Custom Jutsu Submission - III

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Mellow

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(Genjutsu/Ototon: Kēpukobentorī) Illusionary Arts/ Sound Release: Cape Coventry
Type: Offensive/Supplementary
Rank:S
Range: Short-Mid
Chakra:40
Damage:80
Description: The user weaves the bird hand seal before using the sound produced by the rustling of her cape/cloak as a medium, inducing the opponent into a sinister genjutsu. Initially, it would appear as if a flock of crows would spawn from her cape and flock towards the opponent before spiralling and squawking around them , hindering their vision and hearing. In the meantime, the battlefield would shift from its normal appearance into an abyss of purple, wispy darkness. The genjutsu would then take its toll as the crows would begin to peck at the opponent. This would begin the process of the mental damage. Suddenly the twister of crows would disperse into a shower of dark feathers as 3 grotesque demon like beings that seemed to have been molded by lava, would spawn around the opponent before attacking them with their sharp claws and dispersing into hot ash and burning the opponent. After that, the user will raise both of her arms into the air as a massive inter-dementional demon would appear to grow from the darkness of her cape. The horned demon rises to a size larger than most skyscrapers as he rises out of the depths of the endless field of whispy smoke. It then releases red beams of energy from all 4 of his eyes which conjoin into one massive burning ray in mid trajectory before smashing into the opponent and sending them flying back into reality. The opponent would then wake up from his influence under the genjutsu severely mentally damaged before passing out due to the mental strain.

Note: Lasts for 1 turn

Note: Can only be used twice per battle.

Declined - aside from it being a sound jutsu it's very similar to itachi's genjutsu.

(Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank:Forbidden
Type:Supplementary/Offensive
Range:Short-Long
Chakra cost:50
Damage points:90(-50 to user)
Description: This technique is evoked when thunderclouds are present, be it technique-produced or natural. The user will yell, scream, roar, etc., infusing the cry with high frequency, low energy Sound waves that are carried into the atmosphere. The sound waves will resonate through the clouds in the sky, marinating within until the user forms two handseals, seizing control of the sound waves. The handseals will trigger a powerful thunderclap within the clouds, with the sound of the thunder resonating downwards as a high energy, low frequency sound wave at Wind style speeds. The impact of the Sound wave on the terrain generates a powerful shockwave that echoes throughout, resonating through everyone caught within its field. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzes, resulting in death if left unguarded. The user will also suffer recoil damage from the technique.

Note: Can only be used once per battle.
Note: No Sound techniques may be used within the following four turns
Note: No techniques above A-rank can be used in the following four turns and no Taijutsu above C-rank
Declined - the purple should be removed, damaging soundwaves move like wind release for the offensive powers. Not only this but you don't have the right drawbacks. And lastly i think this has been done before, but not 100% on that one

(Ototon/Genjutsu: Korasu Bomei) Sound Release/Illusionary Art: Corvus Defection
Rank:A-Rank
Type:Supplementary/Offensive
Range:Short-Long
Chakra cost:30
Damage points:N/A (-60 mental damage if struck)
Description:Crow's are known to be great at mimicking the sounds of many other animals, including humans(better than parrots can), to either attract their prey or scare off predators for food. Being the tricksters they are, the crow's will mimic the voice of the user or anyone elses voice that have heard before, using their voice as the medium for the illusion. The user will then weave the sign of confrontation, casting the genjutsu upon the targets (up to 4 people in total). The effects produced from the genjutsu are listed as followed; the target will hear the voice and see a replica(s) of whoever the crows copied. At that point, the replica's will carry out actions within the illusion that the user has set them to do. The actions can range from simply speaking to the target to attacking them .

Note: This technique can only be used 3 times per battle

Declined - You make the effects of the gen too vague. Not only this but you can't have long range gen, and you will need a note saying need to have signed the crow contract
(Ototon/Genjutsu: Korasu Bomei) Sound Release/Illusionary Art: Corvus Defection
Rank:S-Rank
Type:Supplementary/Offensive
Range:Short-Mid
Chakra cost:40
Damage points: 10-80
Description:Crow's are known to be great at mimicking the sounds of many other animals, including humans(better than parrots can), to either attract their prey or scare off predators for food. Being the tricksters they are, the crow's will mimic the voice of the user or anyone elses voice or sounds that have heard before, using their stolen voice as the medium for the illusion. The user will then weave the sign of confrontation, casting the genjutsu upon the targets (up to 4 people in total). The effects produced from the genjutsu caused the target to see, hear, and feel a replica of the person whose voice the crows had copied. Within the illusion, the replica would seemingly spawn anywhere within mid range away from the user, before interacting with the target by either speaking to or attacking them with any technique the user wishes for the illusionary clone to produce. Albeit just an illusion, if the opponent is struck by the targets jutsu , they will recieve mental damage corresponding to the technique used.

For the checker:This is mostly for nw/rp use but I'll provide a battle wise example on how this functions. My pre summoned crows hears an animal or human voice and mimics it to say something or make a sound that triggers the illusion. The damage part is depending on what technique the person copied knows, up to s rank.

Note: This technique can only be used 3 times per battle.
Note: Only signers of the Crow contract may use this technique.
Note: Only Mellow can teach this technique.
Note: No Sound jutsu can be used for 1 turn.

□ Declined. Despite being a Genjutsu, the effects are similar to an actual Summoning Art that exists for Heda's Mockingjay's Summonings. □

(Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank:Forbidden
Type:Supplementary/Offensive
Range:Short-Long
Chakra cost:50
Damage points:90(-50 to user)
Description: This technique is evoked when thunderclouds are present, be it technique-produced or natural. The user will yell, scream, roar, etc., infusing the cry with high frequency, low energy Sound waves that are carried into the atmosphere. The sound waves will resonate through the clouds in the sky, marinating within until the user forms two handseals, seizing control of the sound waves. The handseals will trigger a powerful thunderclap within the clouds, with the sound of the thunder resonating downwards as a high energy, low frequency sound wave at Wind style speeds. The impact of the Sound wave on the terrain generates a powerful shockwave that echoes throughout, resonating through everyone caught within its field. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzes, resulting in death if left unguarded. The user will also suffer recoil damage from the technique, causing their own muscles to take damage to the point that taijutsu over C rank would be deemed impossible to succesfully execute for a prolonged period of time. If the user moves at any speeds higher than their base within a four turn duration, their body will begin to take damage for each turn the user decides to run at a higher than normal speed.Gg



Note: Can only be used once per battle.
Note: No Sound techniques may be used within the following four turns
Note: No Taijutsu above C-Rank for five turns.
Note: -10 damage each turn after the usage of this jutsu to those who choose to move at high speeds.
Note: Can only be taught by Mellow.

□ Pending. Leaving for Pervy. □

Declined - this is actually pretty epic, i like it, but reduce the area of effect to Mid range or give it a limit of 25 meter radius due to the effects. And if it comes down with that force wont it hit you too? And the destructive soundwave like this would be more like a shockwave that resonating effects that would effect muscles it seems like it would be pure destruction. Also note that the waves can be seen as ripples through the air as they come down
 
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21 Savage

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(Doton: Furainguanbiru) - (Earth Release: Flying Anvil)
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
This technique requires one to have used the Earth Release: Hardening technique beforehand. Due to the bulkiness of the technique, it weight and the less dexterity of movement associated with it, the user has come up with a measure to address the drawback. The user would channel chakra into the earth armour and make it seep into his own skin, melding with it and causing the armour to become the user's own skin. With this small feat, the user would have fine-tuned the entire technique making it more flexible, less heavier and lastly more thinner in term of size though the density is still the same as that of the normal hardening technique. With the armor now fine tuned, it is more smoother and almost identical to the user's skin albeit the user looks as if he puts on a little meat and the color of the skin becomes brown, the user has the flexibility like he does without the armor. He is however still able to form constructs from the armor up to short range, however due to the new nature of the armor, he can only use it from his limbs and not from his entire body.
∆ It requires the initial use of "Earth Release: Hardening Technique..."
∆ This technique is only meant to make the armor more flexible to use and thus can be used in the same timeframe as the hardening technique.
∆ Follows every major drawback of the hardening technique. Elaborately, one is not able to use any other element except Earth while in this state and the armor last until the hardening technique last or the user dispels it. Also the user still spends 10 chakra per turn to maintain its creation.
∆ It can only be used two times per battle with a two turn cool down in between usage.
∆ Using constructs from the armor does not count towards the user's allotted three move slot.

Declined - at this point it clashes with custom jutsu that reach this effect


(Doton: Dasuto no dasuto) -( Earth Release: Dust to Dust)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: N/A(80 for attack)
Description:

The user would focus his earth chakra into his entire body and he would be converting his entire self into dust. He is still able to keep his shape while in this form though, however, if he is hit by a solid technique, he would disperse and be formless. He is still prone to techniques that burns and especially lightning following the elemental strength and weakness. The user is able to disperse himself densely or scarcely that he would not be perceived/seen again since he is now millions of spec of dust but he'll be perceivable by dojutsu and chakra sensors. The user would be able to move in this form at his own current speed. While in this form, the user's earth technique if willed by him, would passively be in dust form though they still retain a level of solidity, able to deal the normal damage of the earth technique. However, since the earth techniques are now made of dusts, they don't give out tremors as normal earth technique would. the. User is able to reform his body part at will, to assume shapes of different kind. He can turn his arm to a sword for melee combat. The user's form still follows elemental strength and weakness thus when hit by a technique that is able to cancel out its rank, the user is forced to return to his normal nature.
∆ It can only be used two times per battle with each use lasting a total of four turns for each use.
∆ It essentially requires a two turn cool down between each use and only earth related techniques can be used while this is active.
∆ After this ends, the user can't use Earth Techniques for a whole turn.

Declined - clashes with gaara's body of sand IMO


(Suiton: De~yuarureiyābankā) - (Water Release: Dual Layer Bunker)
Type: Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra: 40(-10 per turn)
Damage: N/A(60 for second layer spikes)
Description:

The user channel chakra throughout his body and release water from every part of his body until it reaches five meter away from him and he would quickly form it into a sphere around him while the user is at the epicenter. The dome is made of two layers of protection, while the outer layer is made up of dense water while the inner layer is a symbiotic layer of gelatinous water. The space between the outer layer from the inner is three meters making the outer layer 8meters from the user. Though the syrup water on the inside do not activate its sentience until the outer layer is breached. Should the outer layer be breached, the gelatinous layer assume a symbiotic nature and would immediately respond by forming spikes from its surface towards the hindrance or any chakra source within 3 meters of it proximity. The spike would tilt towards the intruder with the aim to impale or bind before they are able to breach the second layer. The second layer has a special property to it that is is able to absorb chakra from things it touches, thus if the spikes are able to successfully bind a target or a target touches it, it seeps away some of their chakra. If the target is a technique, it would seep 10 chakra on contact with them apparently reducing their damage by 20. If the target is a ninja or summoning, it would leech 50 chakra from them. Chakra leeched is used to regenerate the second layer and to reform the first layer. However this is only possible if the damage received by the second layer is not enough to cancel it completely.
∆ Each of the layers is considered as an A rank in strength and capabilities.
∆ It can only be used two times per battle with at least two turns in between each use.
∆ This technique lasts until the user cancels it but it wouldn't exceed a total of four turns.
∆ Since the sphere is sentient, the user is able to use other elements however, they can't exceed S-rank. Only water element can exceed S-rank while this technique is active.

Declined - been done before countless times

 
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ᴍᴏᴏғʏ

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

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

□ Declined. You gave no limit as to how many times nor rank, it can break Genjutsu? So this gives me a sense of freeform Genjutsu breaking. And all Ninjutsu is a bit much man, makes it like a freeform clone, change that to one ability and limit the Genjutsu and foreign chakra sensing to a certain limit. □
(Suiton: Hōzuki's Saiyntu Spritū) - Water Release: Demon Lantern's Spirit
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description: Using their own body as a source, the user will manipulate their Hydrified state or momentarily enter one in order to release water from their back and shape manipulate it into the form of a large Demon Lantern fruit, the trademark of their clan. The size of the Demon Lantern is comparable to Gaara's Gourd. The Lantern is blessed with a sentient nature as its part of the user himself, allowing it to act on its own accord while leeching chakra off of the user. The Lantern is linked directly to the user's chakra system and basic as well as advanced senses (Like Chakra Sensory, Touch, Smell, Hearing, etc). The Demon Lantern is able to sense any disturbance(s) within the user’s system like genjutsu or any form of foreign chakra/substance. This ability is regardless of rank, however does not mean it can freely break the user out of said situation with some sort of chakra surge. (ex: From an illusion.)

The Lantern is able to turn into constructs up to the user's imagination and within reason, allowing for things such as; Dome Defenses, Whip/Tentacle attacks, platforms to climb on, wings to fly with, weapons, etc etc. The most prominent ability of the Lantern however is not it's ability to shape shift, but the special trait to create a pair of arms and hands in order to perform ninjutsu techniques, using them as an extension of the user’s chakra circulatory system. This allows the user through the Lantern’s arms, to perform all the ninjutsu (Including Water) techniques the user knows, (Very similar to the Tailed Best Chakra Arms) even the ones that require a blood ritual like the Kuchiyose techniques. This however will be limited on whether or not the Demon Lantern can draw blood from the user. This by no means offers the user the ability to multitask and mold other techniques as they are merely an extension of their body. The Lantern’s hands/arms are an extension of the user’s body and chakra circulatory system, and thus follow the same restriction when molding specific Ninjutsu techniques, following their own rules. The Sentience nature however, allows the Lantern to protect the user from threats that can be perceived by the user. A combination of two arms/hands & constructs can be created at once, with the ability of passively shape-shifting it to the user’s needs. (Ex: 2 arms for Ninjutsu & 3 tentacles for offensive/defensive measures.) The Demon Lantern has the ability to detach itself from the user and stay within a short range reach of them while assuming their own desired form. This however will void all sensing and aforementioned abilities that require a direct link to the user. (Like performing Ninjutsu) The Hands utilized for ninjutsu are classified as free-form in damage unless stated otherwise. This means that the overall power will not be factored into the division between the offensive/defensive constructs unless stated otherwise. Whether or not they are physically attached, the Demon Lantern will still be able to leech chakra off of the host to maintain its form.

⋩ Construct(s) are A Rank and divided in strength accordingly.
⋩ Must wait three turns before reusing.
⋩ Can be used two times per battle.
⋩ Requires a Hōzuki Biography.
⋩ Lasts three turns per use.

□ Approved. Edits made. □

‡ Pending ‡ Leaving for Detective L.

(Suiton: Jakutaika) - Water Release: Dampener
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 Per turn)
Damage: N/A
Description: The user will either manipulate his already hydrified state or enter one in order to counteract the effects of techniques that produce some form of shock, disturbance and/or sound wave. Taking advantage of the highly conductive medium that is water, the user will manipulate their liquified state, crafting their body by hollowing out the insides and creating intricate paths of water within. This is done to guide the absorbed disturbances, allowing the user to re-direct them at the cost of lowering their original damage of the technique by ten damage points. The user has complete control as to the radius of the disturbance's release. If the disturbances are something sustained the user can maintain his hydrified state and re-direction so long as he fuels the hydrification if activated through this technique. The technique can be used to absorb shock/disturbance/soundwave based techniques equal or below. (Ex: Absorbing the tremors from the “World Shaking Technique” and releasing them outwards through the body in the form of a shock. Or even absorbing the blunt force of a Taijutsu attack, redirecting towards the target.) If the technique being absorbed is non-harmful, so will the re-release of said technique. If the techniques absorbed are ranged, the redirection will be decreased by one effective range. (Ex: Mid range Sound wave could only be redirected up to Short range of the user.)

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

Declined - i'm glad you provided an example as some methods you mention wont work. If i go to kick you in a water form, no hollowness in your body is going to absorb raw kinetic energy for you to redirect like that. Th sound ways i can understand as you could almost create the tubes as pipes to an organs to create an almost guiding system to redirect the waves. Where as world shaking alllowing your body to release a shock like that wouldn't work either.
(Suiton: Arshuki Sifenu) - Water Release: Acoustic Quieting
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 Per turn)
Damage: N/A
Description: The user will either manipulate his already hydrified state or enter one in order to counteract the effects of techniques that produce/release some form of shock, disturbance and/or sound wave/vibration through the air or ground, so long as the user is no in contact with it. Taking advantage of the highly conductive medium that is water, the user will manipulate their liquified state, crafting their body by hollowing out the insides and creating intricate paths of water within. This is done to guide the absorbed disturbances, allowing the user to re-direct them at the cost of lowering their original damage of the technique by ten damage points. The user has complete control as to the radius of the disturbance's release. If the disturbances are something sustained the user can maintain his hydrified state and re-direction so long as he fuels the hydrification if activated through this technique. The technique can be used to absorb disturbance/soundwave based techniques and hindering sound techniques of equal rank and below, destructive sound waves of one rank below. (Ex: Absorbing sound waves and releasing them outwards through the body outwards.) If the technique being absorbed is non-harmful, so will the re-release of said technique however will still carry the hindering consequences that the original technique had.. If the techniques absorbed are ranged, the redirection will be decreased by one effective range. (Ex: Mid range Sound wave could only be redirected up to Short range of the user.) This technique is unable to stop the waves/disturbances/shocks of techniques produced through kinetic energy as it is a virtue of the body/object being in motion. It can however counteract the effects of techniques that have produce after effects like shockwaves produced by a powerful punch that was released outwards without making physical contact with the user. (ex: A punch so powerful that releases shockwaves from a distance, or even sound waves.)

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

‡ Approved ‡ Made edits.

Pending - want NK to check this to be sure

(Suiton: Logiku Konjetsu) - Water Release: Logia's Conversion
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: +5 to Hydrification Activation Utilized
Damage: N/A
Description: This is a passive ability of the Hozuki Clan members that allows them to hydrify their belongings, like clothing and weaponry upon entering a hydrified state. These could range from sealing tags, to projectiles like kunais, or even weaponry like swords or armor, etc etc. The user is able to passively convert the objects back to their original self for strategic use so long as the situation calls for it. This technique is a mere add on to the nature of the Hydrification techniques and its variations, thus allowed to be performed in the same time-frame as aforementioned techniques. The user can willingly choose not to hydrify said belongings if he so chooses.

⋩ Requires a Hōzuki Biography
⋩ Must be placed in the User's Biography

Aquatic Touch permission -

‡ Approved ‡
 
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Mokushiroku | Apocalypse
]Type: Puppet
Rank: S
Range: Short-Long
Chakra n/a
Damage: n/a
Description:
Apocalypse is a humanoid puppet that comes with the appearance of a white Knight. His white chakra enforced wood that his armor-like body is made of gives him heightened resistance to damage, being able to little to no damage from normal physical attacks A-rank and below while also taking little to no damage from elemental or chakra-based techniques B-rank and below. He comes equipped with 2 weapons; one being his offensive weapon and the other being purely for defensive purposes. His offensive weapon is a long silverish-white sword which is used to cut enemies down. It is also capable of cutting B-rank and below solid elements with ease and still be effective (counts as a move to cut through ranked constructs). The defensive weapon, being a wide, white shield, is capable of blocking B-rank and below elemental techniques itself, being able to open up to spread taller and wider to the point it covers the whole span of his body when using to block. The sword is laced with the main poison of a puppeteer in liquid form, thus making it that much more dangerous when coming into contact with a target. Due to being a humanoid puppet, he is only capable of using jutsus that are tai based and that aren't chakra based, thus becoming limited compared to his animalistic counterparts. His body makes up for this by having blades protruding from his limbs and main body parts that are used for tai. What makes these attacks more dangerous is that all of them, similar to the sword he wields, are laced with poison that causes numerous affects (basic puppet poison). His arms and legs are also specially crafted. They have ninja wire within them that allows for him to extend/shoot his limbs out as sort of controlled projectiles, letting him extend the range of his basic taijutsu blows by a single range (up to mid). For evasive purposes, he has two pairs of small angel like wings on his back that can propel him in directions in short bursts but won't give him full fledged flight. This lets him propel up to 5m in any direction including upwards at the same speed he can usually move with ( Equal to an Unofficial Sage ranked tai master ). The last function of Apocalypse is what makes him very unique to his user. With a simple mental command, he is able to break apart his armor-like body into 6 pieces. These pieces includes the Torso, the head, both arms and both legs. Once broken apart, they attach themselves to the user, basically creating the armor over him to become a full body weapon for them to use; which would still include his sword and shield. He still maintains most of his abilities in this form, bar the extension of limbs, though it makes for greater close combat usage since the user himself can use chakra based taijutsu while gaining the minor perks of the armor.

Note: Only usable by Otsutsuki bios
Note: Extension of limbs, spreading of the shield, evasive maneuvers via the wings and turning into an armor to be used costs a move slot, though are just normal functions of the puppet that don't cost additional chakra.
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Approved: edits annotated in pink.


Pesuto | Plague
Type: Puppet
Rank: S
Range: Short-Long
Chakra n/a
Damage: n/a
Description:
Plague is an animalistic bird-type of puppet that is made out of chakra enhanced black wood. The bird itself is about 3 times the size of an average male, with a wing span twice the size of its body. Due to the chakra infused within the wood during the crafting of the bird, it has a certain amount of resistance to damage, whether it be elemental or physical damage. The bird's outer shell is capable of resisting B-rank or below elemental techniques and A-rank or below physical attacks. With its mechanical wings and wind being "exhaled" from openings in the wings, the bird is capable of sustained flight while it is active. This specific puppet specializes in wind usage and poisons, using both in conjunction to create attacks and defenses that become highly dangerous. Having numerous openings within its body, the bird can siphon chakra from the user to perform a handful of wind-based abilities. From the wings, back, torso, or mouth, the bird may release blasts or gusts of cutting winds that act as offensive mechanisms to take down opponents (short-range). It is also able to coat it's wings and sharp talons or beak with cutting winds that extends .5m off of said appendage, which gives them the capability to rip through things in a close proximity equivalent to A-rank. Poison wise, the bird is capable of using it in both a liquid and a gaseous form, which makes all of its attacks more dangerous. Its talons, wings and beak are laced with the liquid poison, so when cutting into people it will enter their blood stream, causing the affects of said poison. Inside of its body, a gaseous version of the poison is held, which can be used at any point; either being used as a pure stream of just gas or combined with the wind attacks to create a more dangerous wind barrage. When releasing the gas with the wind, the bird is capable of controlling the flow of the wind while keeping the cutting edge, thus gaining control of where and how the gas is spread across a specific area. For example, it can be used to make a bubble of gas that is maintained so that it won't spread wildly or control the wind/gas to shoot and spread in a desired location. Aside from its wind usage and basic poisons, the bird has a couple of simple puppet-like features. Its legs are filled with ninja wiring that allows it to shoot its talons/feet off similar to grappling hooks, reaching up to mid-range at maximum. Once shot off, still connected to the legs by the wiring, the feet can be pulled back at a swift speed to bring things it has grabbed back to its body. The wings are layered with chakra infused wooden "feathers" that can be shot off as projectiles that can reach long-range. It should be noted that the feathers can also be layered with wind chakra to create an S-rank attack overall (40 chakra | 80 damage).

Note: Can only be used by an Otsutsuki bio.
Note: Every wind-related ability counts as a move and is considered A-rank (chakra and damage).
Note: The S-rank feather attack can only be used 3 times per battle.
Note: Using the S-rank ability will result in a one turn cooldown on wind-based abilities.

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Approved: added and modified notes and made a few small edits.

 
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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. □
(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
-note: must know Samurai Sabre Technique
-note: must know Iado
-note: Usable three time per battle

-must be taught by Wakizashi


Declined: it's not a new cycle yet.

 
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Souji

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- Removed some history to make it more general and readable
- Grammar/diction changes
- Removed weaknesses and adjusted strengths
- Added some clarifications to align with puppetry principles
- Cleaned up a lot of ambiguous language
- Added a cooler image


Izanagi-no-Okami
Type: Puppet
Rank: A
Range: N/A
Chakra: 30 (-10 chakra per turn to keep active)
Damage: N/A
Description: Izanagi-no-Okami is like any standard puppet, but because of its unique composition (being the same material used to make chakra paper), it has very distinct properties. By channeling elemental chakra through their chakra strings, a puppeteer will be able to imbue their puppet with certain interchangeable 'elemental modes', and enhance their own ninjutsu.

'Fire Mode'
- In this mode, Izanagi-no-Okami and the user gain the strength of fire. This means that fire ninjutsu used in conjunction with the puppet will increase in strength, more specifically, +10 damage. This also grants the user immunity to any Fire technique C-rank and below.
'Water Mode'
- Casted water ninjutsu with the puppet does +10 damage; immunity to C-rank and below Water.
'Earth Mode'
- Casted Earth Jutsu with the puppet does +10 damage; immunity to C-rank and below Earth.
'Lightning Mode'
- Casted Lightning Jutsu with the puppet does +10 damage; immunity to C-rank and below Lightning.
'Wind Mode'
- Casted Wind Jutsu with the puppet does +10 damage; immunity to C-rank and below Wind.​

The puppet also has a basic spear with a circular hilt/guard that can be used for attacks such as swings and slashes (B-rank strength).
Izanagi-no-Okami can act as a medium for elemental techniques up to and including A-rank (meaning jutsu can originate from the puppet's body when they would otherwise come from the user). If a 'mode' is used in conjunction with standard puppetry techniques, the techniques will gain the properties of the element, but receive no damage bonuses. For example, a simple C-ranked senbon jutsu performed in 'Wind Mode' will result in the senbons being coated in wind chakra with no changes to rank or damage. Only puppetry techniques up to A-rank may apply this property.
Notes:
- Can only be taught by Souji
- Only ONE 'mode' can be active at a time; switching and deactivating 'modes' counts as a move. Switching between modes is near instantaneous; the time it takes for the puppeteer to channel his elemental chakra through the puppet
- Being in a certain 'mode' restricts the user to using the corresponding element until they switch 'modes', or if they deactivate a 'mode'. So, if they're in 'Water Mode', they can only use Water, puppetry techniques, and other techniques that do not require chakra
- Damage restriction: Only elemental jutsu of ranks up to and including A can apply the damage modifier.
- Range restriction: Only jutsu with short to mid ranges can apply a damage modifier. For example, if the user uses an A ranked jutsu with a long range, even if it fits the criteria for rank, it cannot apply the damage modifier because of its range. This also applies to puppetry techniques used during a 'mode'
- Defensive: Anything stronger than Izanagi-no-Okami's defenses will be unaffected; for example, even if the user is in 'Fire Mode', B-rank Fire jutsus and above casted by the opponent will still do standard damage and effects to the user
- Resistances: If the opponent uses a jutsu that is strong/weak against the current mode, standard damage and elemental relationships apply
- This puppet DOES NOT defend against Tai, Gen, non-elemental Nin, KG, CE, or anything outside the Basic 5. They all do their standard damage and effects

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‡ Pending ‡ Leaving for Pekoms.


Updated Approved: edits annotated in pink.

 
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Yuse

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(Kemuri: Damudo no kuroku shi bi) — Smoke Art: Blackened Beauty of the Damned
Rank: D - S
Type: Supplementary
Range: Short - Long
Chakra cost: (5 - 40) - 5 a turn
Damage points: N/A
Description: Training in the art Cain saw the hidden beauty of smoke and how it could be used as an artistic medium. So he developed a technique to which he could display to others both beauty and horror. The user can exhale normal smoke in a manner similar to the release of the hidden mist technique or manipulate a preexisting source and manipulate the smoke in a very detailed manner creating vivid grayish black visual depictions, still and moving of unmatched detail. The visuals themselves vary greatly in size depending on the amount of chakra the user chooses to use. Using chakra equivalent to that of a D-Rank technique for example will be able to manifest visuals as large as the user, and using the chakra equivalent of an S-Rank technique will be capable of visuals enveloping an entire landmark such as a large smoke composed visual of a forest or jungle. The visuals themselves are only limited by the users imagination, and capable of constantly being changed so long as its still being passively fueled with chakra. Capable of manifesting anything from depictions as vague as a shape to visuals of amazing depth and detail, a jungle with various animals moving through it for example. Of course regardless of the detail and realism of the visuals they are nothing but that, visuals. They can in no way attack or defend, nor have true form as they are simply intangible smoke manipulated as an artistic medium. Additionally it is important to note the smoke itself when exhaled differs from normal smoke in the sense that this variant when exhaled is harmless compared to other smoke techniques as it isn't toxic in any way nor restricts movement. The technique was a favorite of Cain's used often to reenact and showcase in depth visuals of his fights, and past experiences, even sometimes used by him as a personal relaxing hobby.

Note: The technique can only be used by Yusei
Note: S-Rank version can only be used Twice per battle
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‡ Approved ‡
 
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Joker

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(Raiton: Zueso Shison)- Lightning Release: Zeus's Offspring
Type: Supplementary/Offensive/Defensive
Rank: A-S
Range: Short - Long
Chakra: 30-40
Damage: N/A
Description: The versatility of the jutsu revolves around its interaction with the element of fire, hot objects, chakra, and anything that may logically fall under these relationships, attempting to negate its common weakness, and/or using the heat of the fire to the lightning's advantage. First and foremost, the concept revolves around lightning's ability to act as a thermal conductive substance, which is provided through manipulation of electrons and electrical particles. Lightning will "draw" in or in better terms, absorb the heat and fire into its body, effectively dissipating the fire/heat into the lightning. What this does is aid in lightning from "phasing" through fire (or other hot energy substances), and interact with it as already described. Simultaneously, which is a logical outcome, the heat of the fire/hot substance will transfer into the body of the lightning, now making the lightning scolding hot, able to lit anything that comes into contact with it. Depending on the size of the newly heated lightning technique, it can cause widespread destruction from inferno's of fire storms. Recognize however, the lightning is still "lightning" and the fire that may be lit is a simple byproduct and entity upon contact, the user has no control of that fire through this technique, and the fire does not possess chakra or damage (aside from its natural components). The performance of this jutsu can be initiated in two ways, either through an activation (Lasts four turns, can only be used twice, and can only work up to A-Rank), or through single usage (only three times, but can only work up to S-Rank). When used with armors, the the heat of the lightning will only extend to the absolute surface of the lightning, preventing the user from getting burned.

Note: Can only be taught by Joker
Note: Must specialize or prioritize in lightning

Declined - part of this clashes with existing jutsu the other half isn't feasible in our current rp.
 
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Negative Knight

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New Cycle: 09/11/2016 - 15/11/2016

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

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. □
(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, however, creates a light hue around the opponent before its successful. 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
-note: must know Samurai Sabre Technique
-note: must know Iado
-note: Usable three time per battle

-must be taught by Wakizashi

□ Approved. Edits made. □

♪ Leaving for L ♪
 
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Klad

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Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique, and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform two respectively (max of B rank each).

- Can only be taught by Klad

♪ Approved: made a slight edit ♪
Updating

Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique. The user can also choose to absorb foreign chakra put in his system (for example, the chakra of an illusionary technique). The user first has to acknowledge he is under an illusion in order to use this technique on such occasions. Masochistic Tendency can break the user free out of a Genjutsu only if the amount of the chakra absorbed is equivalent OR superior with the amount of chakra put in the Genjutsu technique. The foreign chakra absorbed then would be used as dark fuels for other dark techniques.

♪ Update Declined: Read Below. ♪

♪ 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. ♪
New submissions

(Meiton: Kumori no Bun'ya) – Dark Release: The Shadow Realm
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Long (same as the absorbed attack)
Chakra Cost: 30
Damage Points: N/A (same as the absorbed attack)
Description: The user will focus their chakra into one of their dark marks to absorb an energy-based technique within it's vicinity (within short-range). The jutsu will be drawn into dark mark but it will not be broken down into raw chakra, it will simply be absorbed in it's current state and be emitted from another dark mark (e.g. the one on the user's hand) in the same form. There is no delay between the absorption and the release, in fact, it happens virtually simultaneously for stream-type techniques. For example, the user would safely absorb Great Majestic Annihilation into the dark mark on their right hand and then release it from the mark on the left hand, in whatever direction their hand is pointing (e.g. upwards to release it towards the sky or towards the opponent to send their attack back towards them). This technique only serves to redirect and change the direction of attacks, it doesn't manipulate them, break them down or change them into Dark Release. It simply takes advantage of the fact that the user's dark marks are connected by portals and so attacks can pass through one and immediately emerge from the other. Since it does not manipulate techniques at all and simply redirects their travel, this can even be applied to elements and skills the user does not possess. As per Dark's elemental S/W, this technique can absorb and redirect neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). As mentioned this before, this can only be used on energy-based techniques and so of course, this will not work with Earth, Water or similar elements. Of course, logically, the damage of the released technique would be equivalent to that of the absorbed jutsu. Unfortunately, boosting techniques would be rendered ineffective on released techniques.

Note: Can only be used three times per battle
Note: Cool down time of two turns between uses
Note: Technique retain it's own elemental S/W

♪ Approved, slight edit. ♪

(Meiton: Daraku Oujou Majikku) – Dark Release: Corruption of Necromancy
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will place one or both of their dark marks in contact with the ground before focusing their meiton chakra into it to create a subterranean field of sentient tendrils constructed entirely of dark chakra. In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. They collectively make up one gargantuan creature which is sentient and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn (via their contact with the ground). The tendrils can freely transition between intangibility and solid-like tangibility so they can both seamlessly emerge from and merge back into the earth and interact with anything on the field. The purple tendrils are capable of absorbing techniques following Dark's S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). It will absorb chakra channeled into the ground (of the specified ranks) before they can manifest or they can emerge to absorb techniques directly. The tendrils also have the ability to absorb chakra from everyone on the field (barring the user) that's in contact with the ground and is within it's vicinity. The tendrils can leech 50 chakra from everyone on the field every turn but as long as it does this, it will be incapable of moving/acting. The tendrils can also be used to attack their opponent, with the effect depending on whether they choose to be tangible or intangible. If the tendrils are tangible they stab, impale or entangle the opponent but if they're intangible they will obviously be incapable of doing physical harm. If they're intangible, the tendrils will instead absorb copious amounts of chakra on contact (50 per strike), the chakra drain being exacerbated by the direct contact with the dark chakra. To destroy the tendrils, the opponent needs to target it with techniques such as Swamp of the Underworld that exceeds it's threshold for absorption. The tendril creature will be neutralized completely as it attempts to absorb all of the chakra within the doton jutsu. It will not leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.

Note: Can only be used twice per battle
Note: Lasts until deactivated or destroyed
Note: No S-Rank or above Dark on the turn this is used or next turn
Note: Has a cool down time of three turns in between uses
Note: While this is active, the user can only use two other moves per turn

♪ Approved ♪
 
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Method

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(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. ♪


(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, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark. 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 three turns and has a cool down time of two turns in between uses

♪ Approved ♪

(Meiton: Tanran no Yokufukai) - Dark Release: Greed, the Avaricious
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and take on all of the properties of the last absorbed technique. For example, if a Fire technique was absorbed, the user’s body will be converted into purple flames. Absorbing a lightning technique will change the user’s form into violet lightning. However, while in this form, their body loses the innate absorption aspects of Dark Release and so they become even more susceptible to techniques. To limit this vulnerability, the user can instead choose to adopt only one or a few aspects of the absorbed technique e.g. their body will become electrocuting/burning to the touch without transforming into lightning or flames respectively. The user can also freely and passively transition between their “dark state” and their transformed state for the duration of this technique.

Note: Lasts four turns per use
Note: Can only be used twice per battle
Note: Has a cool down time of three turns between uses

♪ Declined: This is really OPed lol. You'd pretty much be untouchable/immortal for the duration of the technique, and adopting portions of the element infringes on existing things. I.E - shocking limbs/hot limbs would clash with Mantis Fist and Devil's Fist respectively. Another issue lies in the transitioning into a dark state. Since your body is completely composed of another element how would you turn back into a dark state without knowledge of Y/Y? ♪

(Meiton: Doki no Takedakeshii) - Dark Release: Wrath, the Furious
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (same as absorbed technique)
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and convert the absorbed technique into Dark Release before releasing it in the form of an omnidirectional explosion of purple flames. This violet conflagration carries the same rank as the absorbed technique (if more than one was absorbed, this applies to the most recent absorption) and spans up to mid-range in every direction around the user. While this technique requires a minimum of one prior absorption to be used, it’s effects are more profound if multiple jutsu have been absorbed prior to it’s usage. For each additional technique absorbed before Wrath is used, it gains +10 damage per absorption. For example, if three techniques were absorbed before this, the explosion would gain an active damage boost of +20. This can be done up to a maximum of +30, which would require 3 absorptions to reach. This “counter” is reset after every use of this technique. Of course, this can't be stacked with other boosting techs.

Note: Can only be used twice per battle
Note: No S-Rank or above Dark in the user’s same and next turn
Note: Can only be used while Lords of the Outer Night is active

‡ All Pending ‡ Leaving for Vex.

♪ Approved, made edits. ♪
 
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Mudo

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(Ansatsu Ninjutsu: Nimaijita) – Ninja Art Assassination Technique: Duplicity
Rank: A
Type: Supplementary
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Nimaijita is an assassination technique employed by those who favor a more stealth-oriented fighting style. In principle, it combines the concepts behind the Hiding With Camouflage technique with that of the Haze Clone or Shadow Clone and its variants (barring those of any elemental nature) to simultaneously create a diversion while turning invisible; it is thus used primarily when the assassin has been visually discovered and would like to conceal themselves without their opponent knowing despite having been sighted. Upon being discovered, the assassin will release their chakra in a perfect outline of their body, while simultaneously inflecting the light around them. This creates a perfect intangible image of them at a desired location that can move and speak at will, as they step backward and turn invisible. The projection is most effectively used and appears the most seamless when created directly in front of the assassin as they move backward and become invisible to fool any onlookers into thinking that they remain in the same location. It should however be noted that dojutsu users and those with a form of sensory will quickly be able to discover that the projection is not the user, due to it not having any chakra flow. Alternatively, the assassin can instead opt to create a shadow clone instead of a simple projection, although if they do so, they must form a single hand seal, which may tip off the opponent that something is amiss. Additionally, the creation of the shadow clone can only be done within short range, and follows all additional rules pertaining to shadow clones within battle. Through this variation of the technique, the assassin will use the inflection of light around themselves while turning invisible to mask the smoke produced by the creation of the shadow clone in an attempt to further deter the enemy into the clone being the original. The invisibility produced through this technique follows the same logic and effects found within the Hiding With Camouflage technique.
Restrictions:
Note: Can only be used twice per battle.
Note: Only a single clone variant can be produced through this technique per use, following all additional rules and restrictions related to clones.

Declined - can be achieved though cannon means
 
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Alyx

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(Bakuton: Kokuō Rei) – Explosion Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The catalyst will act to detonate instantly causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.

Declined - I just don't see this as logical an explosion triggering an explosion with no real medium just chakra, just seems like an excuse for you to extend the range of blast jutsu

(Bakuton: Jigoku no Kōkan) – Explosion Release: Hell’s Dignitary
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra into the ground in order to initiate this technique. This technique applies the principles of Lightning Release: Four-Pillar Bind as well as Explosion Release: Mandate of Hell. Instead of using Raiton chakra the user will apply their Bakuton chakra in order to forcefully shape the earth into a familiar mirroring their stature, appearance, and size. The familiar is powered by the user’s Explosive chakra and as such is granted a limited form of sentience; allowing the familiar to passively feed off of the user’s chakra reserves and sustain independence from the user’s concentration. Cosmetically, the familiar courses with explosive energy; this is much like the electrical energy which courses on the surface of Four and Sixteen Pillar Bind. This energy is inert to the touch possessing no inherent explosive qualities. However, the explosive energy possesses the ability to provide an inherent pseudo-regenerative quality requiring that the familiar by completely overpowered within elemental weaknesses and strengths. As such it cannot be weakened by techniques which are not strong enough to overpower it.

Aside from its limited sentience the familiar possesses two abilities. Due to the nature of his creation the familiar is capable of utilizing Earth Release techniques up to and including S-Rank sans handseals. However, the dignitary’s Earth Release techniques possess a unique quality found in Mandate of Hell. As such, the dignitary’s Earth Release techniques will passively be manipulated by Mandate of Hell allowing them to convert the Earth technique used (as long as it is solid matter), into Explosive chakra after it is created. This ability also, like Mandate of Hell, allows for a certain amount of reshaping; as such a slab of earth can be reshaped into a large sword. The Explosive chakra naturally possesses highly explosive tendencies which, on contact with solid matter or an opposing force, will result in an explosion proportional to the size of the structure. Explosions can also be detonated without the need for physical contact requiring the user to be aware of the interaction. Likewise, explosions can be prevented leaving the chakra inert until the user desires for an explosion to occur. Explosions created can be angled away from the user preventing unnecessary recoil and negating damage and debris. This passive characteristic can only be applied to Earth Release techniques within short-range of the familiar. Techniques which are outside of that range will remain as normal Earth Release.

Hell’s Dignitary can be used once per battle lasting a maximum of four turns per application. Upon deactivation the user will be unable to use Explosion, Earth, or Lightning techniques above A-Rank for a single turn.

Declined - this just seems like the cannon clone jutsuwfor explosive clones crossed with a rip of deidaras clay clones that can blow up.

Link to Mandate of Hell:


Completed Explosion Training:
Permission to submit variant from Drackos:
 
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Drackos

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(Fūinjutsu: Mukei Hogosha) – Sealing Technique: Ethereal Guardian
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s current speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. The user is only able to create familiars at a maximum of twice their current size, exceeding no more than that. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed.

♪ Approved, made an edit. ♪



‡ Pending ‡ Leaving for Vex.

(Bakuton: Gekido no Kaenryōiki) – Explosion Release: Rage of the Firelands
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized Fire Release techniques. The user will instantly activate this technique which allows them to infuse their Explosion chakra into a Fire Release natured technique which can cause explosive damage. This technique effectively creates a Fire/Explosion combination through the infusion allowing for the explosion produced by the aforementioned Fire techniques to become Bakuton natured. Techniques influenced by this infusion will retain their weakness to Water Release while gaining an effective strength against Earth Release, due to the nature of Explosion Release. Additionally, the technique will forfeit its neutrality with lightning becoming naturally weak to it. Because of the highly specialized nature of this technique it can only be applied to Fire techniques which cause Explosive damage, such as Fire Release: Hellfire Technique or Great Blaze Ball. It will have no effect on techniques consisting of regular non-explosive/volatile fire. When activated this technique will last for three turns; Rage of the Firelands can be used three times per battle and can be deactivated instantly according to the user’s will.

‡ Approved ‡

(Bakuton/Fūinjutsu: Tentai Hōfuku) – Explosion Release/Sealing Technique: Celestial Retribution
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn) (+20 chakra cost per applied technique)
Damage: N/A
Description: Celestial Retribution is an advanced technique employing the creation of the Coat of Arms of the Emperor. The technique is initiated through a surge of chakra throughout the user’s body to produce a familiar composed of entirely Explosive chakra on their chest. The familiar takes the form of the Civic Crown of the Emperor, his coat of arms. The familiar is imbued, through a passive consumption of the user’s chakra, a limited form of sentience. While the Civic Crown is unable to move from the user’s body it is able to act independently of the user and free his concentration on the technique. The Civic Crown acts to mark the sacred property of the Emperor and carry out the punishment upon those who attempt to steal it. To carry out this sacred task the Civic Crown employs an advanced form of Fūinjutsu. In order for the Emperor to mark his property the technique adds an additional dimension of shape manipulation through an infusion of chakra; this is done by passively consuming the user’s chakra and infusing it independently of the user into techniques at his volition. The added manipulation will in effect ‘inscribe’ the Kanji for ‘Exalted’ in the user’s Explosion Release techniques while also causing the color of the Explosion to shift becoming a dark crimson; although this coloration is largely cosmetic and can be shifted through the use of other techniques which influence light or coloration. When used on raw Explosion Release techniques, such as Explosive energy, malefic infernos, or simple explosions, this technique will create the Kanji in the body of the Explosion itself, always in the direct view of the opponent. Alternatively, this infusion can be used alongside Mandate of Heaven, Hell, and their variants. When used in conjunction with Mandate of Hell the Kanji will be initially inscribed in the solid body of the matter it is applied upon and then remain inscribed as it converts itself into Explosive energy. When used with Mandate of Heaven the solid matter which is infused will gain the inscription upon it. In its simplest form the infusion produces a highly malleable, intangible, and transparent barrier within the Explosion. Because of its malleability and intangibility the barrier can easily shape itself to fit the Explosion and its contents and will proactively shape itself as the explosion expands into its apex or changes shape. The barrier itself offers little in normal elemental interactions and does not inherently increase the strength of the Explosion Release technique it is applied to. However, the barrier, much like the barrier found in Sealing Technique: Abhorrence, acts to protect the Emperor’s techniques against specialized sealing/absorptive natured abilities. Against these techniques which employ an ethereal state of chakra draining, absorptive, or sealing qualities advanced Fūinjutsu or otherwise, the barrier will make its abilities known in order to protect the Emperor’s sacred Explosions. These abilities include Dark Release Absorption, advanced Fūinjutsu, and abilities which consume chakra such as specialized Water Release. The first ability mimics that found in Sealing Technique: Abhorrence. It will directly prevent the sealing or absorption of the user’s and is able to repel S-Rank and below techniques which attempt to seal or absorb the user’s techniques. The second ability is the barrier’s ability to issue a punishment to those who attempt to steal the Emperor’s property. While preventing the user’s techniques from being sealed this technique will instead release a portion of the user’s chakra to initiate the punishment. Those techniques which perform their absorption will instead be met by an infusion of the user’s chakra which causes the opponent’s chakra system to gain explosive like tendencies. The result is the opponent’s very chakra system will begin to ‘explode’ causing the destruction of 50 chakra per turn while also causing severe pain. The pain which the opponent experiences is equivalent to the pain required to shatter an A-Ranked illusion; stabbing one’s self in a minor muscle, cutting one’s self, breaking small bones, etc. Thus, it is a nuisance to experience in heated combat. The rank of the infection is equivalent to the rank of the Explosion Release technique used and requires a full body surge in equivalent rank to shatter.

Celestial Retribution can be used once per battle and when used the Civic Crown will remain on the field for a maximum of four turns. Due to its nature this technique is activated instantly and infusions occur within the same timeframe as the technique they are applied to. Alone, the familiar cannot move independently of the user and will remain static on his chest.

‡ Approved ‡ Nice technique

For reference:
 
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The Mockingjay

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(Ninjutsu: Erementaru shikiso gijutsu) Ninjutsu: Elemental Dye Technique
Type: Supplementary
Rank: C
Range: N/A
Chakra: 15
Damage: N/A
Description: This technique is to be posted alongside another elemental technique and stands as the ability for the user to change the colour of that technique once it is released, working almost as a type of chakra dye in a sense.
- This technique adds no benefit to partnered techniques other than the change in colour
- Will not work alongside techniques which state a colour in its original description or for coloured elements such as Darui's Black Lightning.
- This technique alongside another will only count as one of the users 3 moves per turn

if this is deemed to class with his 'Seven Sovereign Flames'

Also, I've been researching Kawagiri's colour release a little to check for any clashes there and I don't believe this should have an affect. She submitted no jutsu for the release and her aim was to give colour physical form and offensive traits depending on what colour the physical state held. My aim is solely to modify the colour of existing elemental techniques whilst inside the body much like 'Black Lightning' does with Darui, I'm not gaining any kind of offensive ability depending on colour or anything... it's aesthetics.

Declined - blue rule. If it's not I'm the outside itself it's not relevant

Wind Release: Split Second Hurricane (Fuuton: Wareme Niban Shippuu)
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Creates up to three tiny spinning vortex's of wind in the air for barely a second. This technique can be used anywhere that there is air and can be created almost instantly due to the miniature size of the technique. Although the hurricanes do not exist long enough to damage the opponent directly, the sheer speed and force that the hurricanes spin with are easily enough to change the direction of a travelling boulder in mid-air. Also, due to the size of the hurricanes created and the limited time they remain in the airspace for they are extremely hard to detect for an opponent at any range.
-Can be used to change the direction of B-rank and below solid projectiles.-

Declined - we have enough jutsu like this that redirect things with wind release

(Doton: Tsuchi gaido) Earth Release: Earthen Guide
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique used alone merely creates a hollow sphere of earth of any size up to 6 feet in diameter, the sphere can then be fired up to long range. It's true power comes from its use alongside other elements. By posting a jutsu of another element (solid or liquid) alongside this technique, the user can fill the earth sphere with the accompanying technique without the opponents knowledge. The sphere is created in such a way that whatever jutsu is used alongside is (despite being created simultaneously) completely concealed from the opponents view at all times. Technique can only be fired the distance of the technique concealed within
Note: Must be taught by The Mockingjay
Note: Technique posted alongside this cannot be higher than A-Rank.
Note: A handseal can be performed in order to cause this technique to explode/disintergrate in flight.

Declined - would require yin yang
 
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Never

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(Meiton: Bushou no Mukiryoku) – Dark Release: Sloth, The Languorous
Type: Supplementary
Rank: A
Range: Short
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. The user will use meiton's innate capability chakra absorption (exhibited in the canon technique Draining Touch) to absorb the chakra of anyone in contact with the ground within mid-range of their position. The chakra drain will resemble Multiple Infinite Embraces in the sense that it leeches the same amount of chakra from every other person/entity on the field (includes allies but excludes clones) and that it restricts the opponent's abilities. As such, the opponent will lose 100 chakra for every turn he's in contact with the ground and will be restricted to A-Rank and below techniques. However, if the opponent breaks his contact with the ground by going airborne, the drain chakra will cease and he will become capable of using the full extent of his abilities once more.

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

♪ Declined: This is unreasonable and OPed, an instant -100 to the opponent's chakra? Just because of contact with the ground? Also, it's a bit illogical to imbue the property of chakra absorption through a medium such as the ground and then absorb it back into the body. ♪

□ Pending. Leaving all for Vex. □


(Meiton: Bushou no Mukiryoku) – Dark Release: Sloth, the Languorous
Type: Supplementary
Rank: A
Range: Short
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. The user will use meiton's innate capability chakra absorption (exhibited in the canon technique Draining Touch) to absorb the chakra of anyone in contact with the ground within mid-range of their position. The chakra drain will resemble Multiple Infinite Embraces in the sense that it leeches the same amount of chakra from every other person/entity on the field (includes allies but excludes clones) and that it restricts the opponent's abilities. As such, the opponent will lose 50 chakra for every turn he's in contact with the ground (50 for the initial exposure and 50 every turn thereafter) and will be restricted to A-Rank and below techniques. However, if the opponent breaks his contact with the ground by going airborne, the drain chakra will cease and he will become capable of using the full extent of his abilities once more. The absorbed chakra does not return to the user.

- Can only be used twice per battle
- Lasts four turns and has a cool down time of two turns between uses

♪ Approved ♪

New :

(Meiton: Gokai no Chouhatsuteki) - Dark Release: Lust, the Lascivious
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will focus their chakra throughout their transformed body to lose their “solidity”. The dark chakra which composes them will assume it’s usual intangible state but unless willed otherwise, will retain the shape of the user’s body/form so that there’s no tell or sign that a technique has been used. This initial part of the technique is as fast as a standard chakraless Taijutsu technique as the preparation component is voided by having the body already transformed into dark. It’s an extremely simple maneuver as all it does is revert the dark chakra which composes their body into it’s natural state of intangibility. As such, it’s fast enough to be performed in close quarters combat. Upon coming into physical contact with the opponent in this state, that part of the opponent’s body will pass through the dark chakra. Of course, this contact will drain a portion of their chakra due to dark’s inherent absorption abilities. The chakra drain stated in Outer Night is exacerbated as rather than grazing contact, part of their body will be surrounded by and effectively submerged in the dark chakra. As a result, a considerable portion of their chakra will be drained (100 chakra points).This is simply a byproduct of the technique and not it’s true purpose for being used. Due to the intangibility of the dark chakra, while they pass through it, a small portion of it will pass into them and linger inside their body (similar to genjutsu). The dark chakra will essentially constitute an “infection” which resides inside of the victim’s body to drain their chakra and effect their vitality. This infection is equivalent to the rank of this technique and will become more malignant the more time passes as it feeds off the opponent’s chakra to strengthen itself. It will consume twice as much chakra every turn, starting at a base of 20 on the turn of infection. While this is active, the opponent will be unable to use techniques S-Rank and above. To rid themselves of this “infection”, the chakra can be purged with a full body surge. The slight twist is that the surge must abide Dark’s elemental S/W to be successful. The surge must be one rank higher if it’s neutral, two ranks higher if it’s weak to dark or the same rank if it’s weak to Dark (so an A-Rank surge of Earth or Water would break this technique). On the flip side, the infection will consume any foreign chakra or energy inserted into the opponent’s body and so they become immune to Genjutsu while this is in effect.

Note: Can only be used twice per battle
Note: The intangible state only lasts a single turn
Note: No A-Rank or above Dark in the user's next turn
Note: Can only be used while Lords of the Outer Night is active

♪ Approved: Just note that you can't manipulate the dark chakra after it's in the opponent's body.♪

‡ Both Pending ‡ Leaving for Vex.

(Fujitsuboātsu : D.E.V.A) - Barnacle Arts : D.E.V.A
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Summoned in Short
Chakra Cost: 20 - 40 (-10 to sustain)
Damage Points: 40 - 80 (if summoned as an attack)
Description:
The "Defensive Environmental Vitality Armour" is a specialized suit also known as a mecha made from many different types of Thoracica barnacle to keep it together and also working actively. The user of this technique can choose to ride within the mech or to simply have it as a fighting companion; It's a clever piece of equipment designed by "Moyashi" and a contract signer of the scroll, Hana Song. The Mechas can be summoned either through the ordinary summoning technique or by swiping blood on the tattoo, the Suit will either be summoned directly in front of the user or can be summoned above and smash down in front, acting as a shield or even a really powerful attack - (Corresponds to the Rank of the Mech). The Suit will seemingly be curled up in a ball and will stand up and open for the user - who can either be the Contract user or another Barnacle Summon (as long as that summon is smaller than the mech). Mechas can be summoned by Barnacle Summons, if this is the case and the summon decides to ride within it the Mecha will also adopt the abilities of the summon but will only have them until the Summon is either de-summoned due to the turns or killed or leaves the mecha - being in the mecha increases the barnacle summons duration on the battlefield by two turns, but if they leave it they will immediately de-spawn if the original time limit is up. When a Mech is summoned it can be customized and up to the user what it looks like, but only cosmetically; the abilities have to be chosen. Depending on the rank of the Mecha summoned they can choose a number of abilities from below; B-Rank can choose only one, A-Rank can choose two and S-Rank can choose 3.

Defense Matrix - 防衛 - Bōei
A Strong Shield Defence which has a group of barnacles shaped around the wrist that can expel a large wide frontal shield that can cover the whole Mecha plus anyone standing directly on eitherside of them. The wielders of the shield can move their arm to point the shield in different directions, but the shield itself is basically just a wall made of chakra and so can only block from one direction at a time - it is also clearly transparent. The Shield is the same rank as the Mech, can defend against techs up to that rank and is activated at the cost of a turn; however if a mech is summoned it can be automatically activated upon summon. The shield is strong and has chakra flowed through it so that it keeps that vitality; meaning anything less than the actual rank of the shield and cannot break it on the first hit will have no effect at all. The shield once active however disallows the mech to perform any offensive actions and can only move around - once they begin an attack the shield will deactivate, it also only lasts 3 turns. If the shield is broken or deactivated it has a three turn cooldown.

Beam Rifle - 線 - Sen
A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand. This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech; this beam travels extremely fast but is still trackable by ordinary shinobi with a 4 turn cooldown, lightning beam can also only be used 3 times if mecha is S-Rank. This device is capable of firing ordinary Kunai or any ninja tools like shuriken from it (If the user gives them a certain tool on their person, this can be used to be fired). The fired weapon will match the speed of a lightning technique but still be capable of being defended against through freeform; however they can overpower ordinary opposing thrown tools. These can only be fired one after another.

King Katana - 剣 - Ken
Even though the name of this Technique is King Katana, it can be any kind of sword custom to the Mech; the user can even summon two swords however it is split between the Rank - the Sword is attached to the Mech's back or waist upon summon. The Sword is made of steel buffered by Barnacle Shell making it strong and durable, able to withstand and deal X-Rank (Proportional to the summoned Mech) worth of damage before being destroyed. If a sword is destroyed the Mech can summon another at the cost of a move. The user can channel their own Sword or Weapon Techniques through this blade with a +1 Rank boost (S-Ranks gain +10) and can be any that the user knows since it's them performing the technique, though this means they have to be able to fit this within their timeframe; but also allows the Mech to do something in the mean time.

Propelled Body - 体 - Tai
The Mech will be outfitted with Barnacles capable of expelling fire chakra with every movement they make, increasing their speed so that they move just a couple of levels faster than the user's base speed. The mech is capable of performing Strong-Fist Taijutsu and any Taijutsu that the user knows (Minus Elemental infused Tai unless the Mech is couple with Organs of the Thoracica or if the user is riding within the Mech). Using one of the three moves Mechs can perform a 10 meter dash in any direction with a 2 turn cooldown, they also get a +10 damage boost to any Taijutsu based attacks.

Versatility - 多才な - Tasaina
The Mech is capable of creating Ninja Tools proportionate to it's size via the Barnacle Arts : Body of the Thoracica Technique. This selected ability also allows the Mech to be able to use fighting Styles that the user knows, he can replicate weapons or body structure needed through this ability and can perfectly replicate any kind of fighting style the user knows. They gain the same specialist boosts of the fighting style depending on what the user specializes in and can infuse elements if they need to but only through the user of these styles.

The Eject Mechanism is an effective means of escape, if the D.E.V.A takes enough damage rendering it destroyed it will effectively shoot any rider that is within it outwards and backwards passively, allowing them to escape any additional damage as the Mech takes the whole hit. This allows the user to defend against any remaining damage OR to escape it as it shoots them a good 5 meters away. Users usually name Mechs based on the abilities chosen, for example if an S-Rank mech can easily be called a Bōeisentai Mecha. Or just a simple Ken Mecha.

- Two B-Ranks can be created at the same time, but will cost two moves.
- If the user is riding in the mech they are only allowed to perform moves that The Chosen Mech is allowed and perform their Primary Elemental Specialty.
- Mechs can reach great heights depending on their rank, capable of being 20 meters tall.
- B-Ranks has a 2 turn cooldown
- Requires a sacrifice of 10 chakra to sustain on the battlefield
- A-Rank can only be created 6 times and has a 4 turn cooldown
- S-Ranks can only be created 3 times and has a 6 turn cooldown, no barnacle arts on the same turn or next
- Must have signed the Barnacle Contract
- Must have been taught by LonelyAssassin
- Mechs can utilize all Barnacle Art Techniques.

Examples of what a Custom D.E.V.A might look like :
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♪ Leaving for Pekoms ♪


Declined: there are numerous things to discuss, so the remainder of this check will address concerns and issues in the same manner that the submission was partitioned. To start, I am not particularly keen on D.E.V.A being summoned to the field by not only the contract signer, but barnacle summonings too. There are many components to this submission, and allowing D.E.V.A to adopt the abilities of whichever barnacle(s) occupying it and furthermore, extending the time allotted to the relative summoning by what could be a 50% increase is not going to happen. Now, looking at the Defense Matrix, there are three aspects that need to be modified. There's no sufficient reason for the shield(s) to be "clearly transparent" when the chakra ought to be quite dense in order to block high-level attacks. Also, the shield will not be permitted to fully block attacks of the same rank and instead, only those up to and including one rank below it. If a technique of the same rank happens to strike the shield, then it will be broken. Another concern is the duration of each shield and the fact that it can be recreated after a few turns have passed. The D.E.V.A already has considerable durability (which should actually not be equivalent to its rank) and being able to passively sustain a shield for up to three turns is altogether too much without further restriction, since the suit can devolve into just functioning as a persistent barricade between the opponent(s) and the contract signer. Lastly, please designate sizes for each level of D.E.V.A. and in general, reduce their maximum size.

Continuing on to the remaining abilities, unless there's a quantifiable speed that encompasses "Lightning Release", then an actual speed must be referenced within the description of the Beam Rifle ability. That being said, an issue regarding the speed chart is perhaps the only tangible concern in regards to this ability. The same cannot be said, however, for the King Katana ability. No, the sword(s) will not be enabled to withstand damage of the same rank as the respective D.E.V.A that is summoning them. Given that the swords can not only block attacks, but also inflict comparable damage further boosted by the contract signer, there will need to be more sufficient restrictions aside from merely requiring a move to summon them again. Ideally, the D.E.V.A should be required to also wait at least one full turn before summoning more swords. Insofar as the Versatility ability, the D.E.V.A will not be permitted to have the specialist boosts associated with any CFS unless the contract signer who summoned it is actually inside. In short, there are some relatively small edits to be made.

Notwithstanding the long cooldown periods on the higher leveled D.E.V.A, some of the general restrictions will also need to be modified prior to approval. Certainly, the D.E.V.A is a submission that one wouldn't be able to spam at either the A-rank or the S-rank level amid a single battle, but in the context of a long NW event it does retain the possibility of being spammed, especially since the suits can theoretically last through entire battles. Therefor, the number of times each level of D.E.V.A can be summoned ought to be reduced. Also, the feasibility of the last note will be assessed upon checking the resubmission, but at the very least, will likely have the D.E.V.A limited to only Barnacle Art techniques of the same rank (and below) as each summoned suit. In conclusion, a lengthy submission, but nonetheless within the realm of approval.


(Fujitsuboātsu : D.E.V.A) - Barnacle Arts : D.E.V.A
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Summoned in Short
Chakra Cost: 20 - 40 (-10 to sustain)
Damage Points: 40 - 80 (if summoned as an attack)
Description:
The "Defensive Environmental Vitality Armour" is a specialized suit also known as a mecha made from many different types of Thoracica barnacle to keep it together and also working actively. The user of this technique can choose to ride within the mech or to simply have it as a fighting companion; It's a clever piece of equipment designed by "Moyashi" and a contract signer of the scroll, Hana Song. The Mechas can be summoned either through the ordinary summoning technique or by swiping blood on the tattoo, the Suit will either be summoned directly in front of the user or can be summoned above and smash down in front, acting as a shield or even a really powerful attack - (Corresponds to the Rank of the Mech). The Suit will seemingly be curled up in a ball and will stand up and open for the user - who can either be the Contract user or another Barnacle Summon (as long as that summon is smaller than the mech). Mechas cannot be summoned by Barnacle Summons, but they can still ride within it adopting the abilities of the mech they are inside whilst sacrificing their own. The user can summon D.E.V.A directly around their summon so that it protects them from an attack. When a Mech is summoned it can be customized and up to the user what it looks like, but only cosmetically; the abilities have to be chosen. Depending on the rank of the Mecha summoned they can choose a number of abilities from below; B-Rank can choose only one, A-Rank can choose two and S-Rank can choose 3.

Defense Matrix - 防衛 - Bōei
A Strong Shield Defence which has a group of barnacles shaped around the wrist that can expel a large wide frontal shield that can cover the whole Mecha plus anyone standing directly on eitherside of them. The wielders of the shield can move their arm to point the shield in different directions, but the shield itself is basically just a wall made of chakra and so can only block from one direction at a time. The shield is one rank below the Mech's actual rank, can defend against techniques up to that rank and is activated at the cost of a turn; however, if a mech is summoned it can be automatically activated upon summon. The shield is strong and has chakra flowed through it so that it keeps that vitality; meaning anything less than the actual rank of the shield and cannot break it on the first hit will have no effect at all - however if it is hit by something of the same rank it will break, something of higher rank than the shield will go through and hurt the mech. The shield once active however disallows the mech to perform any offensive actions and can only move around - once they begin an attack the shield will deactivate, it also only lasts 2 turns. If the shield is broken or deactivated it has a five turn cooldown.

Beam Rifle - 線 - Sen
A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand. This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech; this beam travels extremely fast like most ordinary lightning techniques but is still trackable by ordinary shinobi with a 4 turn cooldown, lightning beam can also only be used 3 times if mecha is S-Rank with a one-turn cooldown (at this rank). This device is capable of firing ordinary Kunai or any ninja tools like shuriken from it (If the user gives them a certain tool on their person, this can be used to be fired). The fired weapon will match the speed referenced for the offensive beam, but still be capable of being defended against through freeform; however they can overpower ordinary opposing thrown tools. These can only be fired one after another.

King Katana - 剣 - Ken
Even though the name of this Technique is King Katana, it can be any kind of sword custom to the Mech; the user can even summon two swords however it is split between the rank (which is one below the Mech's actual rank) - the Sword is attached to the Mech's back or waist upon summon. The Sword is made of steel buffered by Barnacle Shell making it strong and durable, with reasonable force it can be destroyed. If a sword is destroyed the Mech can summon another after one whole turn and at the cost of a move. The user can channel their own Sword or Weapon Techniques through this blade with a +1 Rank boost (S-Ranks gain +10) and can be any that the user knows since it's them performing the technique, though this means they have to be able to fit this within their timeframe; but also allows the Mech to do something in the mean time.

Propelled Body - 体 - Tai
The Mech will be outfitted with Barnacles capable of expelling fire chakra with every movement they make, increasing their speed so that they move just a couple of levels faster than the user's base speed. The mech is capable of performing Strong-Fist Taijutsu and any Taijutsu that the user knows (minus Elemental infused Tai unless the Mech is couple with Organs of the Thoracica or if the user is riding within the Mech). Using one of the three moves Mechs can perform a 10 meter dash in any direction with a 2 turn cooldown, they also get a +10 damage boost to any Taijutsu based attacks during the window of time it is propelled.

Versatility - 多才な - Tasaina
The Mech is capable of creating Ninja Tools proportionate to it's size via the Barnacle Arts : Body of the Thoracica Technique. This selected ability also allows the Mech to be able to use fighting Styles that the user knows, he can replicate weapons or body structure needed through this ability and can perfectly replicate any kind of fighting style the user knows. They gain the same specialist boosts of the fighting style depending on what the user specializes in ONLY if he is riding within it, ordinarily they do not gain the specialist boosts and can infuse the wearer's elemental chakra if they need to for fighting style techniques but only through the use of these styles.

The Eject Mechanism is an effective means of escape, if the D.E.V.A takes enough damage rendering it destroyed it will effectively shoot any rider that is within it outwards and backwards passively, allowing them to escape any additional damage as the Mech takes the whole hit. This allows the user to defend against any remaining damage OR to escape it as it shoots them a good 5 meters away. Users usually name Mechs based on the abilities chosen, for example if an S-Rank mech can easily be called a Bōeisentai Mecha. Or for B-Ranks just a simple Ken Mecha.

- Two B-Ranks can be created at the same time, but will cost two moves.
- If the user is riding in the mech they are only allowed to perform moves that The Chosen Mech is allowed and perform their Primary Elemental Specialty.
- Mechs can reach great heights depending on their rank : B-Rank are 3 meters min and max, A-Rank 6 Meters, S-Rank 9 Meters
- B-Ranks have a 2 turn cooldown, and a 4 turn coouldown if two are summoned simultaneously.

- A-Rank can only be created 4 times and has a 4 turn cooldown
- S-Ranks can only be created 2 times and has a 6 turn cooldown, no barnacle arts on the same turn or next.
- Total number of Mechas permitted on the field cannot collectively exceed S-rank.
- Must have signed the Barnacle Contract
- Must have been taught by LonelyAssassin
- Mechs can utilize all Barnacle Art Techniques up to and including their own rank.

Examples of what a Custom D.E.V.A might look like :
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‡ Pending ‡ Leaving for Pekoms.


Approved: edits annotated in pink.

 
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Matt

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(Bakuton: Ten no Shirei) – Explosion Release: Heaven’s Directive
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra to applied techniques)
Damage: N/A
Description: This technique is considered the daughter technique of the Mandate of Heaven. This technique allows the user to infuse Explosive chakra into objects composed of solid matter (Earth/Earth CE, weapons not including Custom Weapons, and not including organics, etc). When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Heaven’s Directive essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be roughly equivalent to that of an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique. For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. An inherent weakness of the Mandate of Heaven is that this technique cannot be applied at long ranges. It can only be applied to techniques, tools, and such that are in close-range of the user or the objects in their direct possession. It cannot however be used upon anything on the opponent's person. Alternatively, the user cause a premature explosion in the object in question, voiding the need for immediate physical contact or allowing the explosion to remain latent despite physical contact. This requires the user be aware of the clash, however. The explosions produced by Mandate of Heaven are naturally angled away from the user preventing damage from the explosion as well as negating recoil. This technique is instantly activated and can be deactivated at the user’s discretion. Heaven’s Directive will last for three turns when activated and can be used three times per battle.

‡ Approved ‡

Resubmitting:
-Removed the line about passive maintenance

(Koton: Guntai no Shiroi Kouhi) – Steel Release: Cavalry of the White Queen
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to grant it a superior form of ‘sentience’. What this essentially does is bring their level of autonomy to resemble the Knights created in Steel Release: Knights of the Round Table. The sentient steel technique will become capable of using Steel Release techniques up to and including it’s rank sans handseals. This includes techniques which can only be used in Glory of Galahad as the creation is already composed of steel. If applied to a steel technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank knight will enable it to use B-Rank and below Steel techniques.

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

♪ Approved ♪
(Koton: Kiheitai no Niiro Kouhi) – Steel Release: Legion of the Red Queen
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to grant it a superior form of ‘sentience’. What this essentially does is bring their level of autonomy to resemble the Knights created in Steel Release: Knights of the Round Table. The sentient steel technique will also become capable of using Earth or Fire (the elements which make up Steel) Release techniques up to and including it’s rank sans handseals. This includes techniques which can only be used in Glory of Galahad as the creation is already composed of steel. If applied to a steel technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank knight will enable it to use B-Rank and below Fire or Earth (whichever is chosen) techniques.

Note: Can only be used thrice per battle
Note: Can only have this active on one technique at a time
Note: Creation can use either Fire or Earth techniques, never both
Note: Can't apply both White and Red Queen on the same technique

(Koton: Kyassuru no Garasu) – Steel Release: Castles of Glass
Type: Supplementary
Rank: B
Range: Short -long
Chakra Cost: 20
Damage Points: N/A
Description: The user will perform the Snake handseal and focus their chakra into the sky to open up a portal above the entire battlefield. From within the portal, a colossal amount of steel dust will rain down on the battlefield. Not in a cascading wave but more akin to snow or precipitation, where the individual grains fall slowly towards the ground. Similar to Rain Tiger At Will. The real utility of this technique is the user can control the falling grains to converge on each other to form constructs and weapons through techniques like Sovereignty of the Crown. The user can also create any steel dust techniques from these falling grains, rather than from the body or the ground (however they're usually created). Any constructs created in this manner must be made a minimum of three meters away from the opponent and their formation will sound like a flipped hourglass/pouring sand.

Note: Lasts four turns
Note: Can only be used twice per battle

Approved - Made edits, lowered rank, removed sensory part an other minor things

‡ Both Pending ‡ Leaving for Pervy
 
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Jᴀʏ

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(Fūton: Boreasu no Shukufuku) - Wind Release: Blessing of Boreas
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A
Description: This technique works similarly to "Air Current Wild Dance" except the current of the winds only moves in a certain direction which is supposed to be used to the user's advantage. In a fight the user will always be on one side of the battlefield and the opponent will always be on another, no matter where they move they'll always be opposite one another and so incorporating this the user will manipulate the wind adapting it based on the position of the targets - basically locking on to their position and changing every time they both move. The wind will move in such a way so that it is always blowing in the direction of the enemy, so because of this the opponent will always slow down when they're trying to reach the user, but will speed up if they want to retreat - this is vice versa for the user. However this also slows down techniques and tools that approach the user not by too much, but enough for them to be easily seen and dealt with accordingly, the opponent's thrown tools that are aimed in the direction of the user are completely useless and can be blown back at them - but for the user they are a lot faster, travelling at the speed of a powerful wind technique, however still remain freeform. If any of the two parties are lifted into the air they will be blown by the wind through it a few meters in whichever direction it is being blown; if there are shadow clones that are created the wind will target the original if they are created after the utilization of this technique, however if this technique is used after it targets the nearest clone IF the user doesn't know who the original is (If he sees the clones clearly being created, it's obvious to deduct the original, if he does not see them being created then it's a bit more tricky). The technique is simply an adaptive whirlwind, the pressure exerted can be used to ascertain the position of the opponent as well as slow down projectile.

Note: Lightning Techniques are reduced by one rank from both parties.
Note: Fire Techniques gain one rank for both parties, however for the opponent they are still slightly slower.
Note: Can only be used four times, it lasts three turns and requires a chakra sacrifice to sustain.
Note: Can only be taught by Jᴀʏ

Declined dnr

(Fuuton: Medea no Gairu) - Wind Release: Guile of Medea
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: The user of this technique will knead their chakra to manipulate the wind increasing the pressure of the air, they will then manipulate this wind and existing wind in order to refract light, the increased pressure will then shift the waves of light causing a distorted view of the battlefield. The user will manipulate the pressure enough to create an illusion where the user is farther than he seems. This technique can be used up to mid range, and extends the opponents assumed distance by 1-5 meters. Unlike a genjutsu pain will not stop the illusion the opponent must recognize and deal will the technique accordingly. The user can use this to confuse the opponent, enhance their taijutsu performance, and or just mess with the opponent, goad them into using longer range jutsu or to believing short or mid range jutsu would be unusable.

Note: Lasts five turns.
Note: Can only be used twice.
Note: Can only be taught by Jᴀʏ


Declined this is beyond wind release
(Fuuton: Herikoputā no Ken) - Wind Release: Helicopter Sword
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid Range
Chakra: 30
Damage: 60 (+15 to Fire Techniques)
Description: The user will channel Fuuton chakra into his sword, and spin it behind himself/herself vertically by the sash at it's hilt. The angel of the technique and blast of wind is capable of propelling the user into the air. As he increases the speed, his movements will become steady the wind will allow him to maintain motion, as well as move further in the air. However the user is limited to ten meters, so huge attacks will still hit their mark, he can change the direction of movement with his sword, just by altering it's position. However due to the fact that it requires at the very least one hand. Only the primary specialty and techniques that don't require hand seals may be used in the air. Due to the incredible rapid sword movement, and the blast of Fuuton that's released it can also be used to break apart attacks. The sword can cut through earth, blast away water, overpower other wind techniques, and diffuse electrical currents. It is effective to defend against B rank and below fire techniques. The user can also use this to empower their fire techniques as well.

Note: No hand seals when both hands are being used, one hand seal when one hand is being used.
Note: Can only be taught by Jᴀʏ

Declined I just don't see this working in the way you want as all sims seeing is you spin your sword releasing wind which granted would make you move like a propella but then you gain weird boosts and effects which doesn't make sense
 
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Sasori

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Modified


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

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

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

Appearance:

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


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



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

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


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


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

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




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


(Soto kokkaku) Exoskeleton
Type: Puppet
Rank: S
Range: NA
Chakra: 40 ( If summoning)
Damage: N/A
Description: Here we have an exoskeleton puppet which Sasori occasionally wears for the protection of himself. This puppet that Sasori will normally call his Exoskeleton is a thick and white colored puppet that has a resemblance to the human cartilage. While inside of the puppet the host's body is completely submerged inside of it making their core body unable to be seen, and it is greatly protected inside of it due to the puppets protective shell. Sasori created this puppet mainly to strengthen his endurance with it's sturdy and dense shell like body that rivals Hiruko's. Like most exoskeletons this one is quite rigid and tough which just means it's not flexible, but it will still allow the user the ability to move their body parts as they see fit. This puppet increases the user's body prowess so that it isn't fragile and inclined to damage. While inside, the armor covers the user's body and acts in the same way as an actual one in the sense it is one entity with the user giving them heightened prowess, and even though the user is one with it this exoskeleton just serves as a nerveless defense wall. If you were to drop a rock on a turtle's shell its exoskeleton would help to reduce the impact to the animals main body and instead allowing the shell to absorb the damage and in the same principles this exoskeleton works the same way. A side effect of wearing it is that , the user will have their taijutsu prowess increased because of how the puppet covers the user's limbs in a dense and hardened material therefore increasing the force done by an attack because it has increased the weight and mass behind said attack and Vice Versa Taijutsu from an enemy will be decreased in the amount of force because of the fact of how the user is surrounded in a structured defense so the user is protected up to a certain amount of damage considering the enemy's attacks would fall short of breaking through the exoskeleton and similar to a turtle's shell it cannot feel damage on its shell and serves as a second wall to protect the main body. It has material making it harder to actually have the damage or force of an attack reach the user. Since Sasori formed the puppet casing out of tough metals and other hard materials with oil refined and lasting wood qualities it enhanced the users prowess greatly.

On to the abilities of this puppet which would be to strengthen the user's attacks as well as body frame. What is meant by this is that since the puppet is layered over every limb of the user it will effectively increase the strength of all of their taijutsu by plus +10, this also works vice versa which just means that ordinary taijutsu from the enemy (A-rank and below) will deal minus -10 damage to their frame. Also, considering that the frame of the puppet acts as one and is connected with their chakra it gives them in a sense enhanced strength. This enhanced frame and strength gives the user ability to move their body even when placed under a great amount of strain or pressure and, can prevent the user from being crushed from objects. That ability is however only able to protect the user from up to B-rank forces or pressures. Overall, the armor can be used to protect the user from one A-rank attack which would lead to its demise.

Note: Can only be taught by Sasori.
Note: Can only be summoned/used once.
Note: User can enter battle with it attached, but must state so in their initial post.
Note: Not stackable with other armor-like puppets and can only be equipped to Sasori's core body.



Approved: reduced the puppet's durability and edited notes.


(Rā no Yokushinryū) The Winged Dragon of Ra
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn while airborne)
Damage: N/A
Description: The Winged Dragon of Ra or otherwise known as the Immortal Phoenix was sometimes regarded as the strongest Egyptian God of them all. In comparison to the other two in the trio Ra is a massive puppet around the size of Gamabunta and is covered in a layer of metal plates. There are also massive wings sprouting from its back that the user can manipulate as they want. Ra has several unique features built into it to make it unique and different from ordinary puppets. Sasori had also added the cosmetic design of it being golden to further resemble a phoenix. The Winged Dragon of Ra takes the appearance of a mechanized bird in its complete form. A puppet such as this one greatly rivals just about any large summoning making this a force to be reckoned with in any puppeteers arsenal. The puppeteer who possesses Ra can manipulate it by getting inside of it or using their one-hundred chakra threads. Ra can also be controlled by any other puppet method that can be used to control larger creatures since regular chakra threads would not be enough. There is also enough room inside of Ra to fit up to five different people.

To control something this large would take so much chakra and it would move so slow. I don't even see this being possible at that size.

On to more of the abilities, Ra has the ability to take flight by opening flaps placed along its wings which allow the user to pump chakra through them. Due to the constant chakra being put into wings it taxes a part of the user’s chakra each turn. Located along the surface of the wings are openings that can be used to release chakra blasts that can be used to accelerate the puppet in a certain direction to avoid attacks (C-Rank | Mid- Range) Once flying Ra has the ability to easily maneuver throughout the battlefield at ease. With its wings it can also manipulate them to attack or defend against enemy attacks. Each wings is a B-rank techniques so together they will equal an A-rank shield or attack that reaches up to Short range. Ra has a unique way of using its wings for defense which is by having them close in on it to protect from all directions. When Ra is using the wings in this manner it appears as if it is inside of a sphere. Also, due to the metal frames around its body it allows for Ra to take up to a certain amount of damage before it is actually destroyed. Some of the more offensive abilities are its claws which can be used to cut down structures with strength equal to B-rank. (Short-Range) It also possesses a tail at the end of its body that can be used to cut piercing or immobilize structures with its Mid-range reach and, its power is equal to B-rank. From its eyes it holds the ability to unleash a flash of yellow light that reaches to Mid-range and its goal is to disorient people making it hard to see as well think/function. The flash can be prolonged for up to two turns and counts as a move while happening. From its mouth it holds the ability to unleash a concentrated blast of fire that is equal to S-rank strength and can reach up to Long-range in order to scorch enemies.

You just compared this to gamabunta who is like 100m tall, but the wings only reach short range which is 5m? mid range being up to 15m?

Another ability of Ra, and probably the most unique of its abilities is its Phoenix Mode. Sasori devised a mode where he could imitate the actual power that Ra could actually possess. When Sasori opens a valve in Ra’s body it engulfs the puppet into flames due to the flammable substance around its body and it is also flame resistance so it does not do the actually puppet too much harm another reason it only lasts a duration of time. The flames are equal to A-rank allowing for Ra to use its body to attack enemies. While in Phoenix mode Ra becomes immune to B-rank and below fire techniques. Along with using its body to attack enemies it can flap its wings to unleash a wide scale Mid range blast of fire at the enemy. (A-rank) Also even though Phoenix mode may be useful it can only last a certain amount of time. While in Phoenix mode all of Ra’s attacks are increased by +10 not including its attacks that are already fire based only things such as the: tail/claws. It also makes certain properties of it more endurable. Lastly, there is a another ability of the puppet that originated from its transparent body that allows for light to easily be refracted from it. The user is capable of releasing a concentrated light that emits off of the puppet covering it in a bright goldish glow. This glow radiates off of the puppet up to short range of it giving anyone who looks at it disorientation/blinding and confusion affects. Even staring at the puppet from a distance can be harmful to the eyes almost like staring at the sun itself. While this mode is active the puppet looks as if it is a bright, illuminating, golden flash. This mode is capable of being sustained for up to four turns and can only be used once and cannot be used while Phoenix mode is active.

This is just a copy of so many fire jutsu but over a puppet

Note: Must be summoned and no other puppets while on the field.
Note: Can only be used by Sasori biography
Note: Can only be destroyed by an A-rank or Higher technique.
Note: Phoenix mode can only be used once and lasts four turns.
Note: Can use all basic puppetry techniques.
Note: Puppet can wield its functions at the same time if wanted except for its fire based attacks.

Declined -- all the reasons above

(Arukon) Leviathan
Type: Puppet
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50 (-40 for first two turns) ( -10 afterwards)
Damage Points: N/A
Description: Here we have Leviathan which is one of Sasori’s most devastating and destructive puppets that he holds in his collection. This puppet that has a size that rivals that of a large summoning and boasts as one of his largest puppets that he possesses in his collection is not a puppet he uses on a lot of occasions. Leviathan resembles that of a grotesque monster with several eyes around the surface of its body and a wide array of sharp teeth in the center of it that spiral in wards with several tube like entities spreading from it. The tyranny of this puppet is one that he will only use when he is in a dire situation. Leviathan is considered an F-rank puppet due to the tremendous strain that it puts on the user's chakra system as well as the toll of chakra that is being taken from the user constantly . To just summon this puppet takes a significant amount of chakra because of how massive it is. Even though this is one of his most powerful puppets it still has its drawbacks that make it also one big weakness for him. More times than likely the user will summon this puppet only to place themselves into the center of it or they could wield the puppet like any ordinary one. However, this puppet cannot be controlled by ordinary puppet methods such as chakra threads but, can be by other methods such as Sasori's one hundred chakra threads container. Leviathan resembles a freak of nature one that has an abundance of puppet parts inside and outside of its body frame. In order to maintain control over this puppet it places a large amount of stress and pressure on the user in order to do so. It is because of the abundance of puppet parts that this puppet has that makes it something that requires it a lot of focus to maintain throughout battle. Let it be noted that it is made of a layer of material that rivals Hiruko’s shell.

Since Sasori has been shown that he is capable of retracting back pieces of his body this puppet holds the ability to reconstruct itself from up to two S-rank attacks afterwards it will only hold a A-rank defense. When molding back from attacks it requires for the user to use a lot of precision and also taxes -40 for each attack regenerated from that is taken actively and immediately after the damage has been done so it requires a move. The very moment the puppet begins to be damaged the user focuses their attention on the damage and uses intensive care to repair it and even if their were a lack of puppet material the puppet itself has an abundance of them inside of its vast system. It is also possible for the user to retract back pieces of the puppet with chakra threads connecting it back to the main host. The defensive qualities as well as the quick maintenance of the user enables him to do so. Since the puppet is made out of dense layers of material while the user is protected deep inside of the puppet they can easily restructure the puppet before its final demise unless said attack completely eradicated the puppet. During the first two turns of the puppet being out the user will be taxed -40 from their chakra in order to successfully set up the mechanics of the puppet up and workings while afterwards once the main functions have been set up they will only need to be taxed -10 per turn to remain in control of the puppet. As long as the user has their chakra connected to the puppet via a method this is possible.

From the time the user gains control over the puppet towards the bottom of the puppet a wide container shaped like a mouth opens up that releases a thick, wide array of wooden tubes that begin scatter across the field up to long-range. Just releasing the tubes does not cause the enemy damage if caught in them, it does however prevent movements such as walking or running simply because of how close they are assembled. Passively the user can cause spikes to erupt from the tubes in order to pierce the enemy. With these tubes the user can use them on land or underground to surprise attack the enemy with an array of tubes. It is possible for the end holes of the tubes to release basic puppetry moves such as the Endless rain of senbon, and if using one of the basic puppetry moves it has to follow all of the restrictions of it. These tubes can also be used to attack the enemy offensively to bind them with the tubes with C- rank strength. All of the tubes can be used passively to attack the enemy whether it be to bind or use as basic puppetry move but if using a basic puppetry move it counts as a move and up to three could be manipulated at once. The tubes are also able to reach up to long-range into Mid air. Even if the tubes are destroyed they will continuously be reproduced so the only way to destroy it is by killing the main body.

Also, as soon as the puppet arrives on field another function of the puppet activates where a valve located along the back of the puppet open that reveals an abundance of flower like entity puppets and humanoid ones that are scattered throughout the sky. Once summoned the flowers scatter themselves up to long-range in the air. From each flower like entity it holds several tubes spread amongst the bud that rain down on the field imprisoning the enemy up to long- range with tubes that make it hard to escape the range of the puppet not actually trapping them. With the many flower buds out they have a technique that releases small round canisters from all angles that contain a poisonous smoke screen like the basic puppetry technique. The canisters also go off into the sky blocking off any chance of escape and it has thoroughly scattered smoke throughout the entire battle field and it lasts for four turns and counts as a move to use. The holes present in each flower is able to use any of the basic puppetry moves but they will rain down from the skies. Alongside the flower puppets are leaf shaped puppets and humanoid creatures that are all connected to the main stem of the flower which if you cut would destroy them all even though the user can reproduce them with the help of the extra parts inside of the puppet. Each humanoid puppet remains ground level just hovering about the ground and only have the ability to collide with the enemy and explode with B-rank strength and can use all basic puppetry moves also the humanoid puppet can be released up to twice at a time if wanted, while the leaf puppet has the ability to release spikes located along its perimeter at the enemy from any direction up to mid-range with B-rank strength. In the humanoid puppet eyes is a flash mechanism that is capable of releasing a small short- range flash that can be used to disorientate enemies or confuse them and is done as a move that can be sustained for up to two turns from under to four puppets and counts as a move while doing so with a two turn cool down.

Now comes Leviathans main ability which are the enormous tubes located from its main body that have a large blunt end to it that can be used to crush enemies. There are a total of six tubes connected to its main body but at max the user can only use four at once. Overall, the tubes hold the ability to do S-rank damage though it will have the damage split between the tubes if there are more than one tube being used. Let it be noted that with the tubes coming from the puppet if the user happens to be inside of the puppet they can send their heart container down one of the tubes unsuspecting while also removing it from any danger which can be done passively and can be used to enter one of the humanoid puppets if wanted and can use all of its ability like before and if wanted can detach itself from the host body. Once per battle the user is capable of using all pairs of tubes to unleash an assault from any directions on the enemy with F-rank strength, but cannot use the tendrils for two turns.

Note: Can only be used by a Sasori biography
Note: Can only be taught by Sasori
Note: No other puppets can be out
Note: Can use basic puppetry
Note: Everything associated with a Rank counts as a move unless stated otherwise.
Main body Appearance:
Appearance:


Declined - way too long. Not neccessary for it to be so long. I'm sure i could list what it could do in only one of those paragraphs. I started bolding reasons for it to be declined and i already saw enough. You've basically got an F rank giant shell that can reform itself. Unreasonable to say the least.
Permission to resubmit:


Changed ranged/ didn't need bold because I completely reworked
(Kimera) - Chimera V
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: A muscular puppet shaped in the form of a four legged beast with several unique limbs attached to its body. Sasori has assembled here a grotesque monster holding several in unique abilties of several distinct animals. The reason this puppet was considered a wonder is because of how it possessed characteristics of a wide array of animals merged into one entity. Due to some of the features it is composed up of it gave this puppet an advantage over others. Most people when they witness this creature on first sight are shocked by its physique and stature almost thinking it’s the real thing. There are many Chimera’s out there so he decided to model this one after one the that had most interested him. This specific Chimera has four legs with two hind legs in the back that resemble goat legs. The goat legs in the back almost look as if they are preparing to pounce or jump, and they are capable of it with the springs located along both of its hind legs allowing for it to jump to Mid range in specific directions if the user desires. Emerging from its abdomen would be an extendable snake with a bluish tint that has the reach of up to Mid-range. The snake possesses lithe and flexible movements making it maneuverable throughout the field. From inside of the snakes mouth it holds the capability for it to release a small circular sphere which contains a grayish smoke bomb that covers everything up to mid-range. Using the snake’s mouth the user can cause for the snake to unleash a wide array of senbon up to C-rank strength and, can be fired for as long as the user has chakra to sustain it but, if sustained more than one turn it takes up one of the user’s move next turn. On its neck would be a long pair of finely modeled goat horns that holds the possible for the user to manipulate the horns in order to defend the puppet from incoming attacks or to lower them down so that the puppet could possibly charge and penetrate a target with C-rank strength in horizontal sort of manner. Also, Chimera has three heads growing from its neck/nape: A Lion on the left, A goat in the middle, and a dragon’s head on the right. Each of the heads have been deisnged to be used during battle a for specific function. The Lion head is capable of releasing an thin, adhesive, Mid- range mud from its mouth which would entangle enemies in a sticky substance if not dodged, and is equal to an A-rank technique. The dragon’s head is capable of opening its mouth to release a scorching hot fire from its mouth with reach of Mid-range, and the power of an S-rank fire making itself one of the strongest heads available. On to the goat’s head which has the ability to release a thin blast of compressed air with the ability to easily blow or destroy sturdy objects up to Mid-range distance away with A-rank strength. The user while manipulating the heads can rotate their heads like a knob while using their ability in order to turn the blast into a thin or thick blast version. All of the heads have the ability to release said attacks due to a small circular valve located along the lining of their napes which offered for a place for the attacks to be released . Lastly, from each of their heads they have the ability to launch forward a thin, elastic, sticky, tongue that has the ability to entangle enemies, or to be used as a grappling hook of sorts, and is equal to D-rank which can reach up to Mid-range. It is possible for the user to use some of the puppets mechanism at the same time like firing senbon or the elastic tongue, but not the heads elemental abilties, though it is possible for the user to use both the goat and Lion at the same time but not the dragonoid one.

Note: Can only be taught by Sasori.
Note: Every attack or ability counts as a move

Appetance:

Declined - Shooting mud clashes with existing things and doesn't make sense in a normal puppet. Fire does as you can hold gas within the puppet to create a flame thrower. You've got an S rank fire attack with no drawbacks? And elastic sticky tongue isn't a puppet feature nor logical for puppets. All bits are bolded for you to see.

(Kimera) - Chimera V
Rank: S
Type: Puppet
Range: Short-Mid
Chakra: 40
Damage: NA
Description: A muscular puppet shaped in the form of a four legged beast with several unique limbs attached to its body. Sasori has assembled here a grotesque monster holding several unique limbs of several animals. The reason this puppet was considered a special was because of how it possessed characteristics of a wide array of animals merged into one entity. Due to some of the features it is composed up of it gave this puppet a slight advantage over others. Most people when they witness this creature on first sight are shocked by its physique and stature almost thinking it’s the real thing. This specific Chimera has four legs with two hind legs in the back that resemble goat legs. The goat legs in the back almost look as if they are preparing to pounce or jump, and they are capable of it with the springs located along both of its hind legs allowing for it to jump to Mid range in specific directions if the user desires. Emerging from its abdomen would be an extendable snake with a bluish tint that has the reach of up to Mid-range. The snake possesses lithe and flexible movements making it maneuverable throughout the field.

From inside of the snake's mouth it holds the capability for it to release a small circular sphere which contains a grayish smoke bomb that covers everything up to mid-range (counts as a move). Using the snake’s mouth the user can cause for the snake to unleash a wide array of senbon up to C-rank strength and, can be fired for as long as the user has chakra to sustain it but, if sustained more than one turn it takes up one of the user’s move next turn. On its neck would be a long pair of finely modeled goat horns that holds the ability for the user to manipulate them in order to defend the puppet from incoming attacks or to lower them down so that the puppet could possibly charge and penetrate a target with C-rank strength in horizontal sort of manner. Also, Chimera has three notable heads growing from its neck/nape: a lion on the left, a goat in the middle, and a dragon’s head on the right. Each of the heads was designed with the intention of specific elemental functions. The lion head is capable of releasing a thin, pressurized stream of water. The dragon’s head is capable of opening its mouth to release a scorching hot stream of fire from its mouth. On to the goat’s head, it has the ability to release a thin blast of compressed air with the ability to easily blow or destroy sturdy objects. Each of these attacks is equivalent to an A-rank technique, in addition to following the strengths and weaknesses for basic elements.

The user while manipulating the heads can rotate their heads like a knob while using their ability in order to turn the blast into a thin or thick blast version. All of the heads have the ability to release said attacks due to a small circular valve located along the lining of their napes which offered for a place for the attacks to be released. Lastly, from each of their heads they have the ability to launch forward a thin and lithe tongue used as a grappling hook of sorts by looping around an object and is equal to D-rank which can extend to mid-range. User can manipulate the puppets functions together as they see fit. Once per battle the user can release two simultaneous blasts with any combination of the heads three heads to unleash one powerful attack at the enemy.
Note: Can only be taught by Sasori.
Note: Every attack or ability counts as a move
Note: Using two elemental attacks simultaneously will require a two-turn cooldown.
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Approved: reduced the puppet's rank and made its abilities reflective of that change.​


(Oshirisu no Tenkūryū) Slifer The Sky Dragon
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn while airborne)
Damage: N/A
Description: Slifer The Sky Dragon was once known as a majestic flying beast in ancient days. One day coming across rumors of a crimson flying beast, Sasori set out to recreate this famed beast. Along with Slifer there were two other Gods: The Winged Dragon of Ra and Obelisk The Tormentor. With all three of them together they made for a force to be reckoned with in any puppeteers arsenal. Each of the Egyptian Gods are about the same size as a large summoning such as Gamabunta. Also, even though, it may have taken a longer time to complete than any of Sasori’s other puppets, the end result was worth it. It is possible for Sasori to get inside of it to manipulate it or resort to using his 100 chakra threads in his chest to use it or any other puppet controlling methods besides ordinary ones. Slifer is a massive dragon which takes the appearance of a serpentine dragon with wings. Running along its back are many sharp spikes that could pierce someone if they touched them with their bare hand which is just a side affect of them. There are also its razor sharp claws (C-rank | Short-Range) that can be used to cut enemies down when needed. On the front side of the wings are flaps which can be used to generate chakra through them, and will allow the user to propel Slifer into the sky. Due to the chakra being used to sustain the flying, the user will be taxed a part of their chakra each turn. With the wings it allows for the user to maneuver Slifer throughout the battle in any way they see fit. Located inside of Slifer’s eyes is a telescope that allows the user to see up to 360 degrees when inside the puppet.

Slifer is different from most dragon creatures for one main reason and, that is because it has two mouth entity on its body. Right below the first mouth is a second one. Both of Slifer’s mouth are used as a medium to release powerful techniques at the enemy. From its top mouth it is capable of releasing a thick concentrated blast of blazing hot fire at the enemy (A-rank | short to mid-range). With the bottom mouth it is capable producing another concentrated blast, but this time it is an lighting blast (S-rank | short to mid-range). The lightning and fire blasts work in the same way that Sasori’s flamethrowers work. Its tail can also be extended up to mid-range to attack the enemy from the sky or buried underground if currently ground level. (C-rank | Mid-Range). Also, Slifer is capable of manipulating its wings to strike the enemy from short-range (C-rank). By flapping its wings the user can produce a wide scale blast of wind at the enemy which with brute force blow them away and reaches up to mid-range (B-rank). Due to the reinforced metal Slifer was created from it made it so that it couldn’t be destroyed by ordinary tools. Lastly, on Slifer’s back are flaps the user is capable of releasing multiple gray smoke bombs which create a large gray cloud in the sky or ground where Slifer can move around hidden inside of.

Note: Slifer must be summoned to the field.
Note: No other puppet can be summoned or used while Slifer is on the field.
Note: Each and every ability with a rank counts as a move.
Note: The puppet cannot use the elemental blasts simultaneously and each has a one-turn cooldown.

Note: The puppet can only be destroyed by A-rank or higher techniques.
Note: The smoke bombs also count as a move and last four turns.
Note: Can only be used by Sasori bios.
Note: Can only be taught by Sasori.

Approved: edits annotated in pink.


(Oberisuku no Kyoshinhei) Obelisk The Tormentor
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Obelisk The Tormentor is another puppet out of Sasori’s collection of Egyptian Gods. This is just one out of the trio of gods. Obelisk was sometimes known for being a tyrant of amongst the gods due to the strength he possessed. Obelisk is a massive puppet just like the other two, about the same size as a summoning such as Gamabunta. Obelisk has a darkish blue color to it, a cosmetic design Sasori decided to add to it. He comes off as a tough muscular being. Obelisk is a puppet that dwarfs many other lesser puppets in comparison. Not on many occasions would Sasori be able to take out one of his famed God Puppets. Also, due to the large structure of the puppet it cannot be controlled by ordinary puppeteers that means, but Sasori’s can use his 100 chakra threads to manipulate it. Obelisk can also be manipulated through other means that allow the user to control puppets.

Simply, from looking at its structure one can tell that this puppet is based on using physical force. Obelisk is capable of physically attacking with its fists at the opponent in order to deal massive physical damage to them, which usually leaves a crater afterwards of everything up to short-range. ( S-rank). From its mouth the user is capable of emitting a blast of wind that is wide scale and covers a mid-range, and it appears almost as if Obelisk is yelling when doing so (A-rank). Obelisk also holds the ability to launch off one of its body parts such as: arms or legs at the enemy to attack long-range instead of close range. When doing so, the body part is quite flexible and shortly after the arm lands an array of sturdy strings will pull it back to the host body. There are also wings on Obelisk back that cannot be used to fly, but offer protection from behind and from the front when the user manipulates them in front of Obelisk (each wing is equal to B-rank). From its eyes Obelisk can release a bright white light that illuminates everything in a cone trajectory, and affects things up to short-range. The light can last for a full turn, but there no other effect other than it would be hard for the enemy to see through the light.

Note: Obelisk must be summoned to the field.
Note: No other puppet can be summoned or used while Obelisk is on the field.
Note: Each and every ability with a rank counts as a move.

Note: The puppet can only be destroyed by A-rank or higher techniques.
Note: The puppet's ability to emit blinding light is passive, and has a three-turn cooldown.
Note: Can only be used by Sasori bios.

Note: Can only be taught by Sasori.


Approved: edits annotated in pink.


(Mamushi) Viper
Type: Supplementary/Offensive/Defensive
Rank: S
Range: NA
Chakra Cost: 40
Damage Cost: NA
Description: Viper is one of Sasori’s more advanced types of puppets that he has in his collection because of its framework. It is around seven feet tall quite taller than the average ninja. Viper has a futuristic look and is a humanoid puppet due to how Sasori modeled it. The puppet is most dominantly covered in onyx, metal plating. From several different areas on the puppet cyan colored lining can be seen which represents the chakra flowing into the puppet when the user is controlling it. Connected to its head, left shoulder, and right shoulder are black chakra disks which the user can use to throw at a target to mutilate their body. On its back it possesses two sword like wings which have three spikes emerging from them, somewhere along the lining of each wing are three small circular holes about an inch wide. On to the puppets abilities, with the small holes on the soles of the puppet it enables the user to release a concentrated blast of chakra from them which allows for the puppet to move swiftly through the battlefield which includes moving into the air, this ability can be sustained as long as the user chooses as long as they spend a move to do so. (C-rank | Mid-Range) With the help of the wings on its back the user can control it to protect the puppet from frontal attacks or even use the wings as swords by flipping them into a horizontal manner allowing them to pierce a target ( C-rank | Short- Range). As it was stated before the puppet has three circular disk which can be used to slice through objects, and once their job has been finished will retract back to the puppet since they have the user’s chakra flowing them in they will be attracted back to the puppet because of the chakra flowing in the puppet .(Short-Mid | A-rank) By controlling each of the circular disk at the same time with the help of the chakra already flowing through them the user can connect them together to form a sphere. As the sphere is being formed the chakra that was flowing in them will then be focused into a powerful sphere of chakra. The chakra can either be released as a concentrated blast of chakra in a linear manner or a wide scale version and both of great strength. (S-rank | Mid) Since there are blue veins following through the puppet the user can manipulate them to release blades coated in chakra which can skewer close range targets or be controlled to attack the enemy in several directions. (B-rank | Short-Range) Another form of this technique is where the user will use the veins to create a chakra based weapon which can be used to act as a weapon throughout the battle for as long as the user chooses as long as they pay -5 chakra each turn. It’s head has the ability to release a blue colored flash beam which covers a large array of land up to Mid range blinding anything that gets in it path, but is just an ordinary flash so it can be blocked by relatively simple methods, but counts as a move. Lastly, the puppet has the ability to use the three disks and connect them to form a powerful version of the chakra shield technique that can be used to block external attacks from the front or they can be manipulated to cover the front, side, and back in order to create a chakra shield everywhere except for the ground. ( A-rank | Short Range)

Note: Can only be taught by Sasori.
Note: Each function of the puppet takes up chakra equal to the rank of it.

Appearance:


Declined: the only questions are in regards to the discs. To start, what precisely are they composed of? Next, how would three circular discs come together to make a sphere? Lastly, the method for returning the discs to the puppet will need to be adjusted, as merely imbuing them with raw chakra would be insufficient to manipulate them to the degree you desire. Basically, I'm somewhat concerned about possible overlap with the basic Magnet Release.


(Mamushi) Viper
Type: Puppet
Rank: S
Range: Short
Chakra Cost: 40
Damage Cost: NA
Description: Viper is one of Sasori’s more advanced types of puppets that he has in his collection because of its framework. It is around seven feet tall quite taller than the average ninja. Viper has a futuristic look and is a humanoid shaped puppet due to how Sasori modeled it. The puppet is most dominantly covered in onyx, metal platings with a wooden core. From several different areas on the puppet cyan colored lining can be seen which represents the chakra flowing into the puppet when the user is controlling it. With the chakra flowing through the puppet it greatly resembles the appearance of veins. Connected to its head, left shoulder, and right shoulder are onyx colored, ordinary metallic disks that can easily have chakra flow through them when the user is using them via a chakra method, which the user can use to throw at a target to mutilate their body. On its back it possesses two sword like wings which have three spikes emerging from them, somewhere along the lining of each wing are three small circular holes about an inch wide.

On to the puppets abilities, with the small holes on the soles of the puppet it enables the user to release a concentrated blast of chakra from them which allows for the puppet to move swiftly through the battlefield which includes moving into the air, this ability can be sustained as long as the user chooses as long as they spend a move to do so. (C-rank | Mid-Range) With the help of the wings on its back the user can control it to protect the puppet from frontal attacks or even use the wings as swords by flipping them into a horizontal manner allowing them to pierce a target ( C-rank | Short- Range). As it was stated before the puppet has three circular disk which can be used to slice through objects. However, throwing the disk is a one time thing, but concealed in the puppet is one extra set of the disks for the user to manipulate as they see fit. Three disks together collectively equals A-rank (Short-Mid | A-rank) By controlling each of the circular disk at the same time with the help of the chakra already flowing through them the user can connect them together by locking them together sort of a like a clip on to each other intertwining them to form a spherical orb. As the sphere is being formed the chakra that was flowing in them will then be focused into a powerful sphere of chakra. The chakra can either be released as a concentrated blast of chakra in a linear manner or a wide scale version and both of great strength, and requires a turn cool down after each usage. (S-rank | long) Since there are blue chakra veins following through the puppet the user can manifest them into blades coated in chakra which can skewer close range targets or be controlled to attack the enemy in several directions (B-rank | Short-Range). Another form of this technique is where the user will use the vein-like pathways to create a chakra based weapon which can be used to act as a weapon throughout the battle for as long as the user chooses as long as they pay -5 chakra each turn, and is about a meter long. It’s head has the ability to release a blue colored flash beam which covers a large array of land up to Mid range blinding anything that gets in it path, but is just an ordinary flash so it can be blocked by relatively simple methods, but counts as a move. Lastly, the puppet has the ability to use the three disks and connect them to form a powerful version of the chakra shield technique that can be used to block external attacks from the front or they can be manipulated to cover the front, side, and back in order to create a chakra shield everywhere except for the groun ( A-rank | Short Range). In the middle of its chest is a place Sasori's core.

Note: Can only be taught by Sasori.
Note: Each function of the puppet takes up chakra equal to the rank of it.

‡ All Pending ‡ Leaving for Pekoms.


Approved~

 
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