Custom Jutsu Submission - III

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Houdinii

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

Note:
~Can only be taught by Houdinii



Declined

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

~Rewrote the whole thing, tried to implement the recommended changes

(Genjutsu: Iiya Sonji!)- Illusionary Arts: Don’t Slip!
Rank: B
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description:
This is a quick and unique genjutsu that inserts chakra into the brain, targeting the opponent's cerebellum. The genjutsu uses this chakra to simulate crossing, stunting and all around messing with the hardwired pathways that the cerebellum uses to process the unconscious sense of Proprioception. This is the sense that monitors the limbs position in relation to the body as well as the amount of strength put into movements. In essence this genjutsu allows the user to distort their target(s) Proprioception in a limited amount of ways when they are performing movements. The user is only able to distort the limbs position and movements for actions that are already occurring, not create the movements themselves. For example the opponent could reach for a kunai strapped to their body, but by distorting the limbs position in their mind they would miss their target by several inches. The user can also distort the amount of strength put into a movement, for example the opponent could attempt to throw a full power punch when due to the distortion to their sense it would contain much less of their strength.


Note:
~Can only be used 4 times
~Can only be taught by Houdinii

□ Declined. Although more detailed and fairly better written, it is similar to Kryptiic's Genjutsu, Size Matters where he can alter the perception of the opponents' limbs and weapons (his technique is far more ambiguous and allows for everything you had placed in yours). □

New Submissions:



Ookami & Joufu - Teikoku | Romulus & Remus - Empire
Type: Weapon
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: (-10 to user)
Description:
Romulus & Remus are a pair of full length arm gauntlets that encompass the users entire hands and arms that end as small pauldrons on the users shoulders. The shoulder guards are decorated as wolves with the right’s teeth bared in a snarl and the left’s jaws open and in the midst of a terrible bite. The right, Romulus is golden while Remus, the left is a deep silver, the guards are scale armor in design allowing a great deal of protection while also providing both ventilation and flexibility to the user so as to not hinder them. Each of the gauntlets are durable enough to protect the user from physical attacks that are A ranked and below that can be blocked within reason, anything either too large(compared to the guards) or too powerful to be blocked will not be stopped.


Romulus & Remus each have a unique ability, and as they are the signature possessions of Ren Kouen, their abilities are related to Scorch techniques and Natural Energy respectfully. Firstly Remus the left has an affinity for scorch release techniques, such that when the user channels scorch chakra into the guard he can empower Scorch jutsu to make them all the more deadly. After channeling chakra into Remus the user can alter an active scorch technique or a following one, greatly increasing the heat it produces so much so that the jutsu receives +20 damage. This increase in heat has a secondary effect that anything flammable objects within short range of the technique would catch alight from the temperature, however this does not include living bodies while the user remains unaffected due to the abundance of Scorch chakra coursing through his body. This ability has its drawbacks however, as when the user initially channels their Scorch chakra into Remus the guard will react to the heat and cause a moderate amount of burning damage and pain to the user, with each subsequent use replicating the same level of pain but not the damage.


Romulus’ ability is all the more unique however as it relates specifically to natural energy. Romulus is composed of a unique metal that constantly draws in natural energy, storing it like a battery until it reaches capacity and is able to be utilised. Once Romulus has reached its capacity the user is able to draw upon the natural energy to perform a Snake Senjutsu technique, as the guard essentially gathers the natural energy for the user rather than doing it themselves. However Romulus can only gather a small amount of natural energy, only enough for a single senjutsu technique before it must recharge so the user is not able to use this energy to enter sage mode.


Note:
~Can only use an ability of either Romulus or Remus in a turn, never both
~Remus’ ability(Scorch) cannot be used in consecutive turns
~Romulus’ ability(Natural energy) can only be used 3 times, with a recharging time of 3 turns between each use
~Can only be taught by xHoudinii

‡ Declined ‡ +20 is too much for a passive boost, max I'd allow is one rank for A-Rank and below, +10 for S-Ranks and above. Also, the Senjutsu ability wouldn't work at all. Merely saying a "special metal capable of harnessing NE" isn't going to cut it. Using the wood from the Juubi tree or w.e it's called would work but that would clash with the Kisei CC.

(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-15 to user)
Description:
This is a unique technique that although damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user overcharges this area and forcefully petrifies their own skin, this change is permanent and causes damage to the user however this is a small trade off for the great defensive capabilities of the petrified section. The section is extremely hard and dense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the innate petrification abilities of the section, any physical being(including clone, summons, etc) that comes into contact with the section would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This can be done quite quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be hindered by this technique.


Note:
~The section is approx 30cm by 30cm
~Must be stated on the users bio including where it is initally

~Can only be taught by xHoudinii

□ Declined. Not really feasible petrifying yourself (which apparently only takes 15 damage from you, which in the long run doesn't mean much as you list no other effects it has on you despite this being a F rank technique). Also, there is no turn limit, you say the petrifying effect is permanent but apparently you can passively move it across your body? □
 
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'Kurapika

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

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

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

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

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





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


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


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

Declined - both DNR'ed, a couple of bolded lines don't change the concept
(Doton: Tekusuchā) - Earth Release: Texture
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: (10 dmg points per step + 10 dmg points added to jutsus boosted)
Description: After the user infuses the battlefield with his doton chakra, the the chakra will proceed to continually and independently spread manipulate the surface of the ground or any objects composed of doton that are in contact with it, giving them an extremely rough, coarse texture meant to increase friction to its greatest theoretically possible extent.

The main effect of this jutsu is that by increasing the grip between the opponent's feet and the floor, his shoes will get torn and his feet made subject to the coarse scratchy floor. The first step the opponent makes will only tear his shoes, and the next few steps will deal the equivalent of an E-rank damage to his feet each. By the time the opponent takes five steps, he will be rendered unable to walk. One can envision the concept of this effect as the ground being covered with an enormous number of very small spikes However, the user himself is immune to this effect as the jutsu will loosen its effect underneath his feet wherever he moves, as his own chakra delivered to his shoes would have the effect of reversing the roughening process.

A second effect of this jutsu is that it adds 10 damage points to doton techniques that apply damage through a direct clash between a mass of doton and the target, whether another technique or the opponent himself. This is due to the fact that any mass of earth used in a doton technique will have its surface roughened by it. An example of this is if the user would Earth Release: Rock Hammer, the surface of the hammer would become so rough that none of the force at impact would be lost.
Note:
- The boost only applies to attacks that involve a direct clash
- Can only be cancelled by reusing the jutsu.
- Only lasts for three turns
- Can only be used twice per battle (reuse for cancellation does not count)
- Can only be taught by Kurapika


Declined - no drawbacks?

(Doton: Sogeki) - Earth Release: Sniper
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: By evenly infusing a large area of the ground with their chakra, the user can cause any objects of small to medium size be launched at a target from any point in the ground at any future point in time using a mental command. These objects will be completely void of chakra to escape detection from chakra sensors, thus cannot be manipulated or redirected past the point of launch.
Note:
- Objects cannot be larger than a windmill shuriken
- Can only launch up to three objects simultaneously
- Can only be used thrice per battle
- Can only be taught by 'Kurapika


‡ Approved ‡ Made some edits. This is actually pretty smart.

(Doton: Funjin bijon no jutsu) - Earth Release: Dust Vision Technique
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20 (-15 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him o distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
-The user can't use doton techniques relying on the dust in the air while using this technique
-The user can't keep this technique active for more than five turns
-The user must reuse the technique in order to relocate the area affected by it

Approved
(Doton: Funjin bijon no jutsu) - Earth Release: Dust Vision Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him to distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
- The user can't use doton techniques relying on the dust in the air while using this technique
- The user can't keep this technique active for more than five turns
- The user must reuse the technique in order to relocate the area affected by it
- Can only be taught by 'Kurapika

‡ Approved ‡
 
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Akuma

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(Hachimon: Kyokushin kaikan) - Eight Gates: Full Contact ♦ Ultimate Basic
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user opens atleast the 4rd Gate, the Gate of Pain, located in the spinal cord, which increases strength and speed. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and circulates the air around their hand (either hand works) in a much similiar effect of "Konoha Ryujin" by shaping the air currents however under the influence of the Hachimon, the effect and power is greatly empowered. As they don't shape the air at all, but rather gather it. The energy and the wind then will be released by a simple punch, while simply to the regular eye, in reality the user has thrown a singular fist charged with the weight of the gates open and the air amassed through the preparation. The attack is so powerful that one victim said he felt like being "hit with a mountain" such is not the case however, not literally. It also leave behind a deep crater, with the area of effect being a "dome" of crushing air up to Mid range infront of the user.
~ Cannot use any S rank Taijutsu in the same turn after using this technique and the next one.
~ Can only be used once per battle and twice per event, only by EIGMs.
~ User cannot use the hand they used it with to perform more than 3 handseals in the next turn.
~ The user's hand takes -10 damage.

Declined - You're in gates, so 3 out of your 4 restrictions mean nothing. First, you use a B rank tai move in 4th gate and it gets like +40 damage so you're already hitting for S ranks. Third, more than 3 handseals? With affinities anyway no one really uses more than 2 nevemind 4 handseals for a jutsu, and that being for one turn? You're also in the gates so would you even be doing handseals? And -10 damage? A D rank? When your body is being torn apart from the inside from the gates themselves? Also you will need to state that this doesn't gain any further boost from your being in EIG, the damage is set to the 80.

Preparation:
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Attack:
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(Hachimon: Kyokushin kaikan) - Eight Gates: Full Contact ♦ Ultimate Basic
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user opens atleast the 4rd Gate, the Gate of Pain, located in the spinal cord, which increases strength and speed. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and circulates the air around their hand (either hand works) in a much similiar effect of "Konoha Ryujin" by shaping the air currents however under the influence of the Hachimon, the effect and power is greatly empowered. As they don't shape the air at all, but rather gather it. The energy and the wind then will be released by a simple punch, while simply to the regular eye, in reality the user has thrown a singular fist charged with the weight of the gates open and the air amassed through the preparation. The attack is so powerful that one victim said he felt like being "hit with a mountain" such is not the case however, not literally. It also leave behind a deep crater, with the area of effect being a "dome" of crushing air up to Mid range infront of the user.

~ Cannot use any other Taijutsu in the same turn after using this technique and no S rank or above in the next one.
~ Can only be used once per battle and twice per event, only by EIGMs.
~ User cannot use the hand they used it with to perform any seals in the same and next turn.
~ Any attacks blocked through the hands will deal recoil damage, taking 1/4th of the technique's damage despite the defense used through the hands.

‡ Approved ‡

(Hokuin Fuuinjutsu: Taigen Durago) ⚘ Sealing Bone Arts: Dragon's Fang
Type: Offensive/Defensive
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: The technique works by having the user create and apply a special Kanji formula with the word "Teeth" on a surface/object of their choose. Once done so, with the activation seal ( Dragon ) the seal summons a single or numerous bone spikes so large that they could very well be considered a Dragon's actual tooth. The long steel-hard bone spikes then proceed to expand and grow out of the seal, perforating anything facing the seal from which they come from. This works by having sealed diferent types of bone spikes and sizes in the pre-prepared seals before combat. The user can have a diferent size of spike be summoned depending on their needs, from small ones the likes of a foot long, to colossal ones large enough to impale through the entire body of a summon such as Gamabunta; they can also summon more than one spike from a seal, naturally, such as a array of them to deal more damage collectively. The user can place up to 2 seals at the same time and activate both with the handseal, however it must be done in the same turn. Placing another one in the next or another turn would count as a new usage.
* Must have Fuuin and Shikotsumyaku mastery.
* Can only be used x3 per battle with two turns inbetween uses.
* The seal can remain active for 3 turns before dispersing.

(Fuuinjutsu: Gaidoku) - Sealing Arts: Mischief
Type: Supplementary
Rank: A
Range: Short/Mid
Chakra: 30 (+10 per turn active)
Damage: N/A
Description: Mischief is a special barrier dedicated to seperate original techniques or objects from reinforcements or enhancements. This works by having the user do two handseals and proceed to clap both hands together, at this point the barrier activates. When activated, a light green hue wave spreads across the field, not harming anyone or anything, much like a simple breeze. However on it's wake, it diffuses an "extra" chakra in an original technique. In other words, techniques enhanced through other techniques will loose that enhancement, by the barrier eliminating the additional chakra layer that has been added to the original technique. Be it another layer of rock, thicker flames, etc. This takes place by neturalizing the added chakra with the barrier, thus be it an empowerment from within or as an exterior one, any "extra" chakra or enhancement provided by a second technique is removed. It also works on objects, such as weapons that originally hold no chakra enhancements or people, such as those who enter chakra based modes or armours. This barrier also effects any types of modes ( under the new rules: eig, cm, sm, etc.) be it canon or custom, thus any boosting ability is also neutralized, be it from the user or the opponent.This works on enhacements up to A rank. Once the barrier is set, it creates a light hue dome up to mid range around the user, and any attempts to apply an enhancement or start one, will immediately fail. Once the technique ends, the users must re-use their enhancing techniques once more, having had it shut down by this barrier when used previously, logically. The technique logically only works on active boosts, in other words, boosts achieved through techniques activated prior or during battle, with the exception of NB swords which boosts, although passive, are still effected by the barrier.

- It effects techniques used by both the opponent(s) and the user.
- It can only used twice per battle and lasts 3 turns, 2 turns the second time.
- No other Fuuinjutsu can be used in the same turn.
- The user can stop the barrier at any point during battle with a finger snap or clap.

resubmitting the above in this link from the old cj thread:

□ Pending. Leaving for Vex. □
 
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Priest

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Genkai-ten - Breaking Point
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: This is a taijutsu where the user becomes nimble and instead of using strength to fight strength, he looks for a way to throw off the opponent the simplest of manoeuvres or by simply attacking a simple part of the body in a way that it causes considerable pain to throw one off. For example, the user can bend the opponent's finger backwards having grabbed their hand or while defending from a finger chop. The user can instead of going for major attack, step on the opponent's finger or toes by stomping it against a solid surface to break the bones rendering mobility or the use of the opponent's hands difficult. For a rather swift manoeuvre, the user can instead of going for a thug, nimbly hit the opponent at the back of their knee so that he is thrown off by falling forwards towards the ground while the user can follow this with a slamming attack to cause damage or chop at the opponent's biceps to cause a sudden painful contraction of the arm muscles, rendering the arm unusable for one turn. The possible ways at which this can be used are unlimited as it all comes down to how imaginative the user is.

□ Declined. Can all be done in free form. □

Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
Type: Offensive/Supplementary
Rank: A
Range: Long
Chakra: 30(-10 per turn)
Damage: N/A(60 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones with varying sizes. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A-rank elemental attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to A-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. The space is meant for the user to make a quick retreat and once the user enters the coffin, the headstone shift and closes and the user can emerge from another headstone which is different from the one he entered. The trick behind this is a simple substitution technique. By substituting the coffin beneath a headstone with another, the user is able to switch coffins and exit from another area entirely. However this counts towards the substitution limit of the user. Should the user not able to use substitution technique, he is unable to use this movement, however, he could conceal himself within the coffin without moving away from the same spot.
NOTES
-Usable 2x per battle
-Last 5 turns on the field of play
-Unless each and every headstones are destroyed from the terrain, they continue to regenerate, a reason why the user fuels the technique with chakra every turn
-No S-rank Ninjutsu in the same turn this is used.
-2 turns inbetween usage.

□ Declined. It lasting 5 turns is way too much, and no S rank Nin in the same turn as this is used is barely a restriction. Using the coffins as a substitution is a similar premise to a Fuuinjutsu of LoK. Also, the headstones and crucifixes regenerating is a clear no, and varying sizes as well. □

Ninpou: Jentoruburūto - Ninja Art: Gentle Brute
Type: Supplementary/Defensive
Rank: C-A
Range: N/A
Chakra: 15-30
Damage: N/A
Description:
Like this name, the jutsu serves to redeem the user from a perilous situation which seems to force the user by using a rather subtle approach which would rather proof very effective even if its seems weak in nature. This jutsu tends to remove any kind of brute technique that serves to hinder the user's mobility in an alternative way instead of the traditional "brute vs brute" nature. It uses the basic 5 as its base of work and one would only need to tap into one of his basic 5 chakra per use.

Spring
When one's mobility is severely hindered by water or alternative forms of water like the syrup, mist, crystalline water etc., or water elemental barrier, the user releases his earth chakra in the form of dust into the surrounding water. Depending on how the user is tied down with the water jutsu, the dust can be released from every point of the user's body into the entire water technique only. The dust however, has a special ability, it carries the ability of "Lightweight technique" which makes it petrify the water technique breaking its bond and make it fall, loosing its form and lighter so that the user resumes his former mobility.

Autumn
When one's mobility is severely hindered by wind in its numerous forms like tornado, blizzards, wind pressure or wind elemental barrier, the user release his fire chakra in the form of a heat wave into the surrounding wind. Depending on how the user is tied down with the wind jutsu, the heat wave can be release from every point of the user's body into the wind jutsu. The heat wave function is to use up the wind jutsu itself as a fuel in one gulp, making the wind jutsu vanish immediately and the aftermath is an ignited fire around the user which would also die down.

Storm
When one is severely hindered by lightning and its alternative forms like static electricity, unfocus and focus electricity, lightning elemental barrier etc., the user releases his wind chakra in the form of a gentle by fast current into the lightning technique. Depending on how the user is tied down with the lightning jutsu, the wind current can be released from every point of the user's body into the lightning jutsu. The wind current once it hit the lightning jutsu, it begins to move sporadically while condensing more to immediately disperse the lightning current into thin air.

Drought
When one is hindered by fire and its alternative forms like ash, gas or fire elemental barriers, the user releases his water chakra in the form of pressured jet of mist that oozes out of the body into the fire technique. Depending on how the user is tied down with the fire technique, the pressured jet of mist can be released from every point of the user's body into the fire jutsu. The pressured mist is aimed to immediately clog any available air fueling the fire and also because its miniscle form, penetrate any varying form of fire and nullify it.

Quake
When one is severely hindered by earth and its alternative forms like mud, dust, sand etc., the user releases his lightning chakra in the form of an invisible wave of static electricity. Depending on how the user is tied down with the earth jutsu, the wave of electricity can be released from every point of the user's body into the earth jutsu. The wave of static electricity would infiltrate the earth technique and then forms into a destructive nature of lightning in order to tear the earth hindrance apart.

Famine
When one is hindered by jutsu other than the basic five element. In this case, by non other than a fuinjutsu seal/barrier which is non elemental, the user release a wave of chakra into the seal/barrier. The chakra wave cannot relate with any matter whatsoever but would only relate with a fuin seal or barrier that is hindering the user. The chakra wave serves to undo the sealing technique alternatively through the use of the generic "sealing technique release". Depending on how the user is tied down with the fuin barrier/seal, the chakra wave can be released from every point of the user's body. However, the user must know fuinjutsu to gain access to this usage and unlike the generic sealing release technique, this would serve to release a seal/barrier one rank higher than normal.

Due to the user using an element stronger to the hindrance in question(for the basic 5 usage), he is able to use this to counter an hindrance 1 rank higher. Also because this is purely supplementary been that one is using an alternative form to disrupt the hindrance, one is able to counter a rank irregardless of additional damage counters.
NOTES
-A-rank usage can only be done 3x per battle
-The fuinjutsu variant can only be used by one who has mastered basic fuinjutsu and can only be used 2x per battle.
-When A-rank level is used, there is a waiting time of 2 turns before it can be used again.

□ Declined. This would clash with waaaay too many already submitted and approved customs. Its way too broad. □

Katon: Seishin'ijousha Inakamono - Fire Style: Psychotic
Boogies
Rank: S
Type: Offensive/Sup
Range: Short/Mid - Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: A sister technique to .
The user claps his hands or stomps his foot while kneading large amount of chakra into the ground, then he raises up to 8 oval shaped balls of condensed fire(size of a normal soccer balls) with smiley faces and mouth. The fire balls produced can be inform of actual fire or ash variant though both forms can not be used at once. Should there be no ground(solid source) around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank fire technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and deaf their ears. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user although they can move/swim up to long range. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of fire or ash but like "Dragon Flame Song" they can become dense and even cut through steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank fire jutsu each, however elemental strength and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for katon during the period the jutsu is in play
-Usable 3x per Match
-Last 3 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at immense speed
-No other jutsu above S-rank while boogies are in play. except katon
-2 turn rest before re-use

□ Declined. Unless this is a Sound technique, the Fire can't deem opponent's deaf by laughing >_> Make this Mid range only and clear what "immense speed" is, since its too vague. □
 
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Anbu Kirito

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

Declined - needs a drawback for s rank

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

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

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

Approved - made edits

Consider this now declined - you eddited this post after i checked these cjs which is against the rules.
Because Pervy Told Me To Resub It:

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


Notes: Nothing was changed, its just that that I edited the post to copypaste the BBcoded version of my tech into my customs thread cuz I was lazy.

approved

 
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Vegeta

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-updating-
(Katon/Futon - Sukueasākuru) - Fire/Wind Release - The Squared Circle
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Mid-Long
Chakra Cost: 40 (10 per turn to maintain)
Damage Points: 80
Description: The squared circle, where men become men. This jutsu is made to keep opponents from simply running away when confronted in cqc. The user begins by performing the Dragon seal, gathering Katon chakra thru their body and releasing it 360 degree's around themselves (Does no damage till it forms) forming 3 ropes of dense fire roughly 2 inches in diameter and spaced 1ft > 3ft > 5ft off the ground in the shape of a square roughly 7 1/2 - 12 1/2 meters away from the user in the epicenter (and 15 - 25 meters squared, size varying depending on the users will. The ropes while burning anyone that touches them also are dense and elastic enough to spring someone back off of them if thrown into them hard enough. As the ropes form, the user then molds his wind chakra, releasing to the ground at the 4 corners, creating 4 posts a 1/4 meter wide to form from the ground to just above the last rope, The user dulls the chakra on the top of the pillars, making it solid enough to stand on without being cut by the user or anyone else, but the sides of the pillars from the ground up will cause slicing damage equal to B rank if touched. If an opponent attempts to run and jump out of the ring, the wind chakra in the corners can released outwards from their respective positions, setting the 3 ropes of fire ablaze sending flames shooting upwards 5 meters into the air, burning for the remainder of that turn causing a combined 90 damage, but costing an additional 20 chakra as well as a move, then ending the jutsu completely at the end of that turn.

~Notes~
- Uses 2 moves of the 3 moves allowed per turn to activate
- Can be used 2x per battle, however can be maintained as long as chakra is put into it every turn by the user
- If the jutsu is ended by sending the wind pillars into the ropes, no Forbidden ranked jutsu can be used that turn following it's usage
- Must be taught by -Vegeta

□ Declined. Keep the original. □

( Fuuton - Skeiron no nōīsutā keisei ) Wind Style - Skeiron's Nor'easter Formation
Type: Supplemental/Offensive/Defensive
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50
Damage Points: 90 (-20)
Description: Like it's inspiration Wind Release: Peacock Whirlwind Formation, this technique also utilizes molding wind chakra into the users sword and then releasing a vortex of wind that surrounds their body and can push away materials covering the users body, however thru trial and error and intensive ninjutsu training Geets was able to take a simple supplemental technique and mold it into a weapon of destruction. This jutsu is really a 2 part technique mixed into one, as it begins exactly like it's inspiration, however once the vortex is released is when the difference is clear. By molding more than twice the amount of chakra into the sword, the vortex released is much more powerful, the winds manipulated to be almost solid like slicing winds that still push away from the user however it violently erupts upwards and outwards spiralling in a counter clockwise manner as it rises cylindrically to the sky. With the user at the epicenter, this massive vortex pushes out to mid range surrounding the user.

~Notes~
- Due to molding extrordinary amounts of fuuton chakra the user is unable to perform A rank and above fuuton before using this and no fuuton for 1 turn after it's use.
- Another drawback to the amount of chakra needed is the user suffers -20 damage from the quick build up and release of chakra, slightly damaging the hand that grabs the sword preventing hand seals larger than 3 seals from being used for 1 turn and from using that hand for taijutsu for 2 turns.
- Useable 1x per battle
- Must be taught by -Vegeta

□ Declined. Similar to existing techniques. □
 
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Wakizashi

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(Ama-no-Murakumo-no-Tsurugi)-Sword of the Gathering Clouds of Heaven
Type:Offensive
Rank:S-rank
Range:short-mid
Chakra:40
Damage:80
Description: This technique requires mastery of both the Samurai Sabre Technique and the Iado. The user invokes the samurai sabre technique while the Katana is within the scabbard before performing the fastest Iado to the point where it looks as if the sword was never drawn. That allows the samurai to release chakra that creates multiple razor sharp blades of chakra at the opponent's immediate location up to mid range from the user.
-note: must be samurai
-must be taught by Wakizashi
You must be registered for see images

□ Declined. This is going to need some restrictions as its a S rank technique, add how many times it can be used and the like. □
 
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Vayne

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(Kage/Ninpou: Mugen Teiri) - Ninja Arts/Shadow Arts: Infinite Theory
Type: Supplementary
Rank: S
Range: +1 To base technique
Chakra: 40 (10 per Turn)
Damage: -
Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take 40 more damage than it normally would, and offensively it would give the construct 25 more damage points. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate. This technique alters the fact that shadows don't normally have shadows of their own. This is accomplished through a variation on the Hiding With Camouflage techniue, in which not only the way light affects the shadow is altered, but also how physical shadow constructs react to light.
-Usable 3 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.

Declined - the premise is better, but those boosts a just a no, say one rank for defensive and offensive

(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into . The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, the user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 5 times per battle.

Declined - effects one and three go together, but effect two seems like a jutsu of its own. Not only this but you say it's active on it's own, but then the jutsu would need a turn limit of how long it lasts like a mode. Unless i'm missing something which you can vm me about

♪ Leaving both for Pervy ♪

(Katon/Suiton/Fuuton: Pisufuru Domein) - Fire/Water/Wind Release: Peaceful Domain
Rank: A/S/F
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 - 40 - 50
Damage points: 60 - 80 - 90
Description: With a single hand seal the user would create a vortex of fire around the target. The fire in the vortex is composed of three different types of 'fire', the inner layer( w.r.t the target) is super heated, condensed fire that can cause, in addition to immense burning, physical damage. The outer layer is composed of normal fire that can cause great burns. Inside the first layer of solid fire, ash would be found. The ash is superheated due to being enveloped by the solid-like fire. Following that, and with a single hand seal(or slamming the ground/surface), the user would summon water on the fire. The fire would then be surrounded by a shroud of vapor. This would cause the Leidenfrost effect to take place. This effect would cause liquids of any type to hover around the fire/water cyclone. This allows attacks of a liquid state to be ineffective against the fire. To be effective the liquid must be the same rank as the fire/water or it must be a highly pressurized liquid one rank below the fire/water cyclone. Finally, after that is done, the user would then, either through a fan or a single hand seal, cause the cyclone to be enveloped by a protective armor of wind that would also increase the speed of rotation of the cyclone, making it even more lethal while increasing its size.

The true use of the technique would come after it is countered. The ash that was stored inside would be released into the atmosphere, spreading mid range in all directions. The ash would be hot enough to cause 40 damage to any and everything that comes into contact with it. The user would then have the option to reignite the ash through a single hand seal, effectively causing more damage(60). The user can control the ash as he wishes, allowing him to use it to attack specific areas that he wishes.

-The ash is similar to the ash in 'Fire Release: Ash Pile Burning' while the solid-like fire is similar to that found in 'Fire Release: Dragon Flame Release Song Technique'.
-Water is summoned through means similar to (Suiton: Haran Banshō) - Water Release: Stormy Blockade.
-The user can either create the fire alone(A rank), the fire and water together(S rank), or the whole technique together(F rank).
-When performing the S rank version it would count as 2 techniques, while the F rank would count as 3. This does not change the fact that the technique is performed in the same timeframe.
-A rank can be performed 4 times, while S rank can be performed 3 times, and F rank can be performed 2 times.
-A turn must pass between the S rank usages and 2 turns between the F rank usages.
-The technique can be maintained, at any rank, for 2 turns. A rank costs 10 per turn, S 15 per turn, and F 20 per turn.
-Requires mastery over Fire, Wind, and Water.
-If the user specializes in any of the three elements, they can skip a portion of its setup.(No hand seal would be required) This only goes for main specialties or if the user only had a single element as a speciality.(Like Gen with 1 hand seal and wind with faster. They would be able to perform the wind portion without a hand seal.)
-The S rank version can be countered by water of the same rank(streams or masses), and/or pressurized water a rank lower.
-Due to the Leidenfrost effet, the cyclone can basically be used to attack targets submerged in water.
-The superheated ash would remain superheated for 2 turn if it is left undealt with, however if it was affected by insufficient water, it would only remain for 1 turn.
-All ranks of the technique must be created at least 5 meters away from the main target.
-A rank version can reach 15 meters in height, while F rank version can reach 30 meters in height. The diameter of the technique is up to the user's choosing, however the bigger the diameter the more danger the user puts himself at. The user can freely decrease the size of the cyclone or increse it as long as it does not go beyond the previously set size.
-When S rank version ends the user can not use Fire/Water techniques higher than S rank for the next turn. When the F rank version ends the user would be incapable of performing S rank Water/Wind/Fire techniques for two turns.
-Forbidden version would cause 15 damage to the user, then 5 per turn, reaching a total of 25 if the technique is maintained for 2 turns.
References

(Katon: Ryūen Hōka no Jutsu) - Fire Release: Dragon Flame Release Song Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the hand seal Tiger the user compresses a large amount of chakra built up inside their body, before instead expelling it in the form of a number of dragon head-shaped fireballs. The user then skilfully manipulates that great fire, and attacks their opponent. The temperature of the created flames is so great that, even with the briefest of contact, they are capable of easily burning human flesh and the fireballs are dense enough to behave almost as solid, being able to deliver impact damage in adition to the fire damage. However, this also means that they can be deflected as a solid projectiles.

( Katon: Haisekishō ) - Fire Release: Ash Pile Burning
Rank: B
Type: Offense
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user spews superheated ash from their mouth after performing four handseals. The ash is hot enough to cause third-degree burns on the victim. Because it's composed entirely of ash, it stays in the air around the victim like a cloud. If the user clicks his teeth, the stagnant ash will ignite, creating a violent explosion.

(Suiton: Haran Banshō) - Water Release: Stormy Blockade
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will slam their hands against then ground allowing him/her to summon a massive amount of water from the sky, crushing it into the opponent. If needed, the user can cancel the technique in an instant.
Note: The water needs to be summoned at least 10 meters above the opponent to have any real effect.


♪ Declined: The second portion won't be approved, as you would have to counter this jutsu several times within the same time frame. The first portion clashes with one of Pervy's CJs. ♪
(Kage/Ninpou: Mugen Teiri) - Ninja Arts/Shadow Arts: Infinite Theory
Type: Supplementary
Rank: S
Range: +1 To base technique
Chakra: 40 (10 per Turn)
Damage: -
Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take one rank more damage than it normally would, and offensively it would give the construct one rank more damage points.For S rank that transaltes into +20. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate. This technique alters the fact that shadows don't normally have shadows of their own. This is accomplished through a variation on the Hiding With Camouflage techniue, in which not only the way light affects the shadow is altered, but also how physical shadow constructs react to light.
-Usable 3 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.


(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into . The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, lasting 3 turns.The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 5 times per battle.


(Ninpou: Hime Hogo) - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique. The armours would last one turn less than the original technique. The user can apply this on himself, increasing the power of the defensive technique previously used. The increase is restricted to a +15 boost. The technique can only be used 2 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.

‡ All Declined ‡ For being banned.
 
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Tsuki

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Updating:
Link to roadrunner contract approval:

Note: What the roadrunners do in roadrunner form remains unchanged, I just went into detail with everything regarding their large shuriken form.


(Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
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 fire 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, Liam is the one who has practiced fire the most and will only allow himself to perform S-Rank and A-Rank fire techniques (won't use Forbidden, B, C and D ranks). As for Sen, he didn't learn S-Rank fire yet so he'll only allow himself to perform A-Rank and B-Rank fire 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 have 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 large-sized shurikens that are virtually indestructible. Their shuriken form is covered with blood-red colored feathers made of ash. While in shuriken form, each one of them rotate around their own center and can hover in the air as they wish by sustaining their flight with their own chakra. They give out a sound near-identical to that of the rasenshuriken, which makes it rather noisy. As for what utility they provide in battle while in this state, they will continuously release "inactive" ash particles ("inactive" as in, cannot cause or enhance explosions) by decomposing the ash-feathers into small ash particles and letting those descend across the battlefield underneath the places which they fly above. New ash-feathers are continuously reformed on the shurikens as the older ones decompose. The release of ash begins from the moment they assume their shuriken form. This lasts for as long as they remain in shuriken form. The ash that covers the battlefield acts somewhat like a mist and is enhanced with the roadrunners' chakra. These descending ash particles cause an optical illusion that does not affect roadrunner contract signers or the roadrunners belonging to the contract. Everyone else, it affects. What this optical illusion does is that it gives the impression that humanoids, animals, techniques and objects on the battlefield are moving or located at different places than where they actually are situated at/are moving towards. Much like the clam summon's ability, this provides some form of stealth and trickery to the naked eye. Their actual appearance and body movement, however, cannot be altered (ex: If I'm running, the false image of me would also be running) The released ash, in itself, does not cause any suffocation, blindness or burns nor does it lessen the air's humidity because the released ash is always dormant. Both roadrunners transforming into large shurikens counts as a move and due to the roadrunners being only able to do one single task ever since their transformation, the duration of their stay on the battlefield will be "frozen" as long as they remain shurikens. They would by default re-appear hovering next to the user or be held by the user upon transformation or simply continue from their initial location.

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: Transforming, which leads to the release of ash, is considered an A-Rank technique


Declined: the optical illusion induced by the ash has significant overlap with the abilities possessed by Gengetsu's clam. Notwithstanding the similarity, which I discussed with NK, the description of how the optical illusion is altogether achieved seems insufficient. How precisely does it give the impression you've outlined, and how does it only affect opponents?


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. ♪
Resubmitting update attempt:

- Removed the option which clashed with the CFS
- Removed a note
- Edited the scale of what it can evade
- Bolded some changes in wording


(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 medium-scaled attacks such as "Fire Style: Fireball Jutsu" and the likes of it while also potentially approaching their opponent. Once done, the user can leave the jet, leaving it to continue in a straight trajectory as it turns into a gale of slicing winds that leaves severe cuts on anything on its path. 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

♪ Approved: Made some edits. ♪

□ Pending. Leaving for NK/Vex. □

New submission:


(Genjutsu: Kīpu Takkuru Shisu) - Illusionary Arts: Keep Tacklin' Sith
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: This is an interruption-type technique that requires a quick reaction from its user, thus the reason why being capable of sensing the target's chakra while performing it is a must. It lasts for the duration of one jutsu performance so it's a rather short-living technique. Upon noticing the target molding chakra and stringing his/her first hand seal, the user will abruptly place the target under an illusion. This illusion will affect the target in such way that it alters the manner in which they perceive all hand seal symbols that they themselves perform. A "dyslexia" of hand seals, so to speak, that will cause the remaining required hand seals for the technique in question to be strung improperly which causes the technique in question to not be released as the procedures for its performance were unfulfilled. This allows the user to seamlessly follow this illusion with another technique of his/her choosing before the opponent can perform their own, allowing the user to recuperate some time-frame.

Note: Can be used 4 times per battle
Note: Can only work if the opponent technique requires more than one hand seal to perform
Note: User must be capable of perceiving the target's chakra with some form of sensory or dojutsu

□ Declined. I am sorry, but this type of Genjutsu would bring about a lot of arguments, and potential time-frame breaking and even meta-gaming (like how will you know the person has to perform more than 1 hand seal for his technique to be successful?). □
 
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Korra.

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Korra bio being a Otsutuski and with Snakes

(Cotoise) – Torkoal
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Torkoal is personal puppet made by Korra herself. Torkoal is the same size of Salamander and is based off an actual turtle. Where the shell would be is a metal type shell which can open up and allow the user to sit in and hide inside the puppet. The user could also get an opponent inside the shell and have the puppet inject senbon from the inside of the shell to stab the opponent that is trapped inside it. The puppet also has a launcher inside its mouth being able to launch smoke-balls, poison smoke-balls, ninja tools and able to use fire jutsus through its mouth. Torkoal has the ability to react its head and legs inside its body and have blades produce from its side and spin in a fast motion like a bladed fan. The blades are covered in Puppeteer Poison and is coated in chakra making it able to break through A rank and below earth ninjutsu. Torkoal also has on the bottom of all four of its feet an opening it can use to create a chakra propulsion so it can launch it self in the air or in a different direction than where he currently is at.
Note: Must be taught by Korra
Note: The user can start inside Torkoal or must summon him
Note: Using the Bladed Spin. Chakra propulsion or Fire Ninjutsu counts as one of the users move
Looks like
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Declined: the puppet simply will not be permitted to have access to all canon (or custom) fire techniques. You must limit it to relatively basic fire-related abilities, then elaborate upon the specific applications of Katon in the description.


Updating

Its in the old thread so cant quote

(Aisu Joō no Hōrudo) The Ice Queen's Hold
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user will use their sword and channel chakra into it. The user will swing their sword in a circular motion using the chakra in the sword to create 6 star figures, double the size of normal shurikens, in front of them. The user will then point the sword at the opponent and have the stars launch at the opponent when the starts get to the opponent the stars form into a collar like object that attaches onto the opponent and then squeezes the opponent and bind them so that the user can strike them. The user has control of the stars and can make them change direction mid air so if an opponent jumps out the way the user can change the stars directions to get to the opponent. If the opponent has strength or speed like A, 3rd Raikage, Tsuande, Sakura, etc. the opponent can break free of the bind.
Note: Usable 4 times a match
Note: Bind last for 1 turn.
Note: Must be taught by Korra

Declined what are these even made of?


(Sunēkuātsu: Sunēku no Sapōto) Snake Arts: Snake Support
Type: Offensive/Defensive/Supplementary
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When the user is in close combat/hand to hand with the opponent the user will channel their chakra to a region of their body. Using the same principle as Hidden Snake and Hidden Multiple Snakes hand the user will have a snake or snake emerge from their body (while staying connected to their body) to attack the opponent or defend the user from taijutsu attacks. The snakes are connected to the users body and can emerge from any location of it like the back, shoulder, chest, etc. Depending on how much chakra the user channel more snakes can emerge at once. If the user channel enough for a C rank than only 1 snake can emerge. If enough for a B rank than two snakes and if enough for an A rank than 3 snakes can form from the user body. The snakes has venom that mess with the opponents nervous system the longer they are exposed/untreated. After 1 turn they will feel numb and after 3 they will have their electrical signals cut off and will become partially paralyzed. After 5 turns the venom blocks motor neuron pathways to skeletal (voluntary) muscles, causing full paralysis.
Note: Must know Snake Summoning
Note: Must be taught by Korra.
Note: Usable 3 times per battle with a 2 turn cool down of snake ninjutsu

Leaving for another mod


Approved: edits annotated in pink.

 
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Yanks

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(Genjutsu: Korera no subete en tsukurimasu) – Illusionary Arts: All These Squares Make a Circle
Type: Offensive
Rank: A-S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The user of this genjutsu will initiate it by making a string of four handseals and altering the chakra in the opponent's brain however unlike most genjutsu this one will culminate in its effects after a delayed time. During the first turn this genjutsu is active the opponent will simply see objects in a slightly different perspective. The edges of objects will appear softer and slightly wavy similar to the effects of a euphoric high such as a large amount of adrenaline surging through their body. However by the second turn the effects will become more intense the opponent will begin to feel a slight out of body experience their fingers and toes will begin to feel numb and they will start to have a feeling of weightlessness. At this stage making handseals will take roughly twice as long so a two handseal technique will take as long as four. On the third turn the effects culminate entirely the opponent's euphoric state will cause a crash in their body leaving them feeling an entire out of body experience losing the capability to control themselves correctly and their mind will enter a state where objects meld together with everything losing its edges essentially becoming a large circle of Color. Should the opponent not release from this genjutsu by this stage they would be essentially helpless unable to move. The first two stages of the technique are A-Ranked, while the third turn is S-Ranked in strength.
Note: Must be taught by Yanks
Note: Usable twice per battle
Note: The user will exert enough chakra for an S-Rank so that it doesn't need to be sustained
Note: Can be used to target multiple opponents but each opponent counts as a usage of the technique in regards to the usage limit

□ Declined. You're going to have to make it A rank only if you plan on it being a paralysis type Genjutsu. □
 
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Edward

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Resubmitting all of these !!
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
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 ♪
(Hyoton: Lissandra no hogo) - Ice Release: Protection of Lissandra
Type: Supplementary / Defensive /Offensive
Rank: S
Range: Short (Mid)
Chakra: 40 (-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 also 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. 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, dealing S-rank in 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 S Rank ice techniques while this technique is active (aside from the abilities described in the technique themselves). Also, no Forbidden Rank ice technique one turn after this technique is deactivated.
- Using either the defensive or offensive ability of this technique deactivates the technique after usage.

Declined - add realistic drawbacks <_<


(I just erased the mid-range)
(Fuinjutsu/Hyoton: Jikan uchi ni tōketsu) Fuuinjutsu/Ice Release: Frozen in Time
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
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 - five 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 - @the purple, before it gets close to the user? The barrier is only short range that is max of 5m, by the time the kunai reaches there it's already close to you and freezing something like that wouldn't add weight that drastically for it to fall directly to the ground that fast.

(Hyouton: Akuma no kurisutaruaisumirā, Gekido) - Ice Release: Demonic Crystal Ice Mirrors, Wrath
Type: Offensive / Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (+5 per turn)
Damage: 80
Description: An Ice user will materialize mirrors of Ice around an enemy, creating an ice cocoon made of mirrors with a ten meter diameter that surrounds the target from all sides, including the ground.These mirrors serve a supplementary and offensive use. The former includes manipulating the way the light reflects the ice in order to distort the image that is revealed in the mirror. Rather than showing the reflection of whatever the mirrors face, the user can manipulate the crystalline structure of the ice to distort the background or otherwise add or completely change it with minor and major details. These changes are entirely visual based, however. Though the user may create an image of a volcano, the target will feel no warmth because the mirrors only reflect an image, not any other accompanying characteristics such as temperature. The offensive use of this technique is augmented by its ability to create images. Because the ice mirrors have the same characteristics as the canon Crystal Ice Mirrors, the user can simply merge into the cocoon (if he/she isn't inside already). Then, by manipulating the ice mirrors, he can reflect the image of himself into all the mirrors, creating a holographic version of himself - images that can be manipulated by chakra manipulation. These images of himself serve as a distraction. For instance, the user can choose to make all the images converge upon the enemy, creating the illusion of an ambush when in reality, only one of him is true and only one of him will deal actual damage. The method of distraction is up to the user's imagination but is bound by the restraints of the mirrors: the images are completely visual and only effects the eye sight. Before, during, or after the distractions, the user can materialize a sharp shard of ice and attack the user, merging extremely fast from mirror to mirror while mutilating the target with the shard of ice. The distractions would serve to distract the target during the assault. After completing a series of slashes, the user will finally merge out of the mirrors and the mirrors will converge upon the target in the form of sharp blades which further mutilates their body.
Notes & Restrictions:
- Only usable 2x; lasts 3 turns, or until it is broken or by the users command
- Cannot use S-rank or higher Ice technique while this technique is in play. Cannot use Forbidden Rank Ice technique two turns after this technique
- The user's speed while in this cocoon is the same speed as the following technique: (Hyouton: Makyō Hyōshō) Ice Release: Demonic Ice Crystal Mirrors

Declined - controlling the refraction and reflection of light like that clashes with existing things

(Hyoton: Hyōgaki) - Ice Release: Ice Age
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A (-1 rank)
Description: The user will perform the Snake hand seal and materialize ice everywhere; the entire battlefield will consist of ice. For instance, ice will form quickly in the ground, acting as a source of ice techniques while snow will begin to fall, gradually escalating into a blizzard. The blizzard will greatly hinder vision, preventing any non-ice members from seeing up Long range, and anything around mid-range will be barely visible. Along with these forms of ice comes very low temperatures. The drop in temperature will weaken fire and fire based elements as they rely on heat as fuel. By depriving the environment of heat, these fire-based abilities will go down one rank.
Notes & Restrictions:
- Can only be taught by Edward
- Lasts 3 turns; usable 2x
- No S-rank Ice technique while this technique is active

Declined - clashes with existing jutsu
 
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Method

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(Meiton: Kousei no Oni) – Dark Release: Rebirth of the Demon
Type: Defensive/Offensive
Rank: S
Range: Short (same range as the absorbed attack)
Chakra Cost: 40
Damage Points: N/A (same as the absorbed attack)
Description: After releasing an energy-based attack of their own, the user will immediately absorb it back into their dark mark before releasing a dark release replica of it. It will be the same size, shape, carry the same rank and possess the same properties as the absorbed technique. It will be emitted in the same form as the absorbed energy, though it will be violet in colour to signify the change into Dark Release (e.g. absorbing a raiton technique would result in purple lightning being released). While this is performed in the same timeframe as the technique which precedes it (the one absorbed), it will still count as a move and so it will effectively be as if the user used two moves. Alternatively, the user can use this as normal against an opponent's attack to send back an exact replica composed of purple flames. The user can only draw in techniques that are within short-range of their dark mark and can only absorb techniques following Dark's elemental S/W (A-Ranks for weaknesses, S-Ranks for neutrals and F-Ranks for elements weak to dark).

Note: Can only be used twice per battle
Note: No A-Rank or above Dark in the user's next turn or same turn
Note: Changes the S/W of the absorbed technique into Meiton's S/W

♪ Approved: Made a few edits. ♪



(Meiton: Houshoku no Hanguri) – Dark Release: Gluttony, the Voracious
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will begin focusing their meiton chakra into the ground below to take advantage of dark's capability to absorb chakra. Any chakra released into the ground (within mid-range of the user's position) will be drawn into their body and consumed entirely. Consuming chakra from the ground in this manner will be treated as the absorption of a technique, allowing the user to perform Dark Release techniques which require a prior absorption. This technique can absorb neutral techniques of the same rank and S-Rank techniques of elements weak to Dark. However, this technique is unique in the sense that it will also work against Earth, Water and other elements strong to Dark (essentially matter-based elements) of the same rank. This is because it eliminates the very reason for the weakness in the first place. This technique absorbs the chakra directly from the ground, before the jutsu can form or manifest and so it never has to contend with it's mass or physical form. This absorption can be maintained for up to three turns and so in that time, techniques that can be absorbed by this will be neutralized before they can emerge from the ground.

Note: Can only be used thrice per battle
Note: Lasts four turns or until Lords of the Outer Night ends

♪ Declined: This eliminates one of the main weaknesses to Dark, if you want this, it'll still follow normal strengths/weaknesses. Reduce the rank to A decrease the number of turns it lasts, and then add a cool down time. ♪

Link to the below Approved Technique -

Meiton: Yami akiraka ni | Dark Release: Darkness Revealed
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn)
Damage: 80
Description: A technique sort by near all masters of Dark Release. It was seen as one of the greater Dark release techniques & was most powerful in terms of defense compared to other Dark jutsu. After having performed this jutsu, the user is required to absorb up to three A Rank jutsu; Lightning, Fire & Wind using the "(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw" technique. The user has six turns to do this in & is unable to perform any dark release jutsu that requires the usage of Inhaling Maw beforehand, otherwise they will have to absorb the chakra once more. After having successfully performed the requirements needed, the user is able to release the chakra through the diamond marking on their hand. The chakra begins to crawl across the user's arm, completely covering it while shortly after the rest of the body. The user is coated in a thick blanket of purple Dark chakra with hints of black hue, almost as if merged with the user's skin. The user's eyes become pure white. The abilities of the technique are not fully known, yet three have been revealed & shown to prove very useful for any situation(Offensive, Defensive & Supplementary).

Show


Offensive | The offensive cababilities of this technique are primarily simple forms. The user is able to create jet black structures across their body, varying from simply weaponry such as swords, axes & whips etc, each of them equal to B Rank dark release techniques. The user is able to perform all dark release jutsu of A rank & below without the need of "Inhaling Maw" by sacrificing a turn of this technique, thereby using the dark chakra already held by the technique as a source. During close combat the user is slightly more resistant to melee attacks due to the surrounding dark chakra.

Show


Defensive | The most notable part of the technique. The user being covered entirely of Dark charka, is able to absorb any technique composed of Wind, Fire, Lightning & Raw Chakra, without the need of performing the "Inhaling Maw" technique, instead posting this as reference & using one of three moves allowed each turn. The opposing jutsu would simply pass into the user, being absorbed by this technique. If a technique of S Rank or Forbidden (Forbidden dependable on the jutsu itself) is absorbed then the user has the choice of either using the contained chakra to perform a dark jutsu or to add an additional turn to this technique. The user is still able to absorb chakra from Water release jutsu of C rank or below, but has no other effect towards the water source.

Supplementary | Using this part of the technique allows the user to empower Dark jutsu. By sacrificing a turn of this technique the user is able to strengthen Dark related techniques by one rank, S rank simply gaining extra damage (+20 Damage). Another use of this ability allows the user to siphon chakra form the opponent when they are in contact with them, but is left unable to perform the defensive type of this technique in the same turn. Each time the user comes in contact with their opponent, they absorb 50 chakra, adding to their own supply.

None of the above are passive techniques & to the least require the user to reference which ever they use as one move out of their three. Being able to use Lightning & Fire jutsu, the color of the jutsus perform gain a dark purple hue, this of course is purely cosmetic. While in this form the user is able to perform Dark, Lightning & Fire jutsu of all ranks, & Ninjutsu of A rank & below. The user is left unable to perform Earth, Water or Wind jutsu. On activation of this technique, due to the dark release chakra spreading not just outside of the body, but covering a majority of the chakra network (a reason to why the user is only able to use certain elements), it is able to release the user from genjutsu of S Rank & below.

- This jutsu originally last 5 turns
- Can be used twice per battle
- Can only be Taught by Method
- The user is unable to perform dark jutsu for 2 turns after this technique ends
- The user is unable to perform Lightning or Fire jutsu of S Rank on the turn this technique ends


Dark Release Training | Link

‡ Approved ‡ Awesome technique. I upped the chakra absorption from the opponent to 50 and on each contact rather than each turn (so if you strike the opponent 8 eight times, you'll leech 400 chakra).

Updated Version

Meiton: Yami akiraka ni | Dark Release: Darkness Revealed
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn)
Damage: 80
Description: A technique sort by near all masters of Dark Release. It was seen as one of the greater Dark release techniques & was most powerful in terms of defense compared to other Dark jutsu. The user is required to absorb three A Rank jutsu; Lightning, Fire & Wind using the "(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw" technique or any related technique that absorbs. The user is unable to perform any Dark release jutsu that require the usage of Inhaling Maw or related beforehand, otherwise they will have to absorb the chakra once more. After having successfully performed the requirements needed, the user is able to release the chakra through the diamond marking on their hand. The chakra begins to crawl across the user's arm, completely covering it while shortly after the rest of the body. The user is coated in a thick blanket of purple Dark chakra with hints of black hue, almost as if merged with the user's skin. The user's eyes become pure white. The abilities of the technique are not fully known, yet three have been revealed & shown to prove very useful for any situation(Offensive, Defensive & Supplementary).

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Offensive | The offensive cababilities of this technique are primarily simple forms. The user is able to create jet black structures across their body, varying from simply weaponry such as swords, axes & whips etc, each of them equal to B Rank dark release techniques. The user is able to perform all dark release jutsu of A rank & below without the need of "Inhaling Maw" by sacrificing a turn of this technique, thereby using the dark chakra already held by the technique as a source. During close combat the user is slightly more resistant to melee attacks due to the surrounding dark chakra.

You must be registered for see images


Defensive | The most notable part of the technique. The user being covered entirely of Dark charka, is able to absorb any technique composed of Wind, Fire, Lightning & Raw Chakra, without the need of performing the "Inhaling Maw" technique, instead posting this as reference & using one of three moves allowed each turn. The opposing jutsu would simply pass into the user, being absorbed by this technique. If a technique of S Rank or Forbidden (Forbidden dependable on the jutsu itself) is absorbed then the user has the choice of either using the contained chakra to perform a dark jutsu or to add an additional turn to this technique. The user is still able to absorb chakra from Water release jutsu of C rank or below, but has no other effect towards the water source. As Dark chakra spreads through the user's chakra network, any illusions placed on the user are able to be removed by abosrbing the chakra fuelling it. This does count as one of three moves and does the require the user to have knowledge of being placed under a genjutsu if used for those intentions.

Supplementary | Using this part of the technique allows the user to empower Dark jutsu. By sacrificing a turn of this technique the user is able to strengthen Dark related techniques by one rank, S rank simply gaining extra damage (+20 Damage). Another use of this ability allows the user to siphon chakra form the opponent when they are in contact with them. Each time the user comes in contact with their opponent, they passively absorb 50 chakra, adding to their own supply.

None of the above are passive techniques other than the ability to abosrb chakra on contact & to the least require the user to reference which ever they use as one move out of their three. Being able to use Lightning & Fire jutsu, the color of the jutsus performed gains a dark purple hue, this of course is purely cosmetic. While in this form the user is able to perform Dark, Lightning & Fire jutsu of all ranks, & Ninjutsu of A rank & below. The user is left unable to perform Earth, Water or Wind jutsu while this technique is active . On activation of this technique, due to the dark release chakra spreading not just outside of the body, but covering a majority of the chakra network (a reason to why the user is only able to use certain elements), it is able to release the user from genjutsu of S Rank & below.

- This jutsu originally last 5 turns
- Can be used twice per battle
- Can only be Taught by Method
- No S-Rank or above Dark on the turn this ends and the turn after
- The user is unable to perform Lightning or Fire jutsu of S Rank on the turn this technique ends

‡ All Pending ‡ Leaving for Vex.

♪ Declined: The gen breaking ability won't be approved, it seems illogical. Even if you were to absorb the chakra that caused you to be placed into the genjutsu, your chakra would still be in "flux" and unbalanced. You'd need a full body surge, pain, or an ally to "reset" your chakra and re-balance it. ♪
 
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Luther

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(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 ♪
(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 (mid range). The dragon is very large that it would hit and affect a 5m 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 2 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.
-Unable to use other elemental techniques not lightning while active



□ Approved. Edits made. □

Suiton - Hidaka shita heizu|Water Style: Bloated Haze
Type: Supplementary/Offense
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user would focus his chakra into the surrounding mist and cause several portion of the mist to coagulate and expand until there are several hovering bloated water all around the terrain. The bloated water looks like blobs of water though they are rather dense and can be used for effective footings for the user. However, the floating blobs would explode upon the touch of anyone other than the user due to it reacting to other chakra signatures apart from the user. The user is able to conceal this bloated forms of water within the surrounding mist even concealed from the sharingan and chakra sensors as they are normally blind within the mist. Byakugan however, is able to see them within the mist. The user has total control over their movement and by sacrificing a move per turn, he is able to move them with his will to set traps or to attack the opponent directly. The explosion causes by a bloated mist is equivalent S-rank water explosion and would cover a short range radius. Should more than one bloated mist is sent towards the opponent at once, then all of them amounts to an S-rank attack.
If the mist continues to exist, the user continues to sacrifice his chakra per turn to re-generate used up bloats while using the immediate mist as the source until the jutsu ends or there are no more mist around.
-Requires mist to be present to use
-2x per battle
-Last 4 turns or when the user ends it
-No Earth jutsu the same turn this is used
-2 turns inbetween usage
-No water jutsu the turn after this jutsu ends.

Declined - nice technique, but few things need fixing. Firstly, the blobs explode? It's water so do they just act like a water baloon blowing up or what? I want specifics! xd Also sharingan would be able to see it in a thick mass in short range, but apart from that they wouldn't. No need to mention chakra sensors, in the mist they would only sense chakra, they can't sense shape and forms, but that's up to you if you want to put. You cant have up to 7 orbs, that are essentially S rank floating bombs, the power of the explosion would be devided between them. But the restrictions are fine

Katon: Gōruden'īguru no idai-sa |Fire Style: The Greatness Of The Golden Eagle.
Type: Offense/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50(-20 per turn)
Damage: 90-20 per turn)
Description:
The user focuses his fire chakra throughout his body and performs the Boar, tiger and Dog hand seals and then slams his two hands on the ground creating in the process five golden eagles in the process, each of these eagle are roughly seventy centimetres in length with a wingspan of 2.40 meters capable of covering great landscapes and terrain in due time. The golden eagles each can move individually on their own and are controlled by the user of the technique, they can either cascade and bombard on the opponent in a synchronized fashion or manner or each individually attack the opponent, or take on a supplementary role and provide aerial view on the landscape and the opponent from above. The golden eagles can also be combined and joined together as one single golden eagle which main role is primarily attack and in doing so its sheer sizes expands with it now have a size exceed eight centimetres when standing and a wing span of 2.50 meters. Each of the golden eagles requires constant chakra control thus barring the user from using any other elemental technique except fire during the duration of its process, should the user begin to use other elemental natures before the duration runs out or before discontinuing chakra flow the birds dissipate. Depending on the users use of the golden eagles he may choose to ride the golden eagle himself and launch it along with him from the air or even on the ground, although this can only be accomplished if the golden eagles are individually combined together and not why they are torn in five.

Note: Can only be used Once.
Note: Each Golden Eagle Last For Four Turns
Note: -20 Chakra Cost to Maintain
Note: Can not mold other elemental Techniques besides fire while active.


Declined - The view from above doesn't make sense, you wouldn't have linked vision with a fire jutsu would you? Same with you riding on fire? That doesn't make sense. And pick an even number, that way when the power is devided evenly it makes more sense xd
□ Pending. Leaving for NK/Vex or Pervy. □
 
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Summer

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Doton Asari Kasui/ Earth Style Fishing spike
Type: Attack
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
This jutsu involves manipulation of your earth chakra through a catalyst. Having a long strand of wire in the users hand. The user will create a small handheld spike like object in the hand. The user will make sure to create the spike with the wire attached to the inside of the spike. Then you will proceed to throw the spike at the enemy while keeping hold of the wire. You will then transfer earth chakra along the wire towards the spike. Doing this the user can enhance the spike making it grow in size from a 2 lb spike to a 15 pound spike and 10 times its regular size.* The transfer of the chakra to the spike takes only a split second to achieve and will be a sneak type tactic. The user can throw the spike however they wish as long as they are able to transfer chakra to the wire they can achieve this effect.

Restrictions
-must have wire in there ninja pouch or list as a tool before battle.
- useable 5 times per battle.
- Earth specialists can make two at one time ie both hands.

□ Declined. Similar to existing techniques. □

Approved here:
Updating with a few tweaks. Bolded the changes

Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it. Regular strikes or freeform in nature will have minimal damage dealing only up to B rank damage(40 Damage per strike) and will not require added chakra to fuel. These attacks however will be considerably slower without the extra propulsion speed.

Tempest strike
The user can channel S rank wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. Using the extra propelling force of S rank wind will also give this swing a crushing + 10 damage boost. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a powerful wind burst released from its backside. Having a faster then normal swing will give extra momentum for life crushing blows.

Talley Hoooo!
*Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield. This ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up. Using Talley Hoooo will require A rank chakra to be used to propel you up to long range

Advent Dispersion
This form of Magnhild's special abilities is one that lies with the shaft of the hammer or hilt. Charging the shaft/hilt with wind chakra the user will stab the bottom of the shaft/hilt into the ground. Once the shaft/hilt makes contact with the ground or anything else solid it releases the wind chakra in a concussion type forward wave of wind. The wave is only 5 feet high and can only reach up to mid range. The blast is a solid S rank wave of wind that appears to be rolling like a wave of water towards its destination. Should the user strike the charged shaft/hilt into an enemy it will work like a concussion blast more focused into a single point pushing the enemy backwards. The wind will follow the enemy that is sent flying backwards.


Notes:
-every time an ability is used it uses a Jutsu slot.
-Tempest strike requires a full turn cool down between usage.
-Tempest strike gives the hammer a +10 damage boost to the S rank damage
-wind Talley hoooo can only be used twice in the same turn.
-wind Talley hoooo requires a full turn cool down after the two usages.
- Advent Dispersion can only be used three times per battle. Requires a two turn cool down between usages.
can only be used by Juha and those he allows.

Declined - the S rank needs a drawback like no wind above B rank for 2 turns due to it being the way it is.
□ Pending. Leaving for Pervy/NK/Vex. □
 
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Beifong

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(Koton: Shiro Kokuou Amatsu Nishi) - Steel Release: The White King, Celestial of the West
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short
Chakra cost: 50 (-10 chakra per turn)
Damage points: N/A (-20 damage to the user)
Description: While Glory of Galahad is active, the user will focus their koton chakra throughout their body to create a knight of steel who's body reflects the user's body exactly. He will be the same shape, size, possess the same durability and will move at the user's base speed. As the pinnacle of sentient creations, the White King is capable of a myriad of abilities, all of which follow the theme of “supreme control”. He has the capability to use every steel technique the user knows and A-Rank and below Earth techniques sans handseals. Similar to Mordred from Knights of the Round Table, he can manipulate any steel on the field through hand gestures alone. This ability allows him to reshape and control any steel, devoid of chakra or the user’s own techniques that are on the field. While being manipulated the steel will be capable of levitating and thus can be used to attack airborne opponents. This can only be performed once every two turns and his manipulation will be equivalent to S-Rank. Both the user and the White King will be unable to use S-Rank or above Steel in the next turn when the manipulation ability is used. Any sentient creations the White King creates will possess the passive ability to reshape and will be capable of taking any form as long as they do not exceed their original size/dimensions. His second ability allows him to create armoured earth techniques. Similar to Steel Release: Passion of Percival, all of the White King’s earth techniques, upon creation, will be coated in a layer of steel with the same rank/power. This ability is passively applied and follows the same mechanics as the aforementioned technique. While seemingly powerful, an S-Rank Lightning technique would destroy an A-Rank Earth technique coated with this steel armour and still continue onwards. His third and final ability showcases his complete mastery of sentient creations. Similar to Kindness of Kay and Arrogance of Agravain, the White King can passively fuse with any sentient creations of earth or steel. Earthen creations will be converted into steel in the blink of an eye upon contact and he will then merge into them (if they’re larger than him) or incorporate them into his own body (if they’re smaller than him). Using this ability links his duration to the sentient creation’s own and the White King will take on any abilities that they possess. This merging ability can also be applied to steel devoid of chakra and for the purpose of movement. When used on a weapon or tool (such as kunai, shuriken, swords, etc), the structure will pass into his body and lay dormant for the most part until he wishes to call it up. The White King can release the entity at any time e.g. if it’s a sword, he can bring it forth from any point on his body at any time. He can also use this ability to travel through steel devoid of chakra or his own or his creator's steel techniques at his current speed. Creating the White King takes a very serious toll on the user, leaving them physically exhausted for two turns after the White King is deactivated/destroyed (speed decreases by 2 ranks).

Note: Lasts for four turns and can only be used once per battle
Note: All of his techniques count as one of the user's three moves per turn
Note: When the White King is deactivated or destroyed, the user will be unable to use Steel Release for the rest of the battle
Note: While active it counts as one of the users three moves per turn to have the knight on the field.

Approved


‡ Pending ‡ Leaving for Pervy.
 
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KeotsuEclipse

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(Erementaru Samurai Guntou no Jutsu) Elemental Samurai Sabre Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: When Samurai learned how to imbue their swords with elemental chakras, it allowed them to more readily combat the diverse arsenal of Shinobi more easily. Employing the same concept of chakra flow as the Samurai Sabre Technique, this technique envelopes the user's blade in an elemental shroud of a single element, to which shape transformation can be applied, as in the parent technique. This jutsu could be considered equivalent in every aspect to its predeccessor other than it allows for elemental usage. This technique can clash with Ninjutsu of an equal or lower strength, applying for elemental strengths and weaknesses.
*Note: Only useable by Samurai bios.
*Not: Unlike the parent technique where multiple instances of the technique can be sustained at one time (one on each sword), multiple instances of this technique can only be sustained if they are of the same elemental nature.
Note: Can only be used 5 times.

A strange request, but if this can't be approved for donation to the RP's Canon jutsu list, would you please go ahead and decline it?

¤ Approved ¤
 
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Resubmitting:

-Changed it and explained it a bit better.

(Sumakku-te) – Smack Hands
Type:Weapon
Rank:S
Range:Short
Chakra:n/a
Damage: n/a
Description: Smack Hands appears as a pair of orange gauntlets which are fitted over the hands (or where they used to be) and serve as a pair of prosthetic limbs/replacements to those who can no longer make use of their hand/arm in battle or have lost them. One extends up to and around the forearm while the other extends up to and around the upper arm. The weapon can aid the user’s taijutsu, fighting style, and freeform attacks, specifically with moves that involve the hands. The weapon is strong enough to break simple weapons such as kunai, shuriken, tanto etc. The smack hand has the ability to lift or break through ‘solid’ techniques or heavy objects such as earth, ice, steel etc up to and including B-rank. When breaking through solid techniques or aiding their own hand-based attack , the hand (s) (including if the hands are cloaked in a chakra nature) spin(s) similarly to a high-powered drill and is called Combat Drill. The hand reacts to the user’s chakra when they are in a different state, for example if the user is an Inuzuka and is in one of the wolf transformations, the gauntlets will expand and change shape in order fit onto their owner’s paws/claws, being enveloped in a cloud of smoke before emerging in its altered state. With Smack hands, the user gains access to its strongest attack, Power fists, where with the help of the smack hands, the user will focus his/her chakra into the hand to produce spikes on the knuckles before making a fist. The user will then focus even more chakra before either charging at the target to slam the hand into the target’s mid-section or simply fire them off from a distance (Long-Range and the hand itself isn’t fired.). In the case of getting into short-range, once the user makes direct contact, the user releases the chakra in the shape and form of the hand, and fires it off as a projectile, carrying the target back and blowing them up. The hand is as big as a human’s torso. When performing steel techniques, the affect when using the hands, is that the steel technique in question gains the same color and properties as the hands, as proof of its influence. The weapon was forged from an unnamed material which made the weapon highly durable, preventing it from being broken, crushed, burned, frozen, cut through or melted when coming into contact with A-ranked techniques. If for some reason the hand is lost, the user can have the weapon create a new set of hands (as long as the user has chakra to spend and some of the weapon remains) in place of the old ones. This counts as a move, useable by only steel users, and consumes 15chakra from the user.

-The hand’s ability to destroy solid techniques(Combat Drill), counts as an A-rank move (30 chakra, 60 damage) and can only be used four times per battle
-The user can only fire up to three fists from Power Fists, counts as a move, can only be used twice per battle and will cost 40 chakra.
-After using Power Fists, the user must wait one turn before using it again.
-The size and shape change counts as a jutsu and costs 10chakra and can be used three times per battle
-The hand return to normal size when the user’s mode, transformation technique, body-altering technique etc., ends

Dropping:

Approved
-Resubmitting-

(Sumakku-te) – Smack Hands
Type:Weapon
Rank:S
Range:Short
Chakra:n/a
Damage: n/a
Description: Smack Hands appears as a pair of orange gauntlets which are fitted over the hands (or where they used to be) and serve as a pair of prosthetic limbs/replacements to those who can no longer make use of their hand/arm in battle or have lost them. One extends up to and around the forearm while the other extends up to and around the upper arm. The weapon can aid the user’s taijutsu, fighting style, and freeform attacks, specifically with moves that involve the hands. The weapon is strong enough to break simple weapons such as kunai, shuriken, tanto etc. The smack hand has the ability to lift or break through ‘solid’ techniques or heavy objects such as earth, ice, steel etc up to and including B-rank. When breaking through solid techniques or aiding their own hand-based attack , the user can choose to have the hand (s) (including if the hands are cloaked in a chakra nature) spin(s) similarly to a high-powered drill. When in this state, it goes by the name of Combat Drill. The hand reacts to the user’s chakra when they are in a different state, for example if the user is an Inuzuka and is in one of the wolf transformations, the gauntlets will expand and change shape in order fit onto their owner’s paws/claws, being enveloped in a cloud of smoke before emerging in its altered state. With Smack hands, the user gains access to its strongest attack, Power fists, where with the help of the smack hands, the user will focus his/her chakra into the hand to produce spikes on the knuckles before making a fist. The user will then focus even more chakra before either charging at the target to slam the hand into the target’s mid-section or simply fire them off from a distance (Long-Range and the hand itself isn’t fired.). In the case of getting into short-range, once the user makes direct contact, the user releases the chakra in the shape and form of the hand, and fires it off as a projectile, carrying the target back and blowing them up. The hand is as big as a human’s torso. When performing steel techniques, the affect when using the hands, is that the steel technique in question gains the same color and properties as the hands, as proof of its influence. The weapon was forged from an unnamed material which made the weapon highly durable, preventing it from being broken, crushed, burned, frozen, cut through or melted when coming into contact with A-ranked techniques. If for some reason the hand is lost, the user can have the weapon create a new set of hands (as long as the user has chakra to spend and some of the weapon remains) in place of the old ones. This counts as a move, useable by only steel users, and consumes 15chakra from the user.

-Combat Drill counts as an A-rank move (30 chakra, 60 damage) and can only be used four times per battle
-The user can only fire up to three fists from Power Fists, counts as a move, can only be used twice per battle and will cost 40 chakra.
-After using Power Fists, the user must wait one turn before using it again.
-The size and shape change counts as a jutsu and costs 10chakra and can be used three times per battle
-The hand return to normal size when the user’s mode, transformation technique, body-altering technique etc., ends

Approved

( Morubureizushotto) – Mole Blaze Shot
Type:Offensive/Defensive
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: A technique that combines the Raging Duo and previous techniques. The user moves and confuses the target on the whereabouts of his location by cloaking his hands and feet in chakra and shaping them into mole claws so that he can move at extreme speeds underground. While the target is confused, the user will jump out from the target’s blind spot and make three hand-seals, and release his fire chakra that coils around them, before it springs up and rolls into a beach ball with small ram horns on the sides that resemble Fatal Horn's. The user jumps and finishes with an overhead kick that sends the ball into the target and explodes, consuming the target in flames.

-Can be used up to three times per battle.
-Takes up two out of the three moves.
-Must have signed the mole contract.
-While underground the user’s speed is increased by +2.
-Only one Mole Blaze Shot may be activated per turn.

Approved - this made me laugh imagining it xd

Raging Duo:
contract:
 
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Bloo

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(Kaubōi) - McCree
Type: Puppet
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
McCree is a wooden humanoid puppet that stands at 1.85 meters tall. McCree is adorned with a metal plate covering his his whole torso, a poncho draped over top of the breast plate, and a typical cowboy hat a top his head. McCree's weapon of choice is a six slotted launcher. Along with his weapon McCree also has multiple hidden compartments on his body, these compartments hold kunai, wire, bombs, and other puppet necessities. Using his launcher McCree can shoot out raw chakra and elemental bullets. Each bullet is three centimeters long, and while they are small they will pierce all non chakra infused items. McCree can also fan the hammer of his launcher to unleash a powered up version of his normal bullets, this powered up bullet is six times bigger and twice as strong.

-Each bullet is B rank.
-Fan the hammer bullet is S rank.
-After using fan the hammer McCree has to wait a turn to use it again.
-Only the bios specialties can be used for the bullets.

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Declined: this is seemingly an almost standard puppet—with the exception that it wields what is, more or less, a gun. Yes, it's not explicitly mentioned to be a gun and instead substitutes the term "launcher" for "gun". Nonetheless, the projectiles are still referred to as bullets and I'm not overly keen on the absolute: "will pierce all.." bit either. Also, there may be some slight overlap with my IXA puppet, but the possible similarities might be better assessed upon resubmission.

 
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Shroud

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(Sukairosutokuraudo) The Sky's Lost Cloud
Type: Weapon
Rank: S
Range: N/A
Chakra: -15 To Transform -30 to reform
Damage: N/A
Description: The Skys Lost Cloud or Sukai in its base form is a heavy cloth blue jacket that in its self is exetremly durable capable of providing immunity to shuriken , kunai , and freeform kenjutsu (unless its chakra aided like Raiton: super vibrating blade).It has 3 Other modes or forms the first being a sword for kenjutsu the second being bladed guantlets for aid in taijutsu and the third being a sycthe attached via chain to a shield providing both good offensive vapabilitys and defensive. The chain is attavhed via a loop to the bottom of the sytche and is detachable. The shield capable of surviving of tanking 6 D Ranks 4 C ranks , 3 B ranks , 2 A Ranks , Or one S Rank before breaking.Now of course when broke the user can flow his chakra into it (in any form) and it will mend itself back together over the course of two turns.
Coat
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Sword
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Scythe
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Shield
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Gauntlets
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Note Transforming costs a move
Note to reform it costs a move
Note: in coat mode the coat itself cannot get wet ( although the wearer can)
Note when deatroyed the user can send chakra into sukai and it will reform over a period of 2 turns

Declined - a cloak that becomes a sword that becomes gauntlets? Does it make your coffee and reply to trainings for you to?
 
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