōsu) - Taijutsu: Immovable Force
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-5 chakra per turn)
Damage: N/A (+1 rank to basic tai and phyical attacks)
Description: Static Friction is the friction between a person and the surface that keeps one from moving or being in motion. The user of this technique will apply chakra in the soles of their feet and in the surface on which they are standing on and alter the properties of both in such a way that the static friction between them will increase exponentially and will go beyond normal maximum static friction - similar to the tree climbing ability that allows the user to use chakra in order to stand on a surface where they would otherwise fall. This means that the necessary amount of force needed to actually put the user in motion, or the force the opponent needs to exert to push the user in motion will be much greater. The user of this technique will be able to exert more force, and thus damage, on an opponent with lesser static friction. This is because the force of our punch heavily relies on how deeply we plant our feet on the ground; the more friction we have with the ground, the more force we are able to exert, and the more easily we can overpower an enemy. (In tug of war, it's not the "strongest" team that wins, it's the one with the largest friction between the ground and their feet. If you were to decrease the friction between the ground and a person by, say, spraying water on their feet, they would easily be overpowered by the opposite team because their feet are not as planted on the ground). This technique makes it harder in general to make the user move from force, wind, quakes, or other means and allows them to better stay put on the ground, and thus, deal more physical damage to an enemy..
Notes & Restrictions:
- Only works on the user when they are on a solid suface
- Lasts 1 turn; Can be used 4 times.

Approved but made edits - it will only work for the turn you use it and while you're on a solid surface

Nerfed the speed

(Hyoton: Lissandra no hogo) - Ice Release: Protection of Lissandra
Type: Supplementary / Defensive
Rank: B / S
Range: Short (Mid)
Chakra: 20 (+20) (-5 per turn)
Damage: N/A
Description: An Ice user will channel ice chakra throughout their lower body in order to cause multiple ice segments to rise up, encasing their lower body with segments of continuously moving ice. These segments of ice replace the user's leg as a vehicle for movement because the segments of ice will move within itself to move the user for him, at the user's base speed. The user , while in this form, could choose to use their ice chakra to create paths of ice in front of him, allowing the segments of ice to travel x1.5 faster than their base speed because the contact between the ice and ice would allow it to not only glide smoother, but recreate the segments of ice quicker. This would make it so that even though the increased speed would make the user faster, the enemy would be aware of where the user wishes to travel to, giving them some time to react. These segments of ice also feed off the users chakra, being able to sustain itself. It's abilities are split between an offensive and defensive ability. Upon the user's command, the segments of ice could almost instantly rise up and encase the user in a powerful and thick layer of S-ranked ice, acting as a protective vessel that can be performed in a timely manner. Activating this technique will require an addition of 20 chakra expended, since 20 was used to create the initial technique. The offensive use of this technique is likewise activated through a mental command. Upon doing so, the segments of ice would explode outwards into large shards of ice capable of impaling multiple opponents up to mid-range. This also requires an additional 20 chakra expenditure and it can deal an S-rank damage. If needed the user can stop feeding it chakra anytime, which would immediately free the user and crumble.
Notes & Restrictions:
- Lasts 3 turns; Usable 2 times (or until its abilities are used)
- No Forbidden Rank ice techniques will this technique is active
- Using either the defensive or offensive ability of this technique deactivates the technique after usage.

Visual component:
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Declined now the premise is fine but the rank variation is too much. Pick a single rank and adjust the restrictions accordingly

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

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

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

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

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

Approved - made edits.
Made edits.

(Ninjtsu: Shūkai) - Ninjutsu: The Gathering
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (+5 per turn)
Damage: N/A
Description: The user sends a specific nature of chakra towards a targeted area, condensing it into a visible and non-harmful orb of chakra of that nature. Their chakra will passively draw in particles in the air including but not limited to mist, sand, poison, or other elements. The user's chakra essentially acts as a focal point for which foreign and their own chakra will be drawn to. The element and particles drawn into it must be the same as the chakra used. For instance, one can send their earth chakra towards an area and attract dust from the ground and smaller earth sediments, but cannot use earth chakra to draw in water particles. When used, all the targeted material will be attracted towards the focal point, the orb, with a 5 meter radius where all the particles would be condensed in that area, unable to spread throughout the terrain as it would normally. This technique is effective in hindering the enemy's vision for a certain amount of time or evading threatening substances in the air. The user can only use one elemental nature for this technique (they cannot make a focal point of both earth / water nature to draw in dust and mist, it must only be one elemental nature that is drawn in.)
Notes:
- Usable 4 times
- The user must have the chakra nature of the particle/element they wish to draw in
- only works on B ranks and below

Approved made eidts

Bolded visible barrier // Changed it to 3 turns-2 usages, combined the 4th turn effect into the 3rd turn one.

(Fuinjutsu/Hyoton: Jikan uchi ni tōketsu) Fuuinjutsu/Ice Release: Frozen in Time
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 (+10 per turn)
Damage: N/A (60)
Description: The user will place a seal with a Kanji of "Frozen" on any surface. The seal will activate with the performance of the Tiger, Snake, and Boar Handseal. Once the hand seal is performed, the seal will open and ice chakra will spread around the user's vicinity - 10 meters in radius around the user - and create a visible barrier of Ice chakra. This ice chakra released will immediately freeze any shrubbery, grass, and wildlife as it crumbles into nothingness with even the slightest force, such as stepping on them. The ice chakra will continuously be released in large quantities, making the air much denser and much, much colder. This technique is capable of freezing in place any tangible objects within range almost instantly as it passes through the barrier. For instance, if a kunai were to be thrown towards the user, the kunai would be frozen and the added weight of the ice would cause it to fall before even getting close to the user. This technique forms a layer of solid ice around solid techniques, causing it to almost instantly crash to the ground and breaking into millions of pieces (so long as it follows elemental strengths and weaknesses). Anyone who enters this barrier will gradually freeze. If a non-ice user stays within the perimeters for one turn, they will experience chills and numbness in the skin. This isn't anything drastic but it does hinder close combat performance slightly. If a non ice user stays within the barrier for two turns, ice would begin to form around their clothes and body, causing them to become heavier and slower, which decreases their speed by one level - a restraint that wears off two turns after leaving the barrier or if significant heat is channeled throughout their entire body. If a non Ice user stays within the barrier for three turns, the powerful ice chakra will freeze them in place; ice will form around their limbs and they will be unable to move as more and more ice forms around their body. The extremely low temperature levels and the ice that surrounds their body will cause extensive frostbites to the extremities, rendering them useless.
Notes & Restrictions:
- Lasts 3 turns, Usable 2x
- The barrier is not physical: one can still enter or exit
- No Fuinjutsu for the same or next turn

Declined - reduce to short range <<

♪ Leaving all for Pervy ♪
 
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Klad

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(Meiton: Izou no Gaki) – Dark Release: Legacy of the Ghoul
Type: Defensive/Offensive
Rank: S
Range: Short (Long-range when released as an attack)
Chakra Cost: 40
Damage Points: N/A (80)
Description: The user will focus their meiton chakra into the mark on their palm to release a single or several orbs of dark chakra. The violet sphere(s) will orbit their creator and follow his or her movements exactly, making them more useful than a simple static defense. The purple orbs can absorb any number of energy-based techniques (that are weak to dark) up to their rank but their real utility lies in their capability to be combined and/or reshaped. If multiple orbs are created, they can be merged to combine their collective power (combining two B-Rank orbs would make a single A-Rank one). They can be fused and separated at will, this being a passive maneuver. In the same way, they can be reshaped to take on any form or structure such as elongated lances or expanded into a hemispherical dome that surrounds the user. In terms of size they each can shrink to the proportions of a kunai or expand up to short-range in diameter. After absorbing at least a single technique, the dark spheres can be converted into purple flames and sent towards the opponent. For every absorption made by the orb(s), they gain +10 damage. For example, if a single orb was created and it managed to absorb two techniques before being converted into flames, it would gain an active damage boost of +20.

Note: Lasts four turns and can only be used twice per battle
Note: No S-Rank or above Dark techniques on the turn this is used

♪ Declined: This is pretty over powered, and I think a good start to balancing it would be to make the Orbs' action require a move. I.E - absorbing a jutsu would count as a move, releasing a jutsu would count as a move, turning into purple flames would count as a move, etc. ♪
 
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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) 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 can also be used to absorb qir bound roxins and send them bqck at the enemy.while it can absorb air bound things such as mist the user cqn choose not to have these things.

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


Resubing

(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. ( with a thickness max of the size of a quarter qnd seven feet in length ) 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 or manipulate the tip to a point to be used for kenjutsu. The rod being tangible can hold small items inside for example a explosive tag or senbon.


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 Asriel

♪ Approved, just remember that each rod isn't C ranked. ♪

(Senshi no seinaru yoroi )Armor Of The Crusador
Type: Weapon / Armor
Rank: S Rank
Range: N/A
Chakra:( 40 to activate a Infusion 20 to use said infusions ability
Damage: 80/ n/a ?
Description: The armor of the crusador is a speciqo set of armor that uses its pieces as a medium to use special abilities.
~Basic Chakra~
The basic infusion the user will flow their normal chakra all across the armor providing protection to c rank elemental ninjutsu and taijutsu except raiton and doton and B rank kenjutsu.
~Raiton Infusion~
Channeling Raiton into the armor small sparks of electrons will begin to spark raround him and a very thin layer of raiton will form around the armor. This provides B Rank Raiton protection and the user can either one release a omni direction blast of raiton from the armor of a rank which mqy be used twice before the armor wears off , two Condense all of the raiton into the guantlets to " taze" the target similqr to nagashi releasing the armor , or three surge all of raiton chakra through their body of S Rank immeditly dissmissing the armor this can either one cuase a fatal shock to a opponent if they are in touching range of the user or two release genjutsu.

~ Fire Infusion ~
The user will charge katon through the armor creating a sheet of flames across the armor burning anyone who tries to touch it. This has two primary uses one the user can charge all the katon into their hand similar to raiton: chidori except not as condensed its loosley condensed allowing the user to relase it in a traveling arc wave wimilqr to the crimson slwsh from kenjutsu. This can be used twice before dispersing the chakra. Or the user can charge the fire into their legs qllowing them to "propel" their leg into a enemy cuasing bith blunt force truama and severe burns.

~Earth Infusion~
After charging chakra into the armor the earth will begin to be "absorbed" into the armor quite literly turning it into earth partly.This allows the user to cut through earth upto B Rank like butter so to speak so you could glide across the ground or cut through a piece of earth with your hand.

~Wind Infusion~
Running their futton chqkra across the armor wind will rotate around it at B rank similar to a hurricane cutting through things that come in contact with the armor.
The user can also release blasts of wind from anywhere from the armor this can either be used as a attack / defensive blast or can be used to propel the user in a direction.this cqn only be used three times before dispersing the armor.

~Water Infusion~
After charging chakra into a nearby water source the wqter will plate across the armor .
This can one release water spikes from the armor or two stream water like a fire hose blasting bqck whatever it touches.

Restrictions
Note a infusion will only last three turns
Note while in a elemental infusion the user can only use that element
Note only three infusions can be used per battle with a two turn cooldown
Note the armor can shift into a small silver cross necklace although this cannot be used in battle
Note Both a infusion and its respective moves count as moves


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Sorry for the bad grammar had to type this on phone

♪ Declined: Similar to existing CWs. Also, just some advice - all of this is achievable with normal elemental ninjutsu, CWs are meant to be unqiue, so are you sure you want this? ♪
 
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McRazor

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Fuuinjutsu: Mizu no tōketsu u~ebu | Sealing Arts: Frozen Web of Water
Type: Offensive/Supplementary/Defensive
Rank: A Rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: A sealing technique that is deployed after using an ice technique by performing an additional handseal. When deployed, the sealing technique appears to be a frozen web that is shot out of the users hands and it envelopes the previously used ice technique. The web is in fact composed of delicate sealing formulae that use different combinations of kanji to empower said technique. The activation parameter of the ice web is the original ice technique being in immediate vicinity of a fire technique. Once the fire technique enters the immediate vicinity, the seal activates and releases a large amount of water chakra at the incoming fire technique. This seal can only be used twice, and after using this technique, the user can't perform sealing and ice techniques above A rank in the next turn. Once deployed, the seal can only affect an ice technique up to mid range and up to A rank. The released chakra has the power of an A rank technique.
Note: Can only be taught by McRazor

Declined - You just have a seal that releases water, only thing different to existing jutsu to make this unique is that it works specifically on ice. You should make a jutsu that turns the outer layer of ice to water to counter fire this way instead.

Fuuinjutsu: Kaze no reitō u~ebu | Sealing Arts: Frozen Web of Wind
Type: Offensive/Supplementary/Defensive
Rank: A Rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: A sealing technique that is deployed after using an ice technique by performing an additional handseal. When deployed, the sealing technique appears to be a frozen web that is shot out of the users hands and it envelopes the previously used ice technique. The web is in fact composed of delicate sealing formulae that use different combinations of kanji to empower said technique. The activation parameter of the ice web is the original ice technique being in immediate vicinity of a lightning technique. Once the lightning technique enters the immediate vicinity, the seal activates and releases a large amount of wind chakra at the incoming lightning technique. This seal can only be used twice, and after using this technique, the user can't perform sealing and ice techniques above A rank in the next turn. Once deployed, the seal can only affect an ice technique up to mid range and up to A rank. The released chakra has the power of an A rank technique
Note: Can only be taught by McRazor

Declined - same as above but make it so the cold wind of ice coats it if you decide to remake it.

Hyouton: Heimeina Sunōfurēku | Ice Release: Transpicuous Snowflakes
Type: Offensive/Supplementary/Defensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: A technique of high caliber that exceeds the regular manipulation abilities of snow. Using this versatile technique, the user can achieve much more. Other than regular manipulation and creation of various tools and objects, the user can use his knowledge of the advanced element to manipulate the snow further. By adding additional ice chakra to each snowflake, the user can sharpen their molecular crystals to the point where they can do serious damage on a microscopic level. The crystallized snowflakes can be used offensively to deal microscopic cuts to the opponent when sent at him. Using the additional ice chakra, the user creates a very thin layer of solid ice on each snowflake. Due to the general size of each snowflake, this technique requires very high amounts of chakra control in order to be executed properly. Once the snowflakes are affected, they can be manipulated further and sent at the opponent. After using this technique, the user cant perform any other ice techniques above A rank in the same or next turn. This technique can only be used twice. Manipulation of snow can be done with hand gestures within short range and with a hand seal within mid range.

Declined - due to the ffects the drawbacks need to be more. But a brillaint idea
 
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ZK

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(Kuro Kishi) – Black Knight
Rank: S-Rank
Type: Offensive/Supplementary/Defensive
Range: Short-Long
Chakra cost: 40 (-20 to repair itself)
Damage points: N/A
Description: Standing at six feet, excluding the ornate horns that adorn its helmet, the Black Knight is a talking puppet forged exclusively of chakra metal. The puppet is composed of many individual pieces connected by chakra that together make up a complete suit of heavy black armor. The Black Knight is equipped with both a greatsword and a greatshield made of the same metal, but possesses only rudimentary offensive capabilities. Its shield is capable of withstanding B-rank damage without deteriorating, but it can only withstand two A-ranked or one S-ranked attack before being rendered effectively useless. To protect itself against attacks that it cannot withstand the puppet is able to freely control, even levitate, the individual pieces of its armor, an ability similar to that of Karasu. Most importantly, however, the Black Knight is able to repair its components by draining chakra from the user, though this ability costs a move and cannot be used if the puppet is destroyed.
-Can only be used with the Ōtsutsuki Puppet Technique.
-Can only be taught by ZK.
( )

Declined - clashes which jutsu that are steel release. It doesn't even seem like a puppet at this point just a cw, or like i say the existing steel jutsu but trying to bypass puppet limits by saying it all chakra metal
 
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Tsuki

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Update (old thread, cannot quote):
Note: Made it so their abilities and restrictions in weapon form becomes the same as my and summons. Also made it so they turn into two katanas instead of two nodachis.

(Rōdoran'nā Kuchiyose: Aaron to Ansonī) - Roadrunner Summon: Aaron and Anthony
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the lightning element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Aaron is the one who has practiced lightning the most and will only allow himself to perform S-Rank and A-Rank lightning techniques (won't use Forbidden, B, C and D ranks). As for Anthony, he didn't learn S-Rank lightning yet so he'll only allow himself to perform A-Rank and B-Rank lightning techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also has a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two katanas. The blade part of the katana is made of many assembled metallic feathers, making the blade have the same cutting capability of a real katana. While they are in the form of a katana, each one of them can only perform the same lightning technique each of them lastly performed. This means that the user and the roadrunners in katana form can each perform jutsus during the same time-frame as long as the process of performing said lightning techniques (by the roadrunners) has been done through movement of the katanas (ex: user would swing one or both katanas in a slashing motion or perform certain movements/swings in the air, allowing the roadrunners to release their techniques while the user also performing his own jutsu). Transforming into a katana counts as a move and due to the roadrunners being only able to do one single task while in staff form, the duration of their stay on the battlefield will be "frozen" as long as they remain katanas. They would by default attach themselves onto the user's back or be held by the user upon transformation.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn.
Note: Simultaneous release of techniques by both katana and the summoner will require a one-turn cooldown.


Approved: added a note.


Update (old thread, cannot quote):

(Futon: Hiretsuna Jetto) - Wind Release: Sneaky Jet
Type: Supplementary/Offensive
Rank: A
Range: Short-Long (made at short)
Chakra: 30 (+5 per turn if sustained)
Damage: N/A (60 if used offensively)
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user above the surface they're standing on, whether it's ground, water source, etc. The jet of wind is large enough for the user to stand on. This jet of wind is immediately upon creation controlled by the user to travel the trajectory they desire while they themselves are standing on it, allowing them to travel that same trajectory. They are capable of moving freely above a surface and even sending themselves to mid-air or maintaining their airborne position. The user can perform other techniques while riding the jet if it were to be sustained for multiple turns. Its traveling speed is astounding yet the user and the jet of wind can be seen and tracked with the naked eye. Traveling with such speed would allow the user to (upon creation of the jet) even evade large-scaled attacks such as "Earth Release: Mountain Smash" and the likes of it while also potentially approaching their opponent. Once done, the user leaves the jet and has two available options. Option 1: The user jumps off of the jet, leaving it to continue forward as it turns into a gale of slicing winds that leaves severe cuts on anything on its path. Option 2: The user redirects the chakra from the jet to coat the entirety of his body or a certain body part (such as fist/arm) to enhance their next close quarters combat attack. A notable attribute to this technique is that its formation is near instantaneous, which allows the user to evade close quarters combat attacks.

Note: Usable 3 times per battle
Note: Can be sustained for up to 3 turns
Note: Must wait 1 turn to re-use once the jutsu ends
Note: Once option 1 or option 2 is used, the jutsu ends

♪ Update Declined: The first option is fine as it is, Mountain Smash and similar techniques can be created to be extremely extremely large, it would make little sense for a jutsu like this to avoid them. The second option would clash with Nathan's Nine Arts Dragon CFS. ♪
 
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Venom

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[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
Removed the blocking of elemental Tai completely

[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 it's rank. 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 Taijutsu up to it's rank and A rank EIG taijutsu
May only be taught by Venom

♪ Declined: Clashes with an existing CFS. ♪

(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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Sonnelion

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Devil's Skin (Akuma No Kawa)
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a [+20 passively][+30 per ability]
Damage: N/a [+60 per ability][+10 to Kenjutsu]
Description: This armor set was commissioned by a mad cannibal emperor who was obsessed with the abilities of what he believed his God could do or would do to the unfaithful, ergo the appearance and name. The armor is composed of primarily dark colored chakra metals and steel mixed and tempered together making it practically indestructible. The few parts that aren't made of this metal combination is composed of layered leather and fur, for appearance reasons. It is skin tight allowing free range movement while also minimizing noise created when moving. The mask also has multiple filters making the user unaffected to pathogens and bright flashes of light. The armor has two active abilities and two passive which are:

Devil's Defense (Akuma No Bouei)
This is the passive ability of the armor which is the ability to sense when the user is under genjutsu, due to it being linked to the user as well as absorbing the user's chakra. It will alert the user by the gem at the user's hip glowing crimson in color. The second passive is the ability to block low ranking techniques, B-rank and below, once per turn. This is done by relying on the actual hardness of the armor and the chakra from the user to repair any damage it may have caused.Note: The user still will get knocked down if it carries enough physical force but doesn't take any damage.

Devil's Grasp (Akuma No Haaku)
This is one of the active abilities. It is when the user focuses chakra into the eight clawed whips hanging from the user's back to lengthen and control them to the user's exact will thus allowing a variety of movements such as dodging, absorbing the brunt of a physical attack, or simply grabbing the opponents limbs and crushing them. The claws at the end of the whips can be used to stab or slash a target and they can be traced with the naked eye. This ability can be used only 4 times and last for 3 turns before being put on cooldown for 2 turns.

Devil's Blade (Akuma No Ha)
This is the last active ability. It is when the user focuses more chakra into the armor to alter the appearance of the armor around the hands to create short, thin, and very sharp blades that can be infused with chakra for added cutting power. Kenjutsu can be used through these and receive a slight boost when doing so. This ability can be used 4 times and lasts for 3 turns before being put on cooldown for 2 turns.

Notes/Restrictions:
- Can only be taught and used by Sonnelion
- Using any of the active abilities counts as a turn
- The whips can only cover 12ft at most
- If the whips are used against energy based elemental they get destroyed if its B-rank or below
- All active abilities are equal to A-rank ninjutsu
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♪ Declined: Similar to existing CWs. The genjutsu detection ability won't be approved either. ♪

(Doton: Hatsuga Chikyuu) Earth Release: Sprouting Earth
Type: Offensive/ Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will perform two hand seals while focusing doton chakra into their palms before clapping their hands together. Once done the user will point their hands in the direction of their choosing before using the doton chakra to create earth in their palms in the form of basic spikes that they will then use to either launch a barrage of sharp spikes(8) at the opponent or have the spikes grow outwards at the opponent changing directions by having one spike sprout from the older one.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Requires 2 turn breaks between use
- Can only change direction 3 times before the spike pillar collapses
- The spikes sprout at the standard speed of Doton techniques

♪ Declined: This is really generic and clashes with existing CJs. ♪

(Suiton: Poseidon No Oobu) Water Release: Orbs of Poseidon
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 [+10 per turn active]
Damage: 80
Description: The user will perform a short spree of three hand seals (tiger-ram-sheep) before clapping their hands together sending out a wave of chakra into the atmosphere to gather the water from all nearby sources including the air. The water will gather into three large 1 meter in diameter orbs in the shape of a triangle around the user. Each orb is A-rank in power and can either block incoming projectiles or ninjutsu or attack by firing a part of itself at the target in the form of sharp needles[B-rank]. The user has complete control over these orbs position. The orbs regenerate as long as the user has the chakra needed.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Can only be used 2 times per battle
- Technique lasts for 3 turns before going on cooldown for 2 turns
- No katon can be used while this is active
- No S-rank Suiton in the same turn
- The orbs repair themselves at the end of the user's turn
- Projectiles from the orbs require 1 turn breaks between use
- If a orb is used to block a technique of equal power it cannot regenerate back and is lost for
the remainder of the technique
- They can be used as a water source but if the technique is A-rank or higher it destroys a orb

♪ Declined: Similar to existing techs. ♪
 
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Method

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Meiton: Kurai buki no sōzō| Dark Release: Creation of Dark Armoury
Type: Defensive | Offensive
Rank: S
Range: Short
Chakra: 40 (+10)
Damage: 80
Description: An advanced release ability that relies heavily on the defensive purpose against Energy based attacks. The user, after having absorbed an opposing chakra source expels chakra from their mark which spreads around the user until completely blanketing them. They continue to manipulate the chakra to change the appearance of the shroud to something similar to that of armour, including both a sword & shield. The design is purely cosmetic & can appear as the user desires as long as it stays within the realms of an armour based aspect. The armour carries an almost solid-like density to the point the user's body is barely visible beyond it, though this solid form allows for a greater defence. The user is somewhat immune to energy based attacks that come in contact with the armour, simply clashing against it as the density also blocks any effects created by the element itself(e.g burning from Fire or being shocked by Lightning), each time reducing in rank when hit with anything of equal rank or the equivalent of(e.g being hit by two A ranks within the same turn), strengths & weakness of Dark Release apply.
The shield serves for more than just the ability to block against attacks; it's location depends on that of the absorption mark, always formed aside it thus allowing the user to absorb incoming attacks through the shield itself which continues to transfer to the mark & stored within. Along the opposite side the sword carries more of a damaging property though not causing any physical harm, When attacking an opponent the user is able to swipe or stab them with the sword allowing it to drain chakra from the opponent's body. The amount of chakra removed is equal to the rank of this technique at the current time. This has no effect on solid based attacks whatsoever & vice versa, simply passing through the armour with no effort required. Alternatively the user is able to use the aura to blanket an actual sword, disguising it with dark chakra, leaving the opponent unaware of it's presence if gone unnoticed. This technique is sustained for two turns with an additional 10 chakra on the second turn & the user is able to perform other jutsu while active. Whenever using either the shield or swords ability, it requires one of the three moves per turn to do so.
- Can be used twice.
- Requires a period of 4 turns before using again.
- Cannot use Dark jutsu or A rank & above the next turn.
- Taught by Method

‡ Declined ‡ This is too confusing as it is. You need to simplify the description.



Meiton: Pāmu kokyū suru yō ni| Dark Release: As the Palm Breathes

Type: Supplementary
Rank: S
Range: Mid
Chakra:
40
Damage: -
Description: After having absorbed an opposing chakra source using the "Inhaling Maw" technique, the user releases a mist that casually spreads forth from the user's palms, travelling up to a mid range distance. The mist carries a very thick body, enough to push light objects back as it then envelopes them soon after. spreading out across the field, the mist is able to burn away any chakra source that opposes it, removing any incoming threat that comes in contact. Though this is not an immediate effect, as the technique enters the mist it gradually dissipates after having lost chakra to empower it. Opponents that enter the mist are not harmed by the effects of the mist but are not able to stay within it for long, the air is made thin making it extremely difficult to breath & the mist comes with a burning property that would slowly burn at the opponent's clothing & skin, both of which would begin as soon as they enter the mist but not cause any noticable damage unless they are kept within it for more than a single turn. Energy based techniques or any that release chakra from the opponent are near impossible to perform within the mist as the chakra would simply burn away. Solid based techniques are unhindered within the mist.
Keeping within the mist for more than a single turn causes the opponent to begin breathing in parts of the it which spreads into their body. This severely weakens both the opponent & their techniques as they attempt to perform, causing all techniques created there after to lower a single rank after having left the mist for no longer than two turns. The user is able to manipulate the mist so as to not make contact with them, only spreading around. They are also able to track the opponent's position within the mist if they are continuously releasing it from their palms, when no contact is made between the two, the user is unable to locate the opponent. The user's own chakra sources are not affected by the mist.
- The mist sits on the field for two turns.
- The user cannot perform any jutsu as the mist is being released
- The user is unable to perform Dark jutsu A rank & above for a single turn after this technique ends
- Taught by Method

‡ Declined ‡ On request.




Permission given by LA to resubmit technique deemed similar to his own.
Link of Technique -
Link to Permssion -

Meiton: Eien no kiga |Dark Release: An Eternal Hunger
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-30 chakra per turn to maintain)
Damage: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. Having done so, which ever palm has the diamond symbol is placed against the ground to release the chakra into it. A network of tunnels begin to form throughout the ground, spreading up to long range & covering a majority of the earth. After forming, the tunnels are active for as long as the user supplies it chakra, dispelling completely afterward. Whenever the opponent performs an Earth Release jutsu or a underground related technique, the tunnels absorb the chakra as it travels through the ground, completely disabling the technique from forming. Though Dark Release is weak against Earth Release, this technique absorbs the chakra on contact with the tunnels, before the technique is able to even develop. For this jutsu to stay active without an opposing chakra source to absorb, the user is required to supply chakra after the first turn. Any technique used that is A rank or above, is reduced by two ranks (Earth Release one rank). 30 Chakra is required each turn to keep it active. whenever the user desires, the user places his palm against the ground, absorbing half of the total chakra siphoned into the tunnels. The user is able to use the chakra to perform other Dark related techniques during or after the ban period lifts.
- No Dark Jutsu for two turns after this technique ends
- Can only be used twice.
- Taught by Method

Leaving for NK

‡ Approved ‡ Not bad. I'll allow it.

‡ Declined ‡ Turns out this clashes with LonelyAssassin's Leeching Network.
Meiton: Eien no kiga |Dark Release: An Eternal Hunger
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-15 chakra per turn to maintain)
Damage: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. Having done so, which ever palm has the diamond symbol is placed against the ground to release the chakra into it. A network of tunnels begin to form throughout the ground, spreading up to long range & covering a majority of the earth. After forming, the tunnels are active for as long as the user supplies it chakra, dispelling completely afterwards. Whenever the opponent performs an Earth Release jutsu or a underground related technique, the tunnels absorb the chakra as it travels through the ground, completely disabling the technique from forming. Though Dark Release is weak against Earth Release, this technique absorbs the chakra on contact with the tunnels, before the technique is able to even develop. For this jutsu to stay active without an opposing chakra source to absorb, the user is required to supply chakra after the first turn.
Any technique used that is A rank or above, is reduced by two ranks (Earth Release one rank). A minimum 15 Chakra is required each turn to keep it active. whenever the user desires, the user places his palm against the ground, absorbing half of the total chakra siphoned into the tunnels. The user is able to use the chakra to perform other Dark related techniques during or after the ban period lifts.
- No Dark Jutsu for two turns after this technique ends
- Can only be used twice.
- Taught by Method

Slacker pirate will check these

‡ Declined ‡ Right now it isn't clear what ranks of techniques this can absorb. Since this is A-Rank, I'll allow it to work on S-Rank and below elements weak to Dark. Also, a drop of "two ranks" is just pretty random. It also clashes with Leeching Network (which weakens techniques rather than absorbs them outright). Make the focus of your technique complete absorption and have no weakening effects on stronger techniques.
 
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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□
Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
Type: Offense
Rank: S
Range: Short-Mid
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, 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 what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts for two turns per usage
-While controlling the ants, the user is unable to use any other jutsu that requires chakra. Trying to do so would break the user's control off them

□ Approved. Edits made. □

♪ Leaving for L sama ♪

Katon/Fuinjutsu: Tsumetai Supaishī - Fire Style/Sealing Art: Spicy Cold
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This is a simple sealing barrier that is used in conjunction of the user's fire jutsu. With an additional 2 handseals to the handseals required for a fire technique, the user would create an invisible barrier around his fire techniques. The barrier would not react with any matter whatsoever as it's only work is to seal the spills of heat energy emanating from the fire technique without disrupting the corrosive nature of fire itself. The importance of this is simple, the user or anybody is able to stand close to the fire without being disturbed by the surrounding heat of the fire, although the fire would still burn normally when it comes in contact with matter or flesh.
-If the fire does not require any handseal, the user would only need to do 2 handseals for the sealing technique.
-Used in the same timeframe as the fire technique in question.
-4x per battle
-One turn inbetween usage.

♪ Approved: Note that the barrier does not add any defensive benefits to the fire or strengthen it in any way. ♪

Raiton: Nekususu - Lightning Style: Nexus
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40(-10 per turn)
Damage: N/A
Description: A simple and at the same time, complex ninjutsu whereas the user employs the idea behind "assimilate all creations". The user would by touching his own lightning creation, merge with it. By merging with it the user's skin become nothing more than electrical energy that the lightning technique is composed of. Depending on the nature of the lightning technique for example, focused, unfocused, electrostatic, electro-magnietic-pulse, the skin would transform to the said energy and the skin would carry the potency the lightning technique merged with had. The user can also merge with the opponent's lightning technique but only if one rank lower. Meaning the user can merge with A-rank and below lightning creation that is not his.
-Only the skin is transformed, the inner part of the user's body are still the same thus lightning is temporarily acting as the organic skin of the user when merged
-Usable 2x per battle
-Last until the user cancels or 4 turns
-The user is only able to use Lightning related techniques and other non elemental techniques while merged.
-2 turns inbetween usage.

♪ Declined: DNR, extremely OP and abusable. ♪
 
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(Raition:Howaito fesutibaru) Lightning Release: White Festival
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40(-10 per turn)
Damage: 80
With a two handseals, the user would erect a dome of lightning around him. The dome is formed 2meters away from the user while the user is in the epicenter. The lightning dome has special abilities which makes it responds chakra approaching it. The reason for the sensory is the presence of a 5 meter area of invisible harmless static electricity around the outside of the dome and as soon as a dense chakra enters the vicinity, the lightning dome would release a dynamic construct that charges on a linear path towards the incoming intrusion. If the intrusion is coming low, the dynamic construct released by the lightning also travels low, meaning if the intrusion comes towards the user moving slightly above the ground or moving on the ground, a bull can be released from the dome and charges towards the intrusion. Should the intrusion be moving way above the ground or coming from above the user, a flying animal can be released from the dome towards the intrusion. The constuct however, would only move on a linear path nd continue to move on that path until they meet an obstacle or out or range(>20m).
-Dome last for 4 turns
-Release of constructs counts as a move
-The user has no control on what's released from the dome as it only responds to chakra via its static vicinity. However, he spends chakra every turn to maintain the dome itself
-2x per battle with a 2 turn interval before it can be used again
-No Lightning jutsu above S-rank the turn this is used.

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


(Raiton:Nisshoku): Lightning Release: Eclipse

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

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

(Raition:Howaito fesutibaru) Lightning Release: White Festival

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

□ Approved. Edits made. □

(Raiton:Nisshoku): Lightning Release: Eclipse
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50(-30 per turn)
Damage: 90
Description: The user would weave 3 handsigns and create 4 large portals at least 5 meters from the opponent. The portals would be used to surround him except from below. This means a portal would be above, in front, behind, left and right. The user can place all the portals in an array above the opponent. From each portals, a large dragon entirely made of focused lightning would rain down towards the direction it is facing without the dexterity to divert from its path and would continue until it hits something able to stop it or is out of the terrain. The dragon is very large that it would hit and affect a 10m radius impact. The unique aspect of the portal is that it continues to rain down this type of dragon though with different colors until the time for the portal runs out or the portal is destroyed. Each portal would release a dragon per turn without the dragon loosing its power. For example, If the portals release 4 dragons this turn, the four dragons amount to a forbidden rank. The portal release another 4 dragons next turn and they'll also amount to a forbidden ranked attack.
-Portal last for 3 turns until the user stops it or destroyed
-Usable one time per battle
-The user's speed would be reduced by a rank for 2 turns due to over exerting the chakra
-The user suffers 30 damage.
-The user spends 30 chakra every turn its active
-The user can only use 2 moves per turn while its active.

□ Declined. You would not be able to use anything whilst this is active since it remains active, and it lasting for 3 turns is a no too since it is an F rank technique (missed this in the previous check z,z). □


♪ Leaving both for L ♪

Kenjutsu - Daburu kiki gurippu :Sword Arts: Double Handed Grip

Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A(+20 to kenjutsu)
Description: This a rather traditional method of sword fighting which revolves around using both hands to hold the hilt of the sword instead of the generic one handed grip. Because one is not holding a single sword with both arm, the power behind a swing, brace behind a block and the speed at which a sword is swung is now doubled. What gives a sword an edge over the other is not the blade itself but the one behind it, thus someone wielding a lighter sword is able to disarm or even break a heavier sword with the perfect amount of power and timing. By sacrificing the ability to use more than one sword at a time, the user is passively limiting himself to a single sword but on a broad view, increasing the power behind his own strike thus he gains a +20 to his kenjutsu or sword attacks.
-Passive though the user must use both hands to hold a single sword and he can't use two swords else, he looses access to the buff.
-Must be mentioned in bio or at the begining of the match

♪ Declined, DNR: Clashes with CP's Kendo technique. ♪
 
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(Ototon: Haipāboisu) Sound Release: Hyper Voice
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will infuse their chakra into any sound they produce, be it a scream, yell, finger snap, or otherwise, transforming the sound into a high energy, low frequency wave of destructive sound. The wave resonates through the air in a semi-concentrated form, its particular frequency allowing it to pass over solid structures and objects without being affected or affecting the object/structure. However, upon contact with non-solid objects and materials, such as water or energy, the damaging aspects of the Sound waves come into play, with the Sound resonating through such constructs rendering them unstable to the point of collapse, causing them to disperse. This makes the technique an excellent counter to liquid-based, gas-based, or energy-based attacks, within strengths and weaknesses. The one exception to the lack of real interaction with solid objects occurs in living creates. When the Sound passes over a human or animal, due to a significant portion of their bodies being consisted of water, the wave would cause damage by resonating through the water inside, causing severe damage to those struck.
Note: Can only be used three times per opponent and requires a two-turn cooldown between usages
Note: No other Sound technique can be used for the two turns after this technique is used

Declined - DNR - Op and unrealistic in the rp.

(Fuuinjutsu: Suigyū no Fujitsu Jun) Sealing Arts: Disloyal Order of Water Buffaloes
Type: Supplementary
Rank: A
Range: N/A(Depends on technique)
Chakra: 30
Damage: N/A
Description: The user, whilst performing another technique, will weave an additional handseal, creating around the technique a translucent, red barrier. The barrier remains attached around the technique, so long as the technique takes a physical form of some kind. The barrier lays dormant while surrounding the technique, only going into effect should the technique clash with an absorption jutsu in the form of a mark or seal. Upon clashing, the barrier will activate, lacing itself through the absorbing seal or mark, effectively "blocking" it from absorbing the user's technique. This allows the user's technique to continue unopposed, with the barrier acting as a substitute for it during absorption before disabling the absorbing mark or seal.
Note: Can only be used four times per battle
Note: Must have mastered basic Fuuinjutsu
Note: The barrier lasts for four turns maximum should it successfully lace itself through an absorption seal or mark. If no absorption seal or mark is used to oppose the user's jutsu, then the barrier will not go into effect.
Note: The barrier does not enhance the user's techniques in any way, with normal strengths and weaknesses applying

Declined - this isn't how barriers work, this has been tried before. Not only that but this barrier around a jutsu would need something to sustain it no just a chakra bubble with the wording of barrier. Now when it comes to absorbing, stuff like pain's absorbing or dark release break down the chakra of a technique reguardless of the nature, and take them in as a raw form of chakra, hence why dark release can absorb sage jutsu without turning to stone. So this bubble barrier thing of yours would be broken down in the same way and absorbed as chakra. Now lastly, even if you were able to create a fuuin formula that could block absorbing type seals, in the form of a barrier, you would need knowledge of that absorbing technique to understand the workings of it, ergo, to counter the seals on a dark user with fuuin you would need to be a dark user yourself. DNR

(Kami no Te) Hand of God
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Hand of God is a special object created long ago by a group of Sages who specialized in their Nature Energy-related abilities. The object was created through an extensive and complicated method by the Toad Sage of the group. First, he used the stone of one of the statues on Mt. Myboku to carve the object into the shape of a small amulet that appears as a human head with bull horns emerging from the top before being bound by wire. As he created the Hand of God, the Sage bound some of the oil of Mt. Myoboku into the amulet, followed by reinforcing it through infusing the stone with Nature Energy, rendering the Hand of God indestructible and allowing the essence of the oils that were infused into it to continue to exist even outside of Mt. Myoboku's atmosphere. This amulet was passed down from Sage to Sage, a reward to those who were deemed worthy enough for its power. Because of the oils infused into the amulet, the Hand of God naturally draws in Nature Energy from the user's surroundings that is then transferred into their bodies so long as the continue to wear the weapon. Due to the influx of Nature Energy, this causes the user's techniques to receive a minor boost in power(+10), as the Nature Energy that is pulled in is automatically infused into their chakra and therefore carries over to their techniques. Techniques that directly use Nature Energy, such as Sage Mode techniques, receive a boost of +20 to damage with the exclusion of S-rank and above techniques due to "extra" Nature Energy from the weapon being layered onto the Nature Energy that is present by default. The greatest benefit of the weapon however, is, due to the connection of Nature Energy it establishes with the user, the granting of a rudimentary enhancement of the user's awareness around them. Essentially, this allows the user to perceive the world around them like a Sage would, albeit not on the same level, as this extends only up to mid-range around the user and does not allow the user to identify specific objects like a person in Sage Mode would be able to.
Note: Can only be wielded by bios that are capable of handling the flow of Nature Energy, such as a Sage Mode user
Note: Hand of God cannot be used to enter Sage Mode nor bypass restrictions associated with Sage Mode
Note: While the Hand of God is indestructible, it being struck with an S-rank or above attack would disable it for the remainder of the battle

□ Declined. Passive +10 with no limit, and a +20 to damage, to all Nature Energy based techniques (did you make this for your clan? If so, then I can already imagine how this weapon would be used as a passive boost to all your techniques, unless you passed Sage Mode at some point that I don't know of)? And basically a passive Sage Mode, basically free sensory with no turn limit? Nah fam. □

(Kuchiyose no Jutsu: Nenryōhade) Summoning Jutsu: Nenryōhade
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will weave several handseals after drawing blood and wiping it over their shark tattoo, summoning forth a shark known as Nenryōhade. Nenryōhade is a small shark, about the size of Katsuyu in her miniature form, capable of easily resting on the user's shoulder or head. Despite his small size, Nenryōhade is actually an ancient shark, his old age carried by a relatively unfriendly and grumpy attitude. A unique aspect to Nenryōhade is that he's capable of releasing an intangible surge of water-natured chakra throughout the air, passively occurring whenever outside of water. This surge of water is what allows Nenryōhade to survive outside of water, as the miniature shark simply uses the water-natured chakra resonating through the air to breathe. This surge of water also has two additional purposes while Nenryōhade is within the field, both of which benefit the user. The first is that while the chakra is resonating through the air, all Shark and Water related techniques up to A-rank receive a boost of +20 within the nature of the surge of water-natured chakra. Secondly, the user, so long as he remains physically connected to Nenryōhade, will be capable of utilizing the resonating water-natured chakra as a water source, turning it tangible for the usage of their technique.
Note: Can only be summoned once per opponent
Note: Remains on the field for a maximum of four turns
Note: Cannot summon any other sharks within the same and following turn

□ Declined. Again with the passive boosts for up to four turns, all your Water and Shark techniques gain a +20, and a free Water source for four turns as well, with no restrictions to anything else you use? This is basically making a summoning to gain some passive boosts. □

(Ototon: Onkyō Asugarudo) Sound Release: Acoustic Asgard
Rank:A-Rank
Type:Supplementary
Range:Short-Long
Chakra cost:30
Damage points:N/A
Description: Upon using a technique, the user will release high frequency, low energy sound waves in the form of speech, usually by saying the jutsu's name out loud as he performs the technique. These sound waves will then resonate through the technique, not hindering the technique's composition whatsoever due to its intangible nature. Upon the user's technique clashing with another, the waves resonating throughout will be released outwards, emitting as the same sound that occurs as a result of the two jutsu clashing. This hindering Sound wave affects any enemy who hears it, resonating violently within their ear drums, damaging them and causing them to bleed and disorienting them in several ways; the opponent will suffer slight pain in their ears,bones, and muscles; the constant ringing will be so bothersome that it would induce headaches and nausea until they become completely deaf in 3 turns; muscle spasms, hindering the use of more than three handseals because if the target tried to weave more they would lose focus due to the ringing and spasms.
Note: Can only be used twice per opponent
Note: No other Sound jutsu may be used in the same and following turn
Note: Effect lasts for three turns maximum

Declined - dnr

□ Pending. Leaving for NK/Vex □
Basically a resubmission of Hand of God, but changed so much I didn't bother bolding it.

(Rushiru) Lucille
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Following the climatic and fated battle between Madara Uchiha and Hashirama Senju, the site of their two-man war was decorated with statues that immortalized their presence and stature in the Ninja World, the two great statues commemorating what would become forever known as the Valley of the End. During the construction of these statues, pieces of Hashirama's Mokuton techniques were easily identifiable, scattered around the valley. Many of these pieces were recovered by the workers, one of whom, a shinobi, stole some for himself. From a piece of this wood, which was broken off from Hashirama's powerful Buddha statue, he forged a weapon, carving the wood into a form that resembled a large baseball bat. Intending to use it as a weapon in combat, the shinobi however met an ill fate; as he attempted to sync his chakra with the bat, he discovered that, due to being created from Hashirama's Nature Energy infused chakra, the weapon was sapping Nature Energy from the environment itself in trace amounts, resulting in his body immediately turning to stone. The weapon was discovered and kept secret until stolen, upon which time it bounced around the Ninja World's underground criminal world until falling into the hands of a certain rogue. This sadistic criminal took the weapon for himself, being able to withstand the Nature Energy that resonated from it to the wielder. Fancying the weapon, he wrapped the top of it with barbed wire and dubbed it: Lucille.


Lucille, so long as it remains in physical contact with its wielder(whether in a holster or held), is able to empower them. Due to the influx of Nature Energy from the weapon, this causes the user's techniques to receive a minor boost in power (+15), as the Nature Energy that is pulled in is automatically infused into their chakra and therefore carries over to their techniques. Once per turn, the weapon can instead enhance one Nature-Energy based technique up to A-rank, granting it a boost in power of one rank at the cost of one of the user's three moves per turn. The greatest benefits of the weapon however, is, due to the connection of Nature Energy it establishes with the user. The first of these benefits is the granting of a rudimentary enhancement of the user's awareness around them. Essentially, this allows the user to perceive the world around them with the accuracy of Sound-enhanced hearing user, albeit not on the same level of a Sage Moder user, as this extends only up to mid-range around the user and does not allow the user to identify specific objects like a person in Sage Mode would be able to. The second benefit is due to the flux of additional Nature Energy to their body, less effort is required to use Nature Energy based techniques, reducing the handseal requirements for such techniques by one.
Note: Can only be wielded by bios that are capable of handling the flow of Nature Energy, such as a Sage Mode user
Note: Lucille cannot be used to enter Sage Mode nor bypass restrictions associated with Sage Mode
Note: While Lucille is indestructible, it being struck with an S-rank or above attack would disable it for the remainder of the battle
Note: The passive boost of one rank can only be done five times per battle with a cooldown of one turn
Note: Lucille can be used as a melee weapon, capable of dealing damage equivalent to A-rank when striking a target(if multiple blows are done, then the damage is divided between each blow)

Declined - first of all we don't need a form of story mode for your cjs. You could of said it's made from the wood left over from the hashi madara fight. The rest is filler and a waste of Mods time. You want a story, make one in your fight or your bios history. Now to the actual weapon itself. No where in the series have we seen a jutsu retain natural energy once it's been released, after a wood jutsu is used it would become inanimate, for example, if Hashirama made a tree while in sage mode, it would be a wonderful tree, a strong tree, but once he released that it would just be a tree. The same as if you spit out a wave of water in sage mode, afterwords, the water would be just water. So the whole premise of the weapon falls apart there, and just seems like a cheap way to gain some boosts of sage mode and access to something from wood release. Now a minor boost passively at all times? +15 chakra, is ridiculous. The boosting of a jutsu like that from the second effect is a copy of a jutsu i own. And it gets even more OP, you made a bat out of an old wood jutsu now you have the ultimate sensing from holding it. I don't get why more natural energy would reduce the seals you need for a jutsu? People master an element to the extent that they can perform jutsu easier, not just have more chakra so it takes less seals. Affinities and training are what reduces the number of seals you need. It's still just a wooded bat so being indestructible doesn't make sense either. As you can probably tell at this point, it's a DNR as most of it doesn't make sense.
 
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The Mockingjay

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Heda said:
Illusionary Arts: Hell's Chorus (Genjutsu: Jigoku no kōrasu)
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique, Tayuya plays a single, very piercing high note on her flute which triggers a Genjutsu on anyone who hears it, within which they will become deafened to anything other than the sounds of tayuya's flute. Upon being engaged, the opponent will have their ears feel like they had been popped by the screeching sound of Tayuya's flute.
-Once in effect, stays active for five turns or until dispelled.

‡ Approved ‡
Updating.

Musical Manipulation/ Illusionary Arts: Hell's Chorus (Ongaku Sosa/ Genjutsu: Jigoku no kōrasu)
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique, The user plays a single, very piercing high note on their instrument which triggers a Genjutsu on anyone who hears it, within which they will become deafened to anything other than the sounds of whatever the user chooses upon the battlefield, most commonly the sound of the users instrument. Upon being engaged, the opponent will have their ears feel like they had been popped by the screeching sound of the instrument.
-Once in effect, stays active for five turns or until dispelled.

Approved

Heda said:
(Ongaku Sōsa: Sono Seibutsu Enbu) Musical Manipulation: The Creatures Waltz
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Tayuya plays a tune on her flute which hypnotizes animals nearby, including summons (A rank and below). The hypnosis allows Tayuya to completely dictate the creatures using verbal commands or alternatively her tunes. Creatures with an inability to hear are unaffected.
-Must be taught by Ðiscordia-
-Summoned creatures turn limits still apply-
-Usable three times-

X-Approved-X
Updating.

(Ongaku Sōsa: Sono Seibutsu Enbu) Musical Manipulation: The Creatures Waltz
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user plays a tune on their instrument which hypnotizes animals nearby, including summons (S rank and below). The hypnosis allows the user to completely dictate the creatures action using the instrument that initiated the control. Creatures with an inability to hear are unaffected.
-Must be taught by Ðiscordia-
-Summoned creatures turn limits still apply-
-Usable three times-
-Creatures will not be capable of using techniques whilst controlled-

Declined - Your jutsu would need to be stronger than the summon to control it hence why it worked on A ranked summons.

(Mockingbird: 2-Ken no chōwa) Mockingbird Technique: Harmony between Two.
Type: Supplementary
Rank: A
Range: Short-mid
Chakra: N/A
Damage: N/A
Description: This technique allows a summoned Mockingbird to copy a musical melody being played by it's summoner in order to continue the effects of said tune on without needing the users doing so. This technique stands as the ability for a Mockingbird to continue the use of any 'Musical Manipulation' technique that the user has initiated, this is done by mimicking the tune that the user was playing in order to use the technique thus allowing the user to stop without it being released as long as the bird continues the tune.
-Can only be used by summons of the 'Mockingbird contract'.
-Usable three times-
-While active takes up one of the users three moves per turn-
Contract approved

Approved - added the last note and changed the range
 
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ᴍᴏᴏғʏ

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

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

Decline - can't believe i'm saying this but need detail in the form of exmaples and limits
(Suiton: Jakutaika) - Water Release: Dampener
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 Per turn)
Damage: N/A
Description: The user will either manipulate his already hydrified state or enter one in order to counteract the effects of techniques that produce some form of shock, disturbance and/or sound wave. Taking advantage of the highly conductive medium that is water, the user will manipulate their liquified state, crafting their body by hollowing out the insides and creating intricate paths of water within. This is done to guide the absorbed disturbances, allowing the user to re-direct them at the cost of lowering their original damage of the technique by ten damage points. The user has complete control as to the radius of the disturbance's release. If the disturbances are something sustained the user can maintain his hydrified state and re-direction so long as he fuels the hydrification if activated through this technique. The technique can be used to absorb shock/disturbance/soundwave based techniques equal or below. (Ex: Absorbing the tremors from the “World Shaking Technique” and releasing them outwards through the body in the form of a shock. Or even absorbing the blunt force of a Taijutsu attack, redirecting towards the target.) If the technique being absorbed is non-harmful, so will the re-release of said technique. If the techniques absorbed are ranged, the redirection will be decreased by one effective range. (Ex: Mid range Sound wave could only be redirected up to Short range of the user.)

⋩ Can be used three times per battle
⋩ Can only be used by Hōzuki Clan Biographies.
⋩ Does not deactivate other sustained techniques.
⋩ While sustained, the user is limited to focusing on controlling said action.
⋩ The disturbances have to be perceived or anticipated before being affected if the user doesn’t already have his Hydrification active.

Declined - i'm glad you provided an example as some methods you mention wont work. If i go to kick you in a water form, no hollowness in your body is going to absorb raw kinetic energy for you to redirect like that. Th sound ways i can understand as you could almost create the tubes as pipes to an organs to create an almost guiding system to redirect the waves. Where as world shaking alllowing your body to release a shock like that wouldn't work either.

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

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

□ Declined. It can be used four times, and lasts 5 turns per usage? 20 turns then? Also, this technique is just a way around to use potentially powerful Fuuinjutsu techniques like Multiple Infinite Embraces whilst you do something else. Also, sensory? A bit too much, tone down. □
(Suiton: Hōzuki's Saiyntu Gordu) - Water Release: Sentient Demon Lantern
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description: Using their own body as a source, the user will manipulate their Hydrified state or momentarily enter one in order to release water from their back and shape manipulate into the form of a large Demon Lantern fruit, the trademark of their clan. The size of the Demon Lantern is comparable to Gaara's Gourd. The Lantern is blessed with a sentient nature as its part of the user himself, allowing it to act on its own accord while leeching chakra off of the user. Not only is the Lantern linked to the user's chakra system, being able to sense any disturbances within the user’s system like genjutsu or any form of foreign chakra/substance. The Lantern is able to turn into constructs up to the user's imagination and within reason, mainly being dome defenses or whips to attack or even platforms etc etc. The most prominent ability of the Lantern however is not it's ability to shape shift, but the special trait to create a pair of arms and hands in order to perform ninjutsu techniques in place of the user. This allows the Lantern to perform all the ninjutsu (Including Water) techniques the user knows, even the ones that require a blood ritual like the Kuchiyose techniques. This however will be limited on whether or not the Demon Lantern can draw blood from the user. If he is fully hydrified, this task would be impossible to achieve. The Latern’s hands/arms are an extension of the user’s body and chakra circulatory system, and thus follow the same restriction when molding specific Ninjutsu techniques, following their own rules. The Sentience nature however, allows the Lantern to protect the user from threats that can be perceived by the user. A combination of two arms/hands & constructs can be created at once, with the ability of passively shape-shifting it to the user’s needs. (Ex: 2 arms for Ninjutsu & 3 tentacles for offensive/defensive measures.)

⋩ The Hands utilized for ninjutsu are classified as free-form in damage unless stated otherwise.
⋩ Construct(s) are A Rank and divided in strength accordingly.
⋩ Must wait three turns before reusing.
⋩ Can be used three times per battle.
⋩ Requires a Hōzuki Biography.
⋩ Lasts three turns per use.

□ Declined. You gave no limit as to how many times nor rank, it can break Genjutsu? So this gives me a sense of freeform Genjutsu breaking. And all Ninjutsu is a bit much man, makes it like a freeform clone, change that to one ability and limit the Genjutsu and foreign chakra sensing to a certain limit. □

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

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

□ Pending. Leaving for NK. □

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

⋩ Requires a Hōzuki Biography
⋩ Can be used five times per battle.
⋩ Technique must be tied to the user's biography.
⋩ Must wait two turns before reusing.
⋩ Forbidden-Ranked will count as a move, regardless.
⋩ Forbidden-Ranked Defense can only be reached once per battle.
⋩ Doing so will cause a -15 Damage to the user from chakra strain.
⋩ An additional -5 Chakra per turn will be deducted for sustained hydrification. (-15 for Forbidden)

‡ Approved ‡
 
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Shīnju

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(Shadousutōkā) – Shadow Stalker
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: One of Toneris most prized possessions. Stalkers engineering was that far beyond any puppet ever made due to his master being one of the creators of puppetry. His Looks and Design all play key parts as to why hes the ultimate assasination puppet. Stalker is made of lightweight extremely durable metals from his frame to the inside of his body providing him with A rank defense testing out the durability himself toneri would dilerably fight his puppet to test it making sure its made and wont fail in battle.He also has holes around his body that can release a variety of things from Both his palms , Heels , Back & chest that can open and close on the users will.Being a puppet used for stealth missions and Assassinations stalker is proficient in Combat just like his master. Excelling in CQC And the use of Vasts amounts of weapons also. Stalker is usually decked out in red crimson shoulder and heel armor (Purely Cosmetic) and a Large evilish Syandana like cape , that compliments his dark outside perfect for night missions etc..Stalker abilities consist of excelling at CQC From weaponry to Hand to Hand combat . allowing him to use non chakra and Chakra ( No Elemental )oriented Taijutsu..But his keen ability consists of being able to manipulate and make use of his special red energy (Equivalent to S-Rank) . This special energy the puppet is able to release is only available to otsutsuki puppets seeing as it was only used by puppets controlled by them.Stalker Can perform a multitude of uses with his energy , Form a Bubble shield , send off energy blasts in the form of balls or sending the energy in the form of a beam, He can emit the red energy from any part of his body that has the appropriate holes to do so (stated above)

Energy Proof (Advanced Chakra Control)
Time stamp is 1:02:35-1:02:45


Looks
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Note:Can Only Be Used By Otutsuki Clan Members
Note:Stalkers Red Energy can only be manipulated into one thing at a time & counts as a move
Note:Can Use Attacks Up to S-Ranks His Energy & Non Elemental Chakra Oriented Taijutsu only
Note:Can only Manipulate the energy into basic shapes ( Circles , Blasts Beams , etc) No Dragons or wolfs or anything of that nature
Note:The Rank of the red energy being used follows the chakra and damage consumption rules that follow A-Rank , 30 Chakra & 60 Damage etc
Note:Due to the advanced chakra control to perform & manipulate the special chakra the user cannot use any jutsus while the puppet uses the red energy
Note:Red Energy has a 1 turn cool down before able to use again
Note: Can Only Be taught by Shinju


Declined: the "proof" demonstrating the energy concept is too insufficient and not without a couple of concerns. The two critical issues can be briefly delineated as ambiguity and conjecture, respectively. Regarding the first, there is neither an elaboration on the actual properties of the supposed energy nor are interactions with chakra and other things outlined. As for the second issue, it would be easier to presume that the projectiles are all chakra-based and simply an unusual color. How did you arrive at the conclusion that it was some unspecified energy and not just chakra? Other existent issues are mostly involving some rather poorly worded restrictions, chiefly the ones annotated in pink. Even if the term "chakra" was substituted for "energy", you need to structure the statements in a more coherent manner. The first annotated note isn't even a proper sentence, and if it does include S-rank for the puppet's energy, then it conflicts with the second annotated note that stipulates the relative qualities for the energy abilities are A-rank. Ideally, proofread (or have somebody else do it) the CJ before submitting it. That being said, a few of the other restrictions were better understood and more thoughtful.


(Doton:Kurai numa no kura-sa) Earth Release: Murkiness of The Dark Swamp
Rank: C-A
Type: Suplementary
Range: Short-Long
Chakra: 10-30
Damage: None
Description: This is a special type of jutsu that can be used in conjunction or before the use of a water jutsu. ( Or can be applied to a pre-existing water source). This earth jutsu was made to help the users aquatic summonings whether it be sharks or jellyfishes etc..The user gather earth chakra in there stomach as they excrete it from there mouth in the form of a very special type of mud . Depending on how much chakra the user pumps into the jutsu varies to how good it will work. The special type of mud released is used to fill a water source with a mud that turns the water from crystal clear to murky swamp water. There are 3 types of murkiness the user can make the mud act in water Normal/Medium/Extreme

Normal use of the mud causes the water source to turn brown turning it murky to the point in which the opponent would have trouble seeing past 15m while under water as sediments float through the water making it difficult for the opponent to keep there eyes open due to small particles going through the water. Makes aquatic summoning that arent bright in color blend in very well with the surrounding water
Normal Example C-Rank
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Medium use of the mud the user channels a little more chakra into the technique and makes the mud a little more thicker causing more sediments and particles to cause the water to turn more murkier than normal. Opponents viability starts to hender as they arent able to see past 10m while under water , while the sun light beams through the top of the water source causing under water to look yellowish the first 5 meters of the water while past that will turn darker due to the mud flowing through the water source before settling down at the bottom while sediments continue to flow making it keep its swamp like look. Good for making summons close in on the opponent without being seen in plain sight giving them some sort of cover

Medium Example B-Rank
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Extreme use of the mud the user implements more chakra into the jutsu causing the water source to become extremely murky to the point where light has trouble getting through the water making it inevitability dark. The amount of sediments flowing in the water is so thick that full grown water summonings can appear and disappear in the blink of an eye and without a trace (Except ripples and the sediments that are floating around in a certain direction) this is the best tactic to use for your summonings or yourself to launch a surprise attack without the opponent knowing where you are , Great for stealthly type mission or whatever situation it might be needed for

Extreme Example A-Rank
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Note:Can only be used 3 times a battle with a 2 turn cool down
Note:Can only be taught by Shinju
Note:Due to it being the users chakra spread out through the water source it makes it difficult for sensory type shinobi to pin point things exact things in the water Users,Summons,Etc
Note:The technique lasts a max of 3 turns until the mud settles down and the water becomes clear again

Declined - i feel like it clashes with c.e cj from the mud custom element
~Resubmitting
~Explained Red Energy & Made cuts to irrelevant & confusing info





(Shadousutōkā) – Shadow Stalker
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: One of Toneris most prized possessions. Stalkers engineering was that far beyond any puppet ever made due to his master being one of the creators of puppetry. His Looks and Design all play key parts as to why hes the ultimate assasination puppet. Stalker is made of lightweight extremely durable metals from his frame to the inside of his body providing him with A rank defense testing out the durability himself toneri would dilerably fight his puppet to test it making sure its made and wont fail in battle.He also has holes around his body that can release a variety of things from Both his palms , Heels , Back & chest that can open and close on the users will.Being a puppet used for stealth missions and Assassinations stalker is proficient in Combat just like his master. Excelling in CQC And the use of Vasts amounts of weapons also. Stalker is usually decked out in red crimson shoulder and heel armor (Purely Cosmetic) and a Large evilish Syandana like cape , that compliments his dark outside perfect for night missions etc..Stalker abilities consist of excelling at CQC From weaponry to Hand to Hand combat . allowing him to use non chakra and Chakra ( No Elemental )oriented Taijutsu..But his keen ability consists of being able to manipulate and make use of his special red energy (Equivalent to S-Rank) . This special energy the puppet is able to release is only available to otsutsuki puppets seeing as it was only used by puppets controlled by them.Stalker Can perform a multitude of uses with his energy , Form a Bubble shield , send off energy blasts in the form of balls or sending the energy in the form of a beam, He can emit the red energy from any part of his body that has the appropriate holes to do so (stated above)The red "energy" stated is no more than colored chakra( Just used energy as a substitute). Due to it being advancely manipulated chakra it plays on equal terms with the basic 5 elements ,

Energy Proof (Advanced Chakra Control)
Time stamp is 1:02:35-1:02:45


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Note:Can Only Be Used By Otutsuki Clan Members
Note:Stalkers Red Energy can only be manipulated into one thing at a time & counts as a move
Note:Can Use His Chakra Based Attacks Up to S-Rank & Chakra Based and Non Chakra Based Taijutsu only
Note:Can only Manipulate the energy into basic shapes ( Circles , Blasts Beams , etc) No Dragons or wolfs or anything of that nature
Note:Due to the advanced chakra control to perform & manipulate the special chakra the user cannot use any jutsus while the puppet uses the red energy
Note: Can Only Be taught by Shinju

Declined puppets shout be made from wood. When you start mentioning light metals it infringes on c.es or steel release ect
 
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Robot Boy

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(Suraishingu Kiba) – Slicing Fangs
Type:Attack
Rank:S
Range:Short
Chakra:40
Damage:80 (-15 if it misses)
Description: The user will channel chakra into and around their tail, 'enlarging' it , and creating a dense coat as well as a second ‘tail’ before twirling the tails around like rotary blades, spinning them furiously and causing air currents to form around it, making it resemble a Tsūga. The user then sends wind chakra through the tail, releasing a surge of wind as the tail ‘rotates’, and creating a vacuum vortex in its surroundings. The tail can cut the enemy even without touching them upon thrusting it.

-Lasts for three turns
-Can only be used in one of the wolf transformations
- Can only be used once per battle
-No jutsu above A rank for two turns after this ends

♪ Declined: Keep the original, this won't be doing damage even if it misses. ♪
 
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