Custom Jutsu Submission - III

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Priest

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

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

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

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

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

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

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

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

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

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

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

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

□ Declined. Unless this is a Sound technique, the Fire can't deem opponent's deaf by laughing >_> Make this Mid range only and clear what "immense speed" is, since its too vague. □
Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
Type: Offensive/Supplementary
Rank: A
Range: Long
Chakra: 30(-10 per turn)
Damage: N/A(60 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A-rank elemental attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to A-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. The space is meant for the user to make a quick retreat and once the user enters the coffin, the headstone shift and closes and the user can emerge from another headstone which is different from the one he entered. The trick behind this is a simple merging technique. By merging through the coffin and moving through the earth(at the user's current speed) beneath a tombstone while emerging from beneath another, the user is able to switch coffins and exit from another area entirely. However this is simply moving through the earth without disturbing earth itself like the assimilation all creation technique. Should the user not able to use earth jutsu technique, he is unable to use this movement, however, he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground, preferably earth. They however, have a special assimilation ability which make it that if they are summoned on a solid terrain different from earth, they take on the properties of the terrain, only if the user is able to manipulate that property himself. For example, if the tombstones are summon on a ground made of steel, they take on the properties and durability of that steel, but the user need to know steel release else, the tombstones would just layer over or replace the steel terrain with an earthen graveyard.
NOTES
-Usable 2x per battle
-Last 4 turns on the field of play
-Unless each and every headstones are destroyed from the terrain, the user can spend the chakra used to create the jutsu to regenerate the tombstone. This would also count as a move and can only be done twice before the jutsu expires
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns inbetween usage.

□ Declined. This now just became a mixture of different canon techniques and your own idea of it. You also seemed to ignore the fact that I said no to the regeneration of the tombstones. □



Removed everything apart from Spring, Autum and Famine

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

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

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

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

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

□ Declined, like I said, similar to too many existing customs. Don't resubmit this. □

Katon: Seishin'ijousha Inakamono - Fire Style: Psychotic
Boogies
Rank: S
Type: Offensive/Sup
Range: Short/Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: A sister technique to .
The user forms two hand seals, while kneading large amount of chakra into the ground, then he raises up to 8 oval shaped balls of condensed fire(size of a normal soccer balls) with smiley faces and mouth. The fire balls produced can be inform of actual fire or ash variant though both forms can not be used at once. Should there be no ground(solid source) around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank fire technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and drown miniscle sounds in his surrounding. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of fire or ash but like "Dragon Flame Song" they can become dense and even cut through steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank fire jutsu each, however elemental strength and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for katon during the period the jutsu is in play
-Usable 2x per Match
-Last 2 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at Kage ranked speed.
-No other jutsu above S-rank while boogies are in play. except katon
-2 turn rest before re-use

□ Approved. Edits made. □

Fuinjutsu: Hōtō Taiman - Ssealing Art: Prodigal Neglect
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
Using the basic workings of a sealing technique. Normally something sealed within a medium using a seal can not be sensed but the sealing container can be seen and can even be passive in nature. This sealing technique applies the same scope though on a bigger scale, using invisible fuin barrier as a sealing container. With one additional handseal in conjunction with the handseals used for a jutsu, the user would coat an object or jutsu with an invisible sealing barrier. The barrier only serves to seal and contain the entire existence of the jutsu within the barrier albeit it does not mean the jutsu does not exist in the current plane. On a simple note, the barrier is acting as a sealing medium of the jutsu though the barrier has its own physical property that makes it not able to interact with matter thus the physical existence of the sealed object or jutsu is still vivid. The barrier is only meant to serve as a sealing container for the jutsu it is covering so that its chakra existence can not be sensed even though the jutsu itself can still be seen since the barrier surrounding it is invisible. The barrier severs the connection between reality and non-reality as it seems the jutsu/object itself has been sealed and its existence has been hidden but because its physical container is still in existence it can still be seen with the naked eyes but it would be devoid of chakra. For example, a fire jutsu coming towards an opponent would be clearly seen but if the opponent is a chakra sensor, he won't sense any chakra within the fire. It would look as if the fire is a generic non-chakra created/infused fire thus its actual rank via chakra measurement would be unquantifiable. Also since the barrier is only acting as a sealing container, the barrier itself is passive in nature and would not contain chakra. This would in no way, increase or decrease the potency of the jutsu sealed within the barrier and the jutsu would still act normally compared to when not sealed.
NOTE: Counts as a move but used at the same time as the jutsu its used on.
NOTE: 4x per battle
NOTE: Usable 1x every two turns

Decline - DNR - it's either sealed or it's not, no taking aspects of a sealing and applying them to different uses.

□ Pending. Leaving for Vex/NK/Pervy. □
 
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RuckenTM

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

♪ Declined: The third eye works by creating an eye out of Sand Release chakra away from your normal body, and using it to sense. This is turning your normal eye into smoke which makes little sense, yet somehow grants you the ability to see within the smoke field. ♪
(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode
Type: Supplementary
Rank: D
Range: Short - Long
Chakra cost: 10
Damage points: N/A
Description: Streaming chakra into a smoke substance, they can then manipulate that smoke to either return into their body or move across the field to another place within their senses.

♪ Declined: The first usage makes little sense and has no practical usage, the second usage is fine but you need to define it a bit better, expand on its limitations and usages. ♪

Smoke permission:

Leaving for vex
Resubmitting/ Link in Quote

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

♪ Declined, DNR. This just isn't working out, sorry. ♪

(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode
Type: Supplementary
Rank: D
Range: Short - Long
Chakra cost: 10
Damage points: N/A
Description: Streaming chakra into a smoke substance; they can then manipulate that smoke substance to either return into their body or manipulate that smoke substance to move across field to another place within their senses. However initiated, the user always has some sort of physical connection to the smoke substance that they're streaming chakra into it to be manipulated by them.

♪ Approved ♪
 
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Mellow

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(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


(Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank:Forbidden
Type:Supplementary/Offensive
Range: Short-Mid
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 the air, resonating through everything caught within its proximity. The shockwave would be so powerful that the impact would send large rocks and other debris flying in every direction up to five meters. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzed, resulting in death if left unguarded. The user would be positioned within the center of the destruction , similar to the eye of a hurricane. The shockwave won't directly fall upon him due to incredible chakra control, but only extends short range beyond the user in all directions but the user will also suffer recoil damage from the technique. The high levels of escess sound waves would ultimately backfire on the user, 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.



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: Destructive sound waves can be seen as ripples through the air as they come down.
Note: Can only be taught by Mellow

Declined when you make edits bold them
 
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Yanks

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

□ Declined. You're going to have to make it A rank only if you plan on it being a paralysis type Genjutsu. □
(Genjutsu: Korera no subete en tsukurimasu) – Illusionary Arts: All These Squares Make a Circle
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: N/A
Description: The user of this genjutsu will initiate it by making a string of four handseals and altering the chakra in the opponent's brain however unlike most genjutsu this one will culminate in its effects after a delayed time. During the first turn this genjutsu is active the opponent will simply see objects in a slightly different perspective. The edges of objects will appear softer and slightly wavy similar to the effects of a euphoric high such as a large amount of adrenaline surging through their body. However by the second turn the effects will become more intense the opponent will begin to feel a slight out of body experience their fingers and toes will begin to feel numb and they will start to have a feeling of weightlessness. On the third turn the effects culminate entirely the opponent's euphoric state will cause a crash in their body leaving them feeling an entire out of body experience losing the capability to control themselves correctly and their mind will enter a state where objects meld together with everything losing its edges essentially becoming a large circle of Color. Should the opponent not release from this genjutsu by this stage they would be essentially helpless unable to move.
Note: Must be taught by Yanks
Note: Usable twice per battle

□ Approved. Edits made. □

(Genjutsu: Boido no Gimu) Illusionary Art: Obligations of the Void
Type: Offensive/Supplementary

Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will cast this genjutsu by sending chakra inside their opponent and invades their mind. Suddenly a gigantic void, a black hole. Will appear on the battlefield, the opponent will be drawn towards this void forcefully. As if they were knocked towards it's direction with a powerful wind jutsu. The void will then swallow the opponent, any weapon or attack launched towards the user will in the opponents mind be drawn into the hole, thus disrupting their chakra control, and rendering the jutsu useless outside of the illusion. The user can use this jutsu to manipulate the opponents direction, as they will move outside of the illusion as well. Any attack they use will be drawn into the hole along with them burning them if it's a fire jutsu, drowning if its water, paralyzing if it's lightning, and cutting them apart if its wind or a weapon.
Note: Must be taught by Yanks
Note: The opponent will run towards the direction of the hole at full speed outside of the illusion
Note: Can only be used three times in battle

□ Declined. Nope @Bold. You can't control their movements or what they will do outside the illusion, that is Sharingan Gen area. □

(Taijutsu: Yaban'na Eikō) - Body Art: Barbarous Glory
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique must be triggered to be used, however there are many things to trigger said jutsu. If the opponent is attempting to attack the opponent short range with technique that requires contact to either a weapon, a limb, or simply the element. The user will extend their leg forward behind the opponents neck, and latch their leg onto it by squeezing their heel into the side of the opponents neck. Then with the other leg they will upwards and towards their direction their heel latched onto. Be it the right or left, the user can use this not only to launch him behind the opponent and away from any attack launched at them, but also as an attack. The strength of the spin is strong enough to break the opponents neck and launch them towards the direction the user spins in. What's more is the user will be launched parallel to the ground, and at high speeds making it incredibly hard to move. This technique can be followed up with an aerial or ground attack for a lethal combination.
Note: Must be taught by Yanks
Note: The user has freedom over how far they launch themselves as well as how far they launch their opponent.
Note: Due to the amount of spin incorporated into the technique a blast of wind will be generated capable of negating electrical currents like Nagashi, working similar to Leaf Dragon God.

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

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(Ninjutsu: Hebi no tensei) - Ninja Technique: Malleability Of The Snake
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is based in part on Orochimaru's unique ability to seemingly have himself critically wounded and keep on fighting. Much like the technique Departure of Snakes in intent and purpose, this technique provides a unique variation of said ability. While overall less powerful it does remain a very useful ability. Namely after Orochimaru is struck by a blunt force type attack such as any taijutsu or any technique that is aimed to deal damage with blunt force. The moment after the attack makes impact and smashes his body leaving him apparently fatally wounded, then a small mass of snakes from his body will appear at the points of impact and reset or cover broken or fractured bones in the damaged areas and hold them in place preventing the loss of mobility. This is essentially a form of battle continuation, allowing him to continue the fight with the appearance that he has taken no damage. In truth, the attack will cause the same damage as it always would have to him, but temporarily reduce hemorrhaging and pain, whilst also preventing organs from shifting. This will make him weaker overall, and will do nothing to stop the effects of paralysis or any similar effect caused by lightning jutsu for example. The wounds will have to be healed later by a medical ninja. This ability can be used for incredible subterfuge due to the fact that Orochimaru can choose to appear completely dead and those unfamiliar with his unique body would be none the wiser lest they had dojutsu or chakra sensing.

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

Approved - creative, very Oro like but it's more like a pokerface jutsu

(Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin

Declined - sorry but this is very simlilar to a cj i own called power of the wind dragon. You would need something to be a bit more unique. Maybe have it take the form of a snake fang to strike to keep with the oro theme?

(Fuuton: Rōrentsurasshu) - Wind Release: Lorentz Rush
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Based on the Lorentz force principle of acceleration this technique is used to vastly accelerate solid based techniques or ninja weapons or really anything with dense matter to incredible speeds for the express purpose of harming individuals. Much like the technique upheaval snap only tailored for harm. This technique is performed with the clapping of ones hands. Causing a vortex to form in the location of the object to be pushed to high speeds. Once the vortex has angled and fired the projectile with the users aid targeting the location. The object will be propelled towards said target. The jutsu will only work on items at this level and no longer on sentient creatures like upheaval snap does. However unlike upheaval snap the objects fired by this jutsu increase in speed rank by two ranks above the users current speed chart reference.

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

Declined - sorry but this clashes witha jutsu edward made i believe
Reference:

Upheaval snap
(Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind that take the form of large snakes bareing their fangs to strike the opponent, from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin
Note: No fire in the same turn. Usable once every two turns

Approved made edits


(Katon: Bāningusupirittoburēdo) - Fire Release: Burning Spirit Blade
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid (When thrown)
Chakra: 40
Damage: 80
Description: This technique is based on the principles of the energy style chakras, fire wind and lightning. While it only uses fire release the user has incorporated some of the aspects of the other two natures and applied them to fire. The technique begins with no handseals and is formed on the users dominant hand or hands, if covering both hands it will count as two usages of the technique but can happen in the same timeframe. The hand or hands of the user will be coated in flame, non harmful to themselves obviously. Taking the appearance of large blades of self sustaining fire that are roughly the length of the average wakizashi around 15 CM in length. These blades essentially augment the users hand to hand freeform and behave in a solid impactful way instead of the ethereal form of fire. Allowing them to cut and burn flesh with ease. These blades can also be thrown from the limbs to reach longer ranges but once thrown they can not be retrieved. However a useful ability of the blades when thrown, is that the user can make a single handseal charging a huge excess of chakra in to the flying blades causing them to burst in to large balls of light, causing incredible damage to the opponents retina, especially if detonated in close range. These blades can also be used in a shroud form to surround the users chosen weapon, in which case they will surround the weapon in a flaming aura which can be thrown as a flaming blade of fire, not unlike the wind blade technique but far more visible.

Note: May be used two times per battle.
Note: The user can combine ranked taijutsu/kenjutsu with this technique but it would not stack damages instead providing a +20 to ranked taijutsu/kenjutsu. The eighty damage represents the damage when thrown or used to attack the opponent with freeform.
Note: Should the detonation occur in mid range the opponent will be blinded for one full turn following detonation, should it be in close range he will be blinded for three turns.
Note: Once activated the blades can last for up to four turns before they're no longer able to sustain themselves.
Note: May only be taught by Jhin

Declined - its a nice idea but fire exploding to blind I've never seen so that doesn't make sense. And combining it with a sword as a medium would clash with existing jutsu that cover blades in fire that can be released.

(Doton: Sekka no seishin burēdo) - Earth Release: Petrifying Spirit Blade
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid (When thrown)
Chakra: 40
Damage: 80
Description: This technique is based on the principles of the solid style chakras, earth and water. While it only uses earth release the user has incorporated some of the aspects of the other natures and applied them to earth. The technique begins with no handseals and is formed on the users dominant hand or hands, if covering both hands it will count as two usages of the technique but can happen in the same timeframe. The hand or hands of the user will be coated in a green aura of raw earth chakra, non harmful to themselves obviously. Taking the appearance of large blades of self sustaining earth chakra that are roughly the length of the average wakizashi around 15 CM in length. These blades essentially augment the users hand to hand freeform and behave in a solid impactful way instead of the ethereal form of other elememts. Allowing them to cut and petrify with ease. These blades can also be thrown from the limbs to reach longer ranges but once thrown they can not be retrieved. However a useful ability of the blades when thrown, is that the user can make a single handseal charging a huge excess of chakra in to the flying blades causing them to burst in to large slabs of earth, causing incredible damage to the opponents body, especially if detonated in close range. These blades can also be used in a shroud form to surround the users chosen weapon, in which case they will surround the weapon in a earthen aura which can be thrown as a green blade of earth chakra, not unlike the wind blade technique but far more visible. Much like the burning spirit blade in appearance the fundamental difference of this technique is it's ability of petrification. Much like the added weight rock technique this blade allows the petrification of organic material if used to strike liquid based techniques provided they contain some impurity they'll be forced to solidify with water becoming salt crystals and mud becoming hard earth. Other elements will follow this pattern with liquids becoming solids and solids becoming petrified solids causing them to crumble to dust usually

Note: May be used two times per battle.
Note: The user can combine ranked taijutsu/kenjutsu with this technique but it would not stack damages instead providing a +20 to ranked taijutsu/kenjutsu. The eighty damage represents the damage when thrown or used to attack the opponent with freeform.
Note: Once activated the blades can last for up to four turns before they're no longer able to sustain themselves.
Note: May only be taught by jhin

Declined - forcing a liquid to solidify just isn't logical in my opinion, adding weight to it to make it harder for someone to control would work but making it solid is just weird xd
 
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(Ototon: Mizumizushii Chikei Hakai) - Sound Release: Vibrant Topographical Disruption
Type: Supplementary/Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40 (-10 per-turn it is active)
Damage: 80
Description: Vibrant Topographical Disruption is a unique technique, specifically designed to counter the opponent's eyes. Utilizing his mastery over sound, the user vibrates the sound in the environment around the target. These vibration are harmless to the target's body, except for the eyes, by using the released sound the user recreates the phenomenon known as phosphene, which is: a sensation of a ring or spot of light produced by pressure on the eyeball or direct stimulation of the visual system other than by light. When the sound comes into contact with the target, the vibrations are sent through their body until they encounter the eyes. In doing so, the vibrations produced will vibrate the vitreous body in the eye at such a rate that it will cancel out the chakra produced by or present within the eye, while simultaneously putting immense pressure on the optic nerve and the hyaloid canal. This will disrupt their vision, blinding them while effectively forcing them to close their eyes, rendering their doujutsu, useless, causing them to experience triangles, stars, spirals, spots, amorphous blobs within their ceased vision. Due to the pressure put on the hyaloid canal, the technique will persist for a prolonged period of time after the techniques deactivation (One turn). The user is able to guide the vibrations of the technique, ensuring it doesn't affect allies of unintended personnel.
Notes:
- Lasts for four turns.
- Can only be used twice per-match.
- Cooldown of two turns before reuse.
- Unable to use any sound techniques above B-rank while active.
- Can only be taught by Nathan.

□ Declined. First of all, it was declined for being neither feasible nor reasonable, and although your proof is better this time round, it lasting four turns (and the effects lasting another turn after it), and usable twice per battle, means this can effectively close a Doujutsu users' eyes for up to 10 turns in a fight. In the wrong hands, this technique can effectively be abused against all and any Doujutsu users. DNR. □
 
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Ryūjin

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(Taka Geijutsu: Taka no Hishō Sora) - Hawk Art: Soaring Hawks of The Sky
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By forming 3 handseals, the user gathers a large amount of chakra and summons two large sized hawks on top of his opponent, Each hawk is twice as big as the Hawk Sasuke summoned when he was fighting Danzo. The Hawks are summoned upside down in a spiraling manner, spinning violently around one another and creating two large drill like shapes that smashes down onto the opponent, with their strong beaks at the bottom of the drill. This technique can be used to attack the opponent and even attack a large summoning creature. The two hawks can spin around one another, creating one large drill-like shape as they come down crashing onto the opponent, or two drills, attacking two opponents at the same time.
Note: Can only be used 3x times per battle.
Note: Must have signed the Hawks contract.
Note: No Hawk summons in the same and next turn.

Declined - @at the purple do you mean above the opponent?

(Taka Geijutsu: Taka no Hishō Sora) - Hawk Art: Soaring Hawks of The Sky
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By forming 3 handseals, the user gathers a large amount of chakra and summons two large sized hawks 10 meters above of his opponent's location, Each hawk is twice as big as the Hawk Sasuke summoned when he was fighting Danzo. The Hawks are summoned upside down in a spiraling manner, spinning violently around one another and creating two large drill like shapes that smashes down onto the opponent, with their strong beaks at the bottom of the drill. This technique can be used to attack the opponent and even attack a large summoning creature. The two hawks can spin around one another, creating one large drill-like shape as they come down crashing onto the opponent, or two drills, attacking two opponents at the same time.
Note: Can only be used 3x times per battle
Note: Must have signed the Hawks contract.
Note: No Hawk summons in the same and next turn.


Approved~

 
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(Chikushōdō/Ningendō: Tamashī no Kaisō) – Animal/Human Path: Soul Recollection
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique utilizes a combination of the Animal and Human path abilities to summon a human soul. After acquiring the blood of a dead individual, the user will smear it on their palm, form two handseals, and slam their palm on the ground. A summoning formula covered in pale violet chakra will spread from their hand and the soul of the designated person will be transported to the living realm in the form of a wisp-like orb the size of a human skull at the center of the formula. This is accomplished by applying the Animal Path ability to summon people and specifically targeting their soul. While the soul is held in the living realm by the formula it may be used for various techniques such as sealing or mind reading. If used by separate Paths, they will perform the summoning steps together.
-Lasts for two turns
-Can only be used by Rinnegan bios with the Animal Path and Human Path active
-Will not work if the designated soul is sealed
-Can only be used by Ushiro

DNR DNR DNR --- nooooo can't allow this xd Its kinjutsu and OP

(Kuchiyose: Kyodai Wani) – Summoning: Giant Crocodile
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A giant reptilian summon resembling a crocodile about the size of the Giant Dog with a number of body piercings, linking its chakra with the user and as such manifests the Rinnegan. Its physiology is strange as its underside mirrors its back, appearing to be another crocodile when flipped over. Having another pair of eyes on its lower half and 6 limbs capable of inverting to accommodate its orientation, this summon functions the same whether or not it is upside down. Its tough hide and large size make it unaffected by B rank techniques and earth techniques up to A rank. has the ability to control any earthen substances in its immediate vicinity to a high degree which it uses in three different ways. Covering itself in earth and hardening it creates a protective layer over its body that also aids it offensively. (S rank, usable twice, counts as a move of the user). By manipulating the surrounding terrain, the crocodile may travel quickly through the earth and even return the earth it moves through to its original state (A rank, counts as a move of the user). While using this technique near the surface the crocodile may hide signs of its presence (movement, sound, camouflage) until it emerges to ambush anyone who comes near as it can easily perceive what is happening nearby though vibrations in the ground. Its final ability allows it to consume large quantities of earth including other’s earth techniques up to A rank and launch it from its mouth as a barrage of powerful bullets (A rank, counts as a move of the user).
-Can only be used by Ushiro
-Can only be summoned once per battle
-Lasts for 4 turns
-Can only be used by a Rinnegan bio with Animal Path active

Declined - it's nice just too much going on for one summon... reduce the number of abilities.

(Kuchiyose: Fukurō no Gikai) – Summoning: Parliament of Owls
Type: Summoning
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Three owls which have a number of body piercings, linking their chakra with the user and as such manifest the Rinnegan. Unlike most Animal Path summons, these owls are normal sized and lack any special abilities. The user’s vision is linked with each owl as they would with other summons which makes them ideal for surveillance and scouting.
-Can only be used by Ushiro
-Can only be summoned twice per battle
-Due to being relatively ordinary summons there is no limit to how long they can remain on the field
-Can only be used by a Rinnegan bio with Animal Path active

Declined - still need a turn limit for how long they last, 6 turns maybe, or have it summon 1 bird at a time up to 3 times.
(Kuchiyose: Kyodai Wani) – Summoning: Giant Crocodile
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A giant reptilian summon resembling a crocodile about the size of the Giant Dog with a number of body piercings, linking its chakra with the user and as such manifests the Rinnegan. Its physiology is strange as its underside mirrors its back, appearing to be another crocodile when flipped over. Having another pair of eyes on its lower half and 6 limbs capable of inverting to accommodate its orientation, this summon functions the same whether or not it is upside down. Its tough hide and large size make it unfazed by B rank and below physical/elemental techniques, along with earth techniques up to A rank. It has the ability to control any earthen substances in its immediate vicinity to a high degree which it uses in three different ways. Covering itself in earth and hardening it creates a protective layer over its body that also aids it offensively. (S rank, usable twice, counts as a move of the user). By manipulating the surrounding terrain, the crocodile may travel quickly through the earth and even return the earth it moves through to its original state (A rank, counts as a move of the user). Its final ability allows it to consume large quantities of earth including other’s earth techniques up to A rank (counts as a move of the user).
-Can only be used by Ushiro
-Can only be summoned once per battle
-Lasts for 4 turns
-Can only be used by a Rinnegan bio with Animal Path active


Approved: minor edit annotated in pink.


(Chikushōdō: Jihatsu-teki Reizoku) – Animal Path: Voluntary Servitude
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 per turn per summon while idle)
Damage Points: N/A
Description: This is a passive ability requiring use of the Animal Path. When summoning a creature or person the summoner may allow the summon to decide when they appear or whether to appear at all instead of being instantly transported against their will. The summon becomes aware of their summoner's call and can accept the summons at any time. Until then, the summoning formula remains in a smaller, incomplete state on the surface it was placed on or if made in midair will be suspended there. If the idle formula takes damage, or the summoner wishes it, or the summon denies it, the summoning will be cancelled and the chakra cost lost.
-Must be placed in the user's biography in order to be used
-Does not count toward the user's 3 moves per turn but must be mentioned when used
-Can only be used by Rinnegan bios with the Animal Path active
-Can only be used by Ushiro

Declined - sorry but i can't allow you to have a delayed summon, it would be too weird, the blood sacrifice to activate the seal happens, and you can't really delay it. You can see that summons like manda even when they hella angry and don't want to be summoned don't have a choice



(Hidora Kuchiyose no Jutsu: Neptune) – Hydra Summoning Technique: Neptune
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Snake, Ram, and Horse handseals, the user summons Neptune, also known as the King of Water Hydras. He is completely blue in color with a black wave-like pattern across his underside. He is roughly 80 meters tall with exactly 8 hydra heads, all of which carry the regeneration ability of the contract. Neptune is known for having a violent temper, even more so than his brothers Jupiter and Pluto. As the ruler of the seas and a master of the water element Neptune can use S rank and below Water release without the use of handseals. C rank and lower Water jutsu are passively boosted by two ranks and B ranks by one, becoming more powerful and/or larger in scale. When utilizing techniques released from the mouth the attack may be split between any of his heads to a maximum of 5, each one producing a weaker version which combined are the same strength as the original. Neptune’s signature technique creates a giant trident of S-rank power from a water source. (usable twice per battle) When piercing a target Neptune injects them with a massive amount of water, dealing an additional S-rank worth of damage that in most cases causes the target to violently explode. His great size makes him immune to techniques B rank and below, A rank for Water techniques.
-Can only be summoned once per battle
-Lasts for 4 turns
-All techniques used count toward the summoner’s 3 moves per turn.
-Must have signed the Hydra contract to use


Declined: passively boosting three different tiers of Suiton techniques by one or two ranks is unreasonable. It seems like a considerable leap in capabilities coupled with far less restrictions when compared to another Hydra summoning—Jupiter.

 
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(Gurīdo, Kamītā) Greed, Devourer of Gods
Type: Weapon
Rank: S-Rank
Range: Short - Mid (Depending on Greed's shape)
Chakra: N/A or 5 - 50 (Devour) 20 (Regeneration) 10 (Shapeshifting)
Damage: 50 (Base Physical Damage w/ Greed whilst assimilating)
Description: Greed, also known as the "God Eater", or the "Devourer of Gods", is a weaponized Symbiote, a sentient type of organism that seeks out and bonds with a host organism in order to survive, and thrive, by living off of its host. Unlike most types of symbiote though, Greed is a Mutualistic Symbiote, a type of symbiote that survives through a host organism, while providing the host some manner of benefit with it's presence. Most forms of symbiote are usually of the "Parasitic" variety, which feed off of it's host, while usually causing pain and/ or other detrimental effects due to it's presence, sometimes even resulting in the death of the host, while the Parasite continues to feed off of their body long after death. One such example is the Cordyceps genus of Ascomycete Fungi, which is parasitic to most types of insect, and in some cases, other Fungi. They infect the host organism, some strains even allowing the Fungi to control the actions and behaviour of the host, causing them to move and act according to the needs of the strain of Fungi, before the mycelium eventually replaces the host tissue, killing the host organism, sprouting the Fungi, spreading it's spores, and starting the cycle all over again. As one might expect thanks to his name, Greed has an insatiable appetite, and the unfortunate habit of eating just about anything that comes within range of one of his many ravenous mouths, indiscriminating between friend or foe, trash or treasure, etc. All he knows is his own eternal hunger, and the desire to be free from this feeling of emptiness, and so he devours everything he can. While this is most prevalent personality trait, Greed is also brutal, arrogant, disrespectful, sadistic, deceptive, and much much more, all thanks to his dependency on other organisms. He truly despises shared existence with other forms of life, usually humans, and loathes his eternal hunger that plagues and torments his every moment. Because of his attitude, should his host prove to be weaker than he, in either might or mettle, he would rather consume them than live a life tied to dead weight, though he is reluctant to do so, as it forces him to seek out another life form to bond with.

From the highlighted and this part, we don't allow sentient living weapons like this, it takes things too far, like i know we have samehada in the rp, but this form of sentience is too much. You can also remove all the mention of fungi and such as i feel it infringes on mushroom release in a way. You can say the weapon was developed from the traits of greed ect in the way it was formed, like you would make a jagged blade to mimic it being sinister to tear through flesh, but what you've done here i can't allow.

Greed's ravenous hunger goes hand in hand with his ability to analyze,
retain and replicate the appearance, texture, properties, etc of almost any solid material he devours, regardless of whether it is natural, man-made, created via Chakra, etc, similar to the Ninjutsu . This is an ability Greed refers to as "(Shinra Banshō Musabori) Devour All Creation", and allows Greed to imbue his entire form with all the properties of the materials he has devoured. This has ensured his survival through the years, granting him unbelievable defensive qualities, and allowing him to survive fatal encounters, even while his host succumbs to them, and dies. Greed's ability to devour materials only works on solids, so liquids, gasses, energies, etc cannot be devoured and replicated using this technique, as they lack physical substance for Greed to consume and assimilate. Applicable materials include a wide and varied range from basic earthen materials like dirt and hard earth, to denser materials, like rocks, metals and crystals, while even organic materials, such as wood, can also be devoured and assimilated. Additionally, Greed's devour can be used on both materials that exist naturally, or have been created via Chakra, however, depending on where the material originated from, the user must provide Greed with Chakra to allow him to devour certain materials. In the case of natural materials, this costs no Chakra, and is a passive action. In the case of materials created via Chakra, the user must expend Chakra equivalent to the Rank of the material Greed wants to devour, and if the material is higher than B-Rank, it costs one of the user's moves per turn. Additionally, Greed can only replicate the properties from a single material at any given time, in addition to his normal/ base state. For example, Greed can change part of his form into a rock, and leave the rest unchanged, but he cannot assimilate both rock and metal at the same time. This is due to Greed only "replicating" the properties of the devoured material, thus it's usage is limited because he must focus on reconstructing that specific material in order to achieve it's properties. Greed's ability to assimilate the properties of a material into his form is a passive one, and requires no Chakra from the user to achieve, but is limited to a max of twice per turn. Finally, Greed possesses an inherent level of durability, even whilst not actively assimilating the properties of a material. In his base state, Greed possesses a durability of B-Rank, in which he can also recover from most kinds of attacks that aren't immediately lethal, or detach him from his host's body. To completely destroy Greed in his base state it requires at least 1 S-Rank or higher Elemental Jutsu, meanwhile an A-Rank will severely damage him. While Greed actively assimilates the properties of a material, his durability increases immensely, boosting it to S-Rank, requiring an attack greater than the damage of S-Rank to even affect Greed, and another to kill him. And thanks to this increase in durability, physical attack that utilize Greed whilst assimilated, such as Taijutsu, also possess a large increase in damage as well, dealing a base amount of 50 damage with their Taijutsu when they use Greed. However Greed's assimilation also possesses it's own downsides. As a direct result of altering/ hardening his form, Greed's regenerative capabilities take considerably longer to kick in. Whilst Greed recovers from an injury, the user must supply him with Chakra in order to expedite the process. This costs the user 20 Chakra, and consumes one of the user's moves per turn. If Greed isn't mimicking the properties of a material this process is very fast, taking mere seconds to restore his form completely. If Greed is actively assimilating the properties from a material, this process is achieved over the course of the next turn, during which time, an attack of sufficient strength can completely destroy him.

The first line in purple needs to go due to now allowing sentience, but having an armor using the application of a cannon jutsu is pretty nice which i'll allow. Second purple, no passives. Third purple needs to go, you will need chakra as a weapon wont be sentient. fourth purple, this wont make sense, the properties it absorbs will only be as strong as what it assimilates, so if you touch B rank steel, it will still only be B rank in itself, it wont bump to S rank as it wont know how to make S rank dense steel, i you catch my meaning? Then you can see the same with the taijutsu part of it, also it can reform only once, cost a move ect and not take on any effects for two turns while it reforms.


In addition to his "assimilation" ability, Greed also has complete and total control over the shape and general functions of his form, allowing him to change his own shape to suit his desires and needs, usually covering the majority of his surface area with as many mouths as it can fit, to facilitate the consumption of as much matter as he possibly can. Greed's shapeshifting relies on a mass-conversion system, meaning Greed can mould himself into shapes and forms equivalent to, or less than, the total amount of mass he has consumed. For example, if Greed has only devoured something the size of a small animal, Greed can only shape himself into something up to the size of that animal. If Greed consumes something larger, like a larger animal, he can mould itself into into something equivalent to or smaller than the size of the second animal, even whilst retaining the size of the first animal he devoured, allowing for an element of surprise in his transformations. This can allow Greed to shape his form in many ways, moulding himself into the shape of various tools, weapons, like a blade to facilitate the usage of Kenjutsu, or a whip-like appendage to engage in ranged strikes, while his assimilation ability allows Greed to change the general properties and appearance of these shapes into various materials, making them as hard as steel. Greed's Shapeshifting costs the user 10 Chakra per change, can only be performed once per turn, and costs the user one of their moves per turn, unless it is the first offensive action of their first move, in which case, it can be performed passively, but still requires 10 Chakra. This overall level of customization to both Greed's form, and the properties it possesses, heavily relies on the user's imagination, as that is the largest obstacle when it comes to utilizing Greed to his fullest.

Now for this, the consumption method i don't like as it seems like a variation of an absorbing technique like pains. I feel the method should be done via touch, not breaking down the entire jutsu which is the way it comes across. So if you touch S rank steel with the armor you take on it's attributes but not destroy it by eating it. As for the consuming living things like an animal, i don't like that for a weapon and goes against what i just said in what i'll approve.


Through both of these abilities Greed is applied directly to the users Biography, specifically one of their hands/ arms, requiring the skills of a Medical Shinobi to oversee the merging of the two, or to be more specific, monitor the consumption and replication of the user's original hand. This is done within the NarutoBase Hospital to ensure that Greed's replication and replacement of the user's hand is as close to the original as possible, and, using their knowledge of the inner workings of the body, ensure functions like the flow of blood, as well as the connection between Greed and the user's Tenketsu, the flow of the user's Chakra into Greed, and other biological functions, such as the connection between nerves, etc, are as functional as possible. This allows the user to feel what Greed feels, communicate with Greed mentally, continue to weave seals using Greed as a proxy and allows the user to supply Greed with Chakra for his abilities, or for Greed to forcefully drain Chakra from his host, should they be reluctant to provide him with more Chakra. After the initial merging of the two, it's between both the user and Greed just how far the latter is allowed to , as this is not a painless experience, and one that Greed can perform at will. Every time Greed consumes part of the user's body, they must endure through immense pain, enough to scar all but the most adamant Shinobi, as their entire form is being entirely consumed and overtaken. Even the initial merging of the two requires the presence of a Medical Shinobi due to how life-threatening this process is, and how much sheer pain the user must endure. However once the initial merging is completed, it becomes a far easier process, as Greed is simply, in a manner of speaking, "copying and pasting" the user's body, tracing what is originally there, and replacing it with himself. And despite the fact that they are connected, in body and, to some extent, spirit, the user and Greed are still two separate organisms. While the user has some leeway in their manipulation of Greed, utilizing him as a proxy hand for their hand seals and the like, Greed is still his own organism, and thus is capable of both independent movement and thought, regardless of input from his host. This means that, should his host be incapacitated through a Genjutsu, and similar methods such as Killing Intent, although they share the same body and Chakra flow, Greed isn't affected by the user, or outside influences targeting the user, as he still has his own mind, senses, etc. It would require a Genjutsu that is able to affect multiple targets for both Greed and the user to suffer from their effects. In regards to physical forms of paralysis and the like, such as paralysis via electrocution through Lightning Release, Greed is affected same as the user, since they are so thoroughly connected. In theory Greed is capable of overtaking and replacing just about every part of the user's body, as well as maintaining the biological functions therein, so there is a very real and present danger that Greed could simply betray the user, completely engulfing them, and resting control of their body away from them. And yet the same could be said for the user betraying Greed, removing their limb to kill off the Symbiote before it's roots can spread through their body. As a result, the merging of Greed and the user/ host requires a great deal of trust between the two, lest they end up killing one another...

Note: Naturally none of Greed's abilities extend to the user or their body, only the parts of the user that Greed has devoured and replaced are applicable for any of Greed's abilities.
Note: The acquisition of unique or special materials must be performed in an Official Fight where Greed consumes the specified material, and the user emerges victorious, or at the very least, escapes the battle. If the user dies while trying to acquire a certain material, they must battle for this material again. Additionally, the user must compile a list of all materials Greed has devoured, with the links to the appropriate battles, within their Custom Jutsu thread. The links must be organized and placed within the same post as this Custom Weapon for quick access, should a problem involving the acquisition or utilization of a material arise.
Note: Can only be used by Iᴍᴘᴇяғᴇᴄᴛ.

✦ Both Declined, don't post essay or novel length CJ again or they'll all be DNR and you taking a mini vacation from the thread. No one wants to read anything this long in battle or in any thread, and don't code pictures into the jutsu like this. That's grounds for auto declining ✦
(Gurīdo, Kamītā) Greed, Devourer of Gods
Type: Weapon
Rank: S-Rank
Range: Short - Mid (Depending on Greed's shape)
Chakra: N/A or 5 - 50 (Devour) 20 (Regeneration) 10 (Shapeshifting)
Damage: 50 (Base Physical Damage w/ Greed whilst assimilating)
Description: Greed, also known as the "God Eater", is a weaponized Symbiote, a sentient type of organism that seeks out and bonds with a host organism in order to survive, and thrive, by living off of the host. Unlike most types of symbiote though, Greed is a "Mutualistic" Symbiote, a type of symbiote that survives through a host organism, while providing the host some manner of benefit with it's presence, unlike others which are typically "Parasitic" Symbiotes, which only bring pain, suffering and/ or death with their presence. As one might expect, thanks to his name, Greed has an insatiable appetite, and the unfortunate habit of eating just about anything that comes within range, indiscriminating between friend or foe, trash or treasure, etc. All he knows is his own eternal hunger, and the desire to be free from it. While this is most prevalent personality trait, Greed is also brutal, arrogant, disrespectful, sadistic, deceptive, and much, much more, all thanks to his dependency on other organisms. Because of his attitude, should his host prove to be weaker than he, in either might or mettle, he would rather consume them than live a life tied to dead weight, though he is reluctant to do so, as it forces him to seek out another life form to bond with.

Greed's ravenous hunger goes hand in hand with his ability to analyze, retain and replicate the appearance, texture, properties, etc of just about any solid material he devours, regardless of whether it is natural, man-made, created via Chakra, etc, similar to the Ninjutsu . As stated, this ability only works on solids, meaning liquids, gasses, energies, etc cannot be devoured and replicated using this ability, as they lack physical substance for Greed to consume and assimilate. Examples include a wide and varied range from basic earthen materials like dirt and hard earth, to denser materials, like rocks, metals and crystals, and even organic materials, such as wood. In the case of materials that exist naturally, this costs no Chakra and is a passive action, while in the case of materials created via Chakra, the user must expend Chakra equivalent to the Rank of the material Greed wants to devour, and if the material is higher than B-Rank, it costs one of the user's moves per turn. Additionally, Greed can only replicate the properties from a single material at any given time, in addition to his base state, due to him only "replicating" the properties of a material, not actively "copying" them. The ability to assimilate the properties of a material into his form is a passive one, and requires no Chakra from the user to achieve, but is limited to only one change per turn. Finally, Greed possesses an inherent level of durability and regeneration, in both his base, and assimilated states. While Greed regenerates from an injury in either state it costs the user 20 Chakra to perform, and requires one of their moves per turn.

In his base state Greed possesses a durability of B-Rank, and requires at least an A-Rank to damage him, and another to destroy him, or one S-Rank, etc. While Greed is injured in his base state, he can quickly regenerate injured/ destroyed parts within that same turn.

In his assimilated state, Greed's durability is enhanced to S-Rank, and requires one S-Rank to damage him, and another to destroy him, or one Forbidden Rank, etc. While Greed is injured in his Assimilated state, he can regenerate injured/ destroyed parts over the course of the next turn, during which time he is still susceptible to a fatal attack. Finally, thanks to the increase in his durability, physical attacks that utilize Greed whilst assimilated also recieve a sustantial increase, dealing a base amount of 50 damage with any physical attack that utilizes Greed, such as Taijutsu, or Kenjutsu if Greed changes his shape into that of a blade.​

In addition to his "assimilation" ability, Greed also has complete and total control over the shape and general functions of his form, allowing him to change his own body's shape and functions to suit his needs, usually covering the majority of his form into as many mouths as he can. This "Shapeshifting" relies on a mass-conversion system, allowing Greed to mould himself into shapes and forms equivalent to, or less than, the total amount of mass he has consumed. This can allow Greed to shape his form in many ways, moulding himself into the shape of various weapons, like a blade to facilitate the usage of Kenjutsu, or a whip-like appendage to engage in ranged strikes, while his assimilation ability allows Greed to change the general properties and appearance of these shapes into various materials, making his strikes both versatile, and deadly. Greed's Shapeshifting costs the user 10 Chakra per change, can only be performed once per turn, and costs the user one of their moves per turn, unless it is the first offensive action of their first move, in which case, it can be performed passively, but still requires 10 Chakra.

Through both of these abilities Greed is implanted into one of the users Biography's hands/ arms via Medical Ninjutsu, requiring a Medical Ninja to oversee the merging of the two. This is performed within the NarutoBase Hospital to ensure that Greed's consumption and replication of the user's hand/ arm is as close to the original as possible, and, using their knowledge of the inner workings of the body, ensure functions like the flow of blood, as well as the connection between Greed and the user's Tenketsu, the flow of the user's Chakra into Greed, and other biological functions, such as the connection between nerves, etc, are as functional as possible. This allows both the user and Greed to share their senses, experiences, allows direct mental communication between the two, etc, while also allowing the user to weave seals using Greed as a proxy, and supply Greed with Chakra for his abilities, or for Greed to forcefully drain Chakra from his host, should they be reluctant to provide him with more Chakra. After the initial merging of the two, it's between both the user and Greed just how far the latter is allowed to spread, as this is not a painless experience, and one that Greed can perform at will. Additionally, once the initial merging is completed, it becomes a far easier process for Greed to perform, as he is simply, in a manner of speaking, "copying and pasting" the user's body, tracing what is originally there, and replacing it with himself. This means that, in theory, Greed is capable of overtaking and replacing just about every part of the user's body, as well as maintaining the biological functions therein, making his presence a constant danger to the host. And despite the fact that they are connected in body and, to some extent, spirit, the user and Greed are still two separate organisms. While the user has some leeway in their manipulation of Greed, such as utilizing him to perform hand seals for their Jutsu, Greed is still his own organism, and thus is capable of both independent movement, thought, actions, etc, regardless of input from his host. This means that, should the host may be incapacitated, or unable to act in some manner, it doesn't necessarily apply to Greed. For example, in the case of a Genjutsu directed at the host, although they and Greed share the same Chakra flow, because Greed has his own mind, senses, etc, he is potentially be unaffected, unless the Genjutsu affects multiple targets. In other cases, such as paralysis via electrocution with Lightning Release, this affects both the host and Greed, since the two are physically connected.

Note: Naturally none of Greed's abilities extend to the user or their body, only the parts of the user that Greed has devoured and replaced are applicable for any of Greed's abilities.
Note: The acquisition of unique or specific materials must be performed in an Official Fight where Greed consumes the specified material, and the user emerges victorious, or at the very least escapes the battle. If the user dies while trying to acquire a certain material, they must battle for this material again. Additionally, the user must compile a list of all materials Greed has devoured, with the links to the appropriate battles, within their Custom Jutsu thread. The links must be organized and placed within the same post as this Custom Weapon for quick access, should a problem involving the acquisition or utilization of a material arise.
Note: Can only be used by Iᴍᴘᴇяғᴇᴄᴛ.




Declined - well i did a full check on the original post so i hope you didn't change anything as i'm not checking this again right now, look in the quote in the spoiler at your original, and see all my notes in there lol. If you have any questions hit my up on skype.
 
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Robot Boy

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updating:

(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive
Rank: B
Range: short(mid if channeled into a weapon and thrown/shot)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount of electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw or shoot them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade.

Restriction:
-Physical contact with the ground must be made
-The user cannot use both methods on the same turn
-Can be used up to 4 times
-Can only be taught by fang

updating:

(Joushou Doriru Dageki) – Rising Drill Shock
Type: Offensive/Defensive
Rank: S
Range: Short - Mid (Made short-range with a mid-range reach)
Chakra: 40
Damage: 80
Description: This is a technique developed by Caius of the Inuzuka clan. While gathering large amounts of chakra, the user will jump into the air and spin furiously and shape the chakra around him into a spear similarly to the second method of lightning release: ascending earth. He then dives down and drills straight into the ground, releasing the chakra under the targets, and shot upward or at an angle in the form of two large vertical columns made from the user's chakra, that spin at ferocious speeds as they rise, granting the columns piercing and shredding capabilities. Alternatively the columns can be used to shield the user and an ally.
-Can be used twice per battle
-No S-rank or above techniques next turn
-Can be performed by an Inuzuka or his ninken
-Physical contact with the ground must be made

Both approved, you update your jutsu way too much lol ima start declining them xd
I removed the tracking and speed.


training:

(Kuchiyose: Medea) – Summoning: Medea
Type:Summon
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: The user, after drawing blood, will wipe it on their tattoo or weave the signs to summon Medea the bat. Medea wears a hooded bluish-purple robe and is very beautiful for a bat. She always appears with a luscious smile on her face when entering battle. She wields a staff with her feet and she can focus her chakra through it and use it perform her techniques. One of them being, by throwing her staff at the target (not physically, but having it levitate and fly forth) in question and once it is within range, the staff will convert itself into lightning and make a coil formation, and capture the object, containing it. The staff will revert back and return to Medea after the technique is done, regardless if it succeeds or not. She can also do this with other objects that she creates using a combination of the lightning shadow clone technique and transformation technique if she doesn’t wish to lose her staff to a strong attack, and the summoner can launch them for her. Unfortunately, these objects do not return to the creator and simply disperse. She is as tall as a female human and her speed when flying is impressive. She can make use of Lightning element, but can only use jutsu up to A -rank and use her staff for close quarters.

-Can only be used once per battle
-Lasts for four turns
-Capturing the target counts as an A-rank move and can go up to mid-range.
-Capturing can only be done three times per battle.
-Her lightning counts as a move

Declined covering the staff in lightning at a tame in mid air won't work, you will have to cover it then throw and control it
 
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Summer

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Contract approved here:


Kuchiyose: Yagiza) Summoning jutsu Capricorn
Type: Supplementary
Rank: A rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Capricorn is one of the summons under the goat contract which was named after one of the 12 zodiacs. He is the same height is most average shinobi, and his build is athletic in nature. He sports sunglasses and a butler type suit very fashionable while he is able to stand on two legs and has hands like a shinobi. His Taijutsu knowledge and skill is on par with most masters, he has the ability to speed burst for once per turn to evade any A rank attack. His unique ability is that he can use any taijutsu move in the canon list and pair it with wind enhanced layer over the limbs he is using for his moves. He can however only do this 3 times and he remains on the field for 4 turns. He cannot uses any actual wind jutsu's as he is a freeform usage user of wind a coating style of fighting . His reflexes and movement speed is boosted slightly from the wind coating which allows for easier movement in any conditions. He is able to focus on his feet a layer of wind chakra which will help excel his running giving his running speed the same boost as that without leg weights.

Restrictions:

Can only be summoned twice per battle.

Cannot use taijutsu wind coating more then twice per turn.

Speed burst once per turn

Declined - you need to go into detail of how the speed burst works, and A rank wouldn't make sense, a chidori can be an A rank, or a swamp can be an A rank or intense pain fire jutsu... gotta be logical.
Must have signed Goat contract to summon.


Kuchiyose Goat Gogoat/ Goat summon Gogoat
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description: Gogoat is a quadruped, hoofed goat summons. Covered in fluffy, brown fur that is dark across the back and light around the belly and legs. Around their neck, he has a thick, green leafy mane that extends down their spine and ends in a short tail. The fur on their face is white with fluffier fur on their chin. He has a black nose and red eyes with white pupils. The eyes are surrounded by a black marking. The top of their head is dark brown and has two long, curving, black horns that extend over their back. The fur on their legs is shorter than the rest of their body, dark brown on the upper leg, and white around the feet. Each foot aends in a cloven, brownish-orange hoof.
Gogoat has the ability to sense the feelings of whoever grips its horns; this ability is so acute that it can move as if it and its rider were one being.

Sun Spore:
This ability allows Gogoat to utilize the leaves on his body charging them lightly with electricity. The leaves will then detach from the body and float around the field until falling to the ground. The leaves have minimal electrical capabilities but possess a very strong lightning paralysis to them. If you get touched by a single leaf it can leave that portion of the body touched paralysed for one full turn. These levels once they touch the ground will lose their charge and be normal leaves again. The leaves while charged will float for one full turn in mid air and then descend like normal leaves. These leaves can be released up to mid range on the field from the summon and can only be used twice per battle.

Root attack:
This ability forms from a seed that is attached to the Bush of leaves on back of Gogoat. He can shoot it off of his back and once it touches the dirt it can root itself and release roots and vines from the seed which grow out ensnaring anything within short range of the seed. The seed can be shot up to mid range only and the roots/vines will be strong enough to subdue most Kage ranked shinobi. This root/vine system is unique as it just spreads in a 360’ span with no immediate directional pull. It grows upwards and within the 360’ radius. This seed is usable once per battle and as soon as it touched the ground it immediately sprouts out.

Resemblance staff:
The last ability for Gogoat is that he is able to transform into a 6 foot tall wooden staff and maintain the transformation for 4 turns. The staff will have the ability to send out earth jutsu without the need of handsigns up to A rank though. It is a unique shape of a rounded embroidered staff. It has a leafy like bush on the top of it two which can be utilized for sun Spore as well. The staff can only create one earth jutsu per turn without the need of handsigns.

Restrictions:
-Can only use up to A rank earth jutsu with staff. Only one earth jutsu without handsigns per turn.
- can only be summoned once per battle.
- remains on the field for 5 turns unless otherwise expelled.
- must have signed the Goat contract to learn.



Declined: a thoughtful submission, albeit overlapping with canon abilities involving Mokuton.

 
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Vegeta

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( Katon - Sūpā Saiya-jin Burū ) - Fire Style - Super Saiyan Blue
Type: Supplemental
Rank: N/A
Range: N/A
Chakra Cost: 5
Damage Points: N/A
Description: After using Fire Style - Scorching Rage the user can focus quickly manipulating the fiery chakra, increasing oxygen supply leading to a radiating soot produced due to a more complete combustion. the reaction creates enough energy to excite and ionize gas molecules in the flames leading to a blue appearance. With the users ability to to manipulates the flames to a golden color, they will immediately take on this blue color passively after this is used. This adds no value as far as offensive or defensive, and is merely cosmetic in nature.

~Notes~
- Must be used when activating either Scorching Rage/Berserker/Demoniac
- Does not count towards the users 3 moves per turn.
- Must be taught by -Vegeta
-visual depiction of fire color-
You must be registered for see images

Declined I appreciate the commitment but t will need a rank even if it's a low one and it will cost a move per turn, but I look forwards to a dbz fight with you mwahahaha
( Fūton/Fūinjutsu - Mafūba! ) Wind/Sealing Arts - Evil Containment Wave
Type: Supplemental/Defensive/Offensive
Rank: Forbidden
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90 (-20)
Description: After molding their wind chakra the user will take a stance with both arms by their sides and hunched down somewhat before thrusting both hands forwards releasing a stream of wind from between their hands. Upon releasing the chakra, a powerful wind with a greenish hue jet streams towards the target spiraling forming a short range sized tunnel like vortex with the user safe in the center, like being in the eye of a tornado. The user can then use their chakra to focus a sealing formula into the wind stream itself. This sealing formula, if making contact would begin to wrap around the targets body as the winds grab hold of the target. Once the target is hit, the winds reverse polarity drawing whatever is in it towards the user like a tornado lifting someone violently off the ground. The winds would slice and assault the target while spiraling them towards the user thru the air.

~Notes~
- Can only be used 1x
- Seal is A ranked and if used counts as a move though occurs in the same time frame
- If the target escapes the seal they will be left winded slowing them down 1 Rank in speed for 1 turn
- User suffers minor fatigue from molding and exerting so much chakra, being unable to mold Wind chakra above A rank for 1 turn after using
- Must be taught by -Vegeta
-ref-
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‡ Declined ‡ Elemental/Fuuin combinations can be a maximum of S-Rank. This also has no real Fuuin component, the tags are basically cosmetic. Seals must "seal or unseal" something to classify as Fuuin. Once the fuuin is gone, this is just a tornado that pulls in an opponent and slices them up, which is similar to existing techniques.

Pending - need to discuss with nk if wind can carry a sealing formula if not I have an idea how to make this work in another way
 
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Littlefinger.

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Kage no Ie: Gappei no Sekai | House of Shadows: Amalgamation of Worlds
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (+5 per turn)
Damage: N/A
Description: This is a technique based on a Nara's ability to hide inside a shadow. Nara shadows can exist in three basic forms,—the regular intangible shadow everyone has, the tangible flexible shadow, and the hardened steel-like shadow. In order to exploit this, this technique was developed. With Amalgamation of Worlds, the user is able to assume the properties of a shadow and also merge and move through it just like in the canon Leech technique. Deemed an advanced form of the canon Hiding in the Shadow technique, this technique allows the user to become the shadow itself.

Apparition--By activating this, the user is able to merge with any intangible shadow. As a result, the user becomes intangible and thus invulnerable to physical attacks. However, by activating this, the user now shares the inherent weakness of shadows, which is light based attacks. B-rank light based attacks will slow down the user's movement, while A-rank would halt them, and S-rank and above would force them back.

Puppeteer--When the user activates this, they take on the properties of a flexible albeit tangible shadow (similar to the many shadow tendril techniques.) This grants them flexibility which makes up for a Nara's deficiency in taijutsu. The user can now bend and twist their body at odd angles to attack their opponents in ways most humans would be unable to. In this flexible form, the user, becomes able to move at ×2 their base speed.

Cornerstone--The user assumes the properties of a hardened shadow; thus, they become hard as steel. As a result, they are able to shrug off C-rank physical attacks, and are impenetrable by most weapon attacks like kunais, shirukens, swords, etc. They are also able to withstand taijutsu and kenjutsu attacks, receiving only half the damage if hit. With this technique active, the user gains +10 to their taijutsu attacks.
• Can only be activated three times per battle. Each activation lasts three turns.
• Only one ability can be active at a time.
• No shadow techniques above A-rank can be used in the same turn this is activated.
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Kage no Ie: Atesaki Machigai | House of Shadows: Misdirection
Type: Supplementary
Rank: D
Range: N/A
Chakra: 10
Damage: N/A
Description: During battles, situations arise when one's own actions are used against them. An opponent may decide to put an obstacle in one's path or to attack based on an action one takes (e.g forming a hand seal or picking a weapon, etc.) To combat such techniques, Shunsui developed this technique. In its entirety, it simply allows the user paralyse themself momentarily with the use of their shadow. This technique works effectively against technique that capitalise on the user's movement to work (e.g movement based sensing, traps, etc.) The user can either paralyse their whole body or just a part (e.g limb etc.) Consequently, with the use of this technique, one can stop themself from completing certain actions midway or in a sense, pause themself and continue again. For instance, if the user is running forward at great speed and the opponent capitalizes on the fact that they cannot stop abruptly or change direction to create a pillar which rises directly in the user's path, the activation of this technique will immediately paralyse the user, causing them to stop abruptly and thus avoid that attack. This technique works very well in CQC as it can be used to mislead an opponent.



Seitaikei no Handō | Counteractivity of the Ecosystem
Type: Supplementary | Attack
Rank: A
Range: Depends on the smoke used on
Chakra: 30 (+5 to maintain)
Damage: N/A (60 if used to attack)
Description: This is a unique smoke technique that can be used as a stand-alone technique by exhaling fumes from one's mouth or by manipulating any preexisting smoke on the field to create extremely thick fumes. This technique is based on the special property of smoke to coalesce to form fumes. Once activated, all plumes and wisps of smoke within range begin to thicken to form extremely dense pitch black fumes. The smoke continues to thicken by flocculating and coalescing, forming into more of a solid than a gas. This process occurs rapidly, solidifying any smoke within range in one turn. The finished product is a sturdy clump of solidified smoke which is strong enough to prevent objects as large as Gamabunta from moving. This technique, once active, enhances the user's smoke techniques, thus boosting them by +1 rank with the exception of S-ranks which it boosts by +20. As long as this technique is active, the user's smoke techniques will play on equal terms with Wind.
• Can only be used five times.
• Can be maintained for two consecutive turns after which one must wait two turns before using again.
• Cannot use any smoke technique for one turn after this ends.
• Can be used in conjunction with (i.e. within the same timeframe as) another smoke technique, but will always cost a move.

Leaving for another mod
 
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Sinthorus

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(Koton: Nannai Dearou konrinzai saikoro) - Steel Release: What is dead may never die
Rank: A
Type: Attack/defense/sup
Range: Short (bandages can reach mid)
Chakra cost: 30
Damage: 60 (+1 rank to tai jutsu, or 60 if used to strike/bind)
Description: The user will release their chakra throughout their body In surge using their steel release to create steel bandages that cover their entire body to look like a metal mummy. These will move with the users body so as to not restrict their movements due to their chakra control over the steel. A unique properties of these bandages made of steel is they all link up like a coil of wire that winds around the user and the two ends come out on the bottom of their feet. Due to this when the user is hit with unfocused lightning A rank and below the lightning will be a carried as a current down through the bandages and be discharged into the ground. Anything focussed like chidori spear will cut through the user with it's normal strengths/weaknesses to steel. The user at the cost of a move can also release more bandages from their Body to strike and bind targets which will flow fluidly due to precise chakra control, being able to reach up to mid range from the user. While using this ability though the user can only use steel release and elements that make up steel. The final property of these bandages is one that greatly aids steel users. If the user were you be cut or lose a limb while their body is turned to steel (for example with the impervious armor) they can use the bandages to grow and wrap around that location and form a new limb, so when they turn back to normal they wont have lost that arm. This is not a healing ability, it acts in a similar way to the hozuki clans ability where water would replace the injury they take in their water form.

Note: Useable 3 times, lasts 4 turns per use, and two turns between uses. While making use of the bandages, the use can only use steel release jutsu and jutsu that make up steel (fire & earth)
Note: reforming a limb and attacking with the bandages costs a move and counts as A rank and can each be used once per turn. Each will cost the user an addition 10 chakra. Aside from this the bandages are just a unique form of armor for a steel user making them look like a steel mummy.
Note: Due to the extra hard layer of steel over their body, the user would gain +1 rank to their taijutsu strikes up to A rank, S ranks and above gain +10 damage

‡ Approved ‡

 
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Joker

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(Fuuinjutsu: Akiresu Ihan)- Sealing Arts: Achilles' Breach
Type: Defense/Offense
Rank: A
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (varies)
Description: The process of this jutsu is done through the slamming of the hands of the user, erecting a barrier around the opponent, in a very similar fashion to that of (Tajū Mugen Hōyō ) - Multiple Infinite Embraces. What makes this technique different, however, is the barrier works to "rip" apart any chakra based armors on the opponent's body. The actual process is the barrier will act to absorb the chakra based armor, with the visual illusion looking like the armor is being torn from the body of the user. One may compare this visual to when the tool of the sage of six paths (Kohaku no Johei) traps somebody inside of itself. The process is similar, where the barrier acts to tear the chakra armor from the body of the opponent, with the armor traveling and attaching itself to the inner walls of the barrier, being no longer "connected" to the user in a physical stand point, and a chakra stand point, it will be weakened slightly (down to one rank) allowing for it to be torn off the body of the opponent with more ease, and as the armors chakra mixed with the users own chakra, it will become volatile, causing an explosion from the inside, with the explosion being composed of pure chakra with damage characteristics similar to that of the armor that was absorbed (so if the armor was heat based, it will be a burning explosion, if it was lightning based, a more shocking explosion). This barrier can also be used against material/matter based elements, by simply tearing the material from the body of the opponent, and the explosion being composed of the debris/material that was composed of the armor. This barrier can work against virtually any kind of element (up to S-Rank), and in some cases against jutsus that require the opponent to hold, or have the jutsu be on the opponent's body, so it isn't narrowed down to just armors, but it is simply a more practical usage due to the longevity of an armor.

Notes: Can only be taught by Joker. Can only be used three times. No fuuinjutsu above A-Rank same turn this is used, and no fuuinjutsu above S-Rank next turn.

Declined - a great idea but a seal that targets armors would also need to be designed for a specific chakra nature when it's this level of fusion like the five elements seal. As such I don't feel you'd be able to break down armors that aren't the basic five like Laguna bones for example. If it was stronger I'd consider it would then would feel it would clash with nagatos absorption that completely breaks down chakra to absorb it.
 
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-Albel-

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(Meiton: Houshi) Dark Release: Spores
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-40 to opponent per turn)
Damage: N/A
Description: Channeling chakra into the dark mark on both palms the user will release the dark chakra from the markings in the form of tiny transparent spores only visible to those with dojutsu or with some form of sensing. The amount of spores released is up to the user be it only wanting them to cover a certain to the whole field. Whatever the user decides the spores will fill the designated area where they will begin absorbing chakra from anything that has chakra channeled into it by the opponent causing the jutsu by the opponent to be weakened by one rank. If the opponent themselves happen to be in the area filled with the tiny dark spores they will begin to lose 40 chakra points per-turn they remain in the spore filled area.

-Can only be taught by Albel

‡ Declined ‡ Definite no to the decrease of one rank to their jutsus. This also needs a turn limit, -40 chakra per turn indefinitely with no way of getting rid of this is far too much. Covering long-range is also too much. Everything about this custom screams unreasonable, from being invisible to the fact it seemingly can't be destroyed or countered.

(Meiton: Kaze Kyouki) Dark Release: Wind of Madness
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: After having absorb chakra beforehand through the use of any dark jutsu the user will release dark chakra transparent in nature from the marking on both palms having it fill the air throughout the entire field. The dark chakra now mixed with the air will allow any wind jutsus used by the user to gain the properties of this dark chakra meaning it will now also gain the same strengths and weaknesses of dark. This would mean for example wind would now no longer be weak to fire as the dark properties embedded within are strong to fire, the users wind jutsus would gain a double strength against lightning as both the wind and dark properties are strong to lightning, and wind would now become weak to earth instead of being neutral as the dark properties are weak to earth, etc. Besides being able to combined the properties of dark with the users own wind jutsus the dark chakra that is mixed into the air will also absorb any chakra sent into it by the opponent weakening their jutsus by one rank.

- Can only be taught by Albel
- The dark chakra remains embedded in the air for four turns and can not be used again until one turn has past after the ending of the jutsu

‡ Declined ‡ This isn't entirely logical and is also pretty OP. I don't see myself approving this.

(Meiton: Gisei )Dark Release: Sacrifice
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description: This move is designed specifically for released based dark jutsus and does not work on moves such as Inhaling Maw. When the user goes to perform a dark jutsu released based attack like "Dark Release: Judgement" for example the user instead of channeling both fire and lightning chakra equally they will focus more of their lightning chakra than fire into their attack, giving their dark move similar characteristics and properties as lightning. This would mean dark would act more similar to lightning and doing away with its double weakness to earth and other similar abilities. The new form of the users dark attacks would now be neutral to earth and the like(steel, lava, wood, etc.) but at a cost of losing its strength over wind making it weak against it. However, this does not affect the other strength and weaknesses of the users dark attacks.

-Can only be taught by Albel
- Sacrifice happens in the same time-frame as the user uses his attack and is considered passive

‡ Declined ‡ We both know why this can't be approved. CJs which eliminate an element's weakness like this shouldn't be approved. It's a great concept but makes the KG entirely too powerful.

Leaving all for vex
 
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21 Savage

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(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

Remove the chakra draining properties

(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 them before they are able to breach the second layer. The user sacrifices his chakra per turn, chakra leeched is used to regenerate the second layer and to reform the first layer should both are not destroyed at once.
∆ 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 - it's more the water around you in layers has been done before, DNR


Raiton: Seitekina Fun'iki - Lightning Style: Static Ambience
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20(-5 per turn)
The user would focus his chakra into his surrounding. He would use his chakra to incite the entire air to be filled with harmless invisible static charges, static charges that would not relate with any matter simply because there are part of the air, space and even what we breathe in. The charges are however, not able to increase the power behind lightning techniques or even cause electric shock but they are there to make the usage of lightning technique readily versatile. With the static charge, one is able to create lightning techniques which are supposed to be made from the ground from thin air due to the air saturated with a static field causing easy formation of electricity compared with the negatively charged earth surface. The second ability of the static surrounding relates directly to the user himself. The user is connected to the surrounding static charges in a way that anything that traverses through the static surrounding gives an inducing feed back on the user's body, specifically his skin. The hair on the skin are well known for its susceptibility to stand whenever there is a static phenonmenon which is caused by friction. The feedback from matter passing through the static environment is equivalent to a frictional resistance that would cause the hairs on the user's skin to stand. This means the user would be able to know or be aware of any matter moving through the static field.
-Due to the harmless nature of the jutsu, it could last for a longer period of time though the user is able to deactivate it any time he wants.
-Last for 5 turns
-Usable 4x per battle

Declined - Noni or yusei or joker... or someone has done this before. DNR



Raiton: Kamereon no Bakuhatsu - Lightning Style: Chameleon Outburst
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A(40+paralysis, for electric discharge)
Description:
The user would focus chakra into his skin, infusing his entire skin with dormant static electricity. The static electricity only works whenever the user's skin is hit by a physical force or the user's skin presses against a solid entity which as a result releases unfocused electricity outwards into the object hitting/touching the user. This would also add an amount of repulsive force into the object thus making the object's impact on the user reduced to almost nothing. Static electricity works with friction and force compression, so when the skin undergoes a slight inwards impact like a punch, the static electricity immediately becomes charged and released outwards, the charged electricity in the form of unfocused electricity to balance out its electrical equilibrium within the user's skin. The process is out of the user's control and would occur regardless of the user's awareness since the user only needs to activate it making it lay dormant within his skin.
-Usable 5x per battle
-Last until when triggered once
-due to it been a dormant technique and harmless on its own until the user is hit directly, it can be used in the same timeframe as another lightning technique
-The user or the user's technique is unable to trigger it, it only reacts to outside forces
-Paralysis last 1 turn.

Declined - to be dormant like that it would require fuuin. You can activate it on impact, but you need to explain how it works on elemental strikes like fire and water ect and to what rank?
Pending, let me think on this, or another mod can check it if they like
 
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Sonnelion

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(Kuchiyose No Jutsu: Alastor) Summoning Technique: Alastor
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Alastor is a large mole standing at 10 meters high with a body with of 4 meters. He has a very muscular build and is always wearing his shoulder armor capable of deflecting thrown objects all while leaving him unharmed. Due to his build/physique he is able to withstand attacks up to A-rank without taking damage. He has sharp claws making digging easier but they can also be used to cut objects in half provided they are of C-rank or lower without any strain on his body. Unlike most moles he prefers to use his tough body to fight and as such never really trained much in Doton this only gives him access to B-rank and lower Doton techniques however this doesn't prevent him from being able to use all mole techniques available to him. He opted for taijutsu training instead and as such he is capable of using S-rank Taijutsu along with the aforementioned things.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Must have signed the Mole Contract to use
- Can only be used once per battle
- Lasts for fours turns before the vanishing
- Every technique this summon uses counts towards one of the three allowed per turn
- Can speak English and act independently should he need to

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Declined: a few issues. First, the mole shouldn't be anywhere near ten meters in height. You didn't provide a link to the actual contract approval—which you should've, but nonetheless I examined it and the antecedent mole summonings. The general description states that they're small mammals, and each mole has therefore been small enough to be measured in centimeters excepting the boss with height analogous to early part II Gamatatsu. Next, the mole's durability needs to be reduced to B-rank and below techniques. Finally, stick to only one field for abilities instead of double-dipping.


(Harito Ito) Thread & Needle
Type: Weapon
Rank: S
Range: Short - Long
Chakra: N/a [+20 per B-ranked ability][+30 per A-ranked ability][+40 per S-rank ability]
Damage: N/a [+40 per B-ranked ability][+60 per A-ranked ability][+80 per S-rank ability]
Description: This is a gauntlet that is composed of melted down obsidian, chakra metals, and steel to create a very strong and durable gauntlet. Unlike most weapons this is mainly a defensive weapon which gives the user the ability to freely manipulate the strong, sharp, and thin wires connected to the gauntlets claws. The gauntlet's claws at the end can be used as a melee weapon however there main use is to allow the user to better manipulate the wire ergo the name. Harito Ito has 3 abilities all of which have their own restrictions and usage limits. Manipulation is done by using the user's chakra to control the wires. A reel is connected to the bottom of the gauntlet which contains all of this wire. The wire is pitch black in color making it difficult to see at night or in the dark.
(B-rank) Manipulation Technique
This is the most basic level of manipulation and as such it doesn't have very much strength when it comes to attack or defending. The technique is as the title says it gives the user free range with the wires only being limited by the user's imagination and the terrain more or less. However they form slightly faster then the rest of the higher ranking abilities.
(A-rank) Advanced Manipulation Technique
This is essentially the same as the previous B-rank technique except the user will infuse it with more chakra allowing the wire to attain a new level of hardness and damage. This is slightly slower to form then the previous one due to the added chakra cost that needs to be channeled into the wire.
(S-rank) Expert MAnipulation Technique
Although this is the slowest to form due to all the layering needed and chakra that needs to be poured in it is the strongest achieving the same level of density and hardness as steel. But this has the same premise as the B-ranked version.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Must have mastered Ninjustu to use due to level of chakra manipulation needed
- B-rank ability can be used as long as the user have chakra but requires 1 turn breaks between use
- A-rank ability can only be used 4 times with 2 turn breaks between use
- S-rank ability can only be used 2 time before putting the weapon on a global 2 turn cooldown
- Each ability counts as one of the three techniques allowed per turn
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□ Pending. Leaving for Vex/NK □

(Suiton: Shisha No Hatsuga No Hana) Water Release: Sprouting Flowers Of The Dead
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will clap their hands together as if praying while they focus chakra into their hands after this is done the user will run towards the target before touching a part of the opponent, as this happens the user will expel all of the stored chakra into the targets body this will cause the chakra to use the targets own water in their body to create sharp flowers to sprout all throughout the body of the opponent that will continuously grow until the user commands or the water is used up in the target's body. These flowers will cause multiple internal injuries that will lead to death. The flowers will then spring through the center of the target's chest to finish the opponent should they have survived until then. These flowers are composed of nothing but chakra infused water that have multiple sharp edged leaves with the same hardness or metal.
- Can only be taught by Sonnelion
- Can only be used two times per match
- Requires a 3 turn cooldown
- No S-rank suiton in the same turn or in the following turn

□ Declined, DNR. Using the Water inside the opponent's body, is too much and unreasonable in terms of countering. □
 
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Tsuki

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Updating:
Link to roadrunner contract approval:

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


(Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the fire element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Liam is the one who has practiced fire the most and will only allow himself to perform S-Rank and A-Rank fire techniques (won't use Forbidden, B, C and D ranks). As for Sen, he didn't learn S-Rank fire yet so he'll only allow himself to perform A-Rank and B-Rank fire techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two large-sized shurikens that are virtually indestructible. Their shuriken form is covered with blood-red colored feathers made of ash. While in shuriken form, each one of them rotate around their own center and can hover in the air as they wish by sustaining their flight with their own chakra. They give out a sound near-identical to that of the rasenshuriken, which makes it rather noisy. As for what utility they provide in battle while in this state, they will continuously release "inactive" ash particles ("inactive" as in, cannot cause or enhance explosions) by decomposing the ash-feathers into small ash particles and letting those descend across the battlefield underneath the places which they fly above. New ash-feathers are continuously reformed on the shurikens as the older ones decompose. The release of ash begins from the moment they assume their shuriken form. This lasts for as long as they remain in shuriken form. The ash that covers the battlefield acts somewhat like a mist and is enhanced with the roadrunners' chakra. These descending ash particles cause an optical illusion that does not affect roadrunner contract signers or the roadrunners belonging to the contract. Everyone else, it affects. What this optical illusion does is that it gives the impression that humanoids, animals, techniques and objects on the battlefield are moving or located at different places than where they actually are situated at/are moving towards. Much like the clam summon's ability, this provides some form of stealth and trickery to the naked eye. Their actual appearance and body movement, however, cannot be altered (ex: If I'm running, the false image of me would also be running) The released ash, in itself, does not cause any suffocation, blindness or burns nor does it lessen the air's humidity because the released ash is always dormant. Both roadrunners transforming into large shurikens counts as a move and due to the roadrunners being only able to do one single task ever since their transformation, the duration of their stay on the battlefield will be "frozen" as long as they remain shurikens. They would by default re-appear hovering next to the user or be held by the user upon transformation or simply continue from their initial location.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn
Note: Transforming, which leads to the release of ash, is considered an A-Rank technique


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

Resubmitting update attempt: Still keeping the release of ash, but trying something completely different with it so I also deleted some properties I had previously attributed to the ash.

(Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the fire element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Liam is the one who has practiced fire the most and will only allow himself to perform S-Rank and A-Rank fire techniques (won't use Forbidden, B, C and D ranks). As for Sen, he didn't learn S-Rank fire yet so he'll only allow himself to perform A-Rank and B-Rank fire techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two large-sized shurikens that are virtually indestructible.

Their shuriken form is covered with blood-red colored feathers made of ash. While in shuriken form, each one of them rotate around their own center and can hover in the air as they wish by sustaining their flight with their own chakra. They give out a sound near-identical to that of the rasenshuriken, which makes it rather noisy. As for what utility they provide in battle while in this state, they will continuously release ash particles by decomposing the ash-feathers into small ash particles and letting those descend across the battlefield underneath the places which they fly above. New ash-feathers are continuously reformed on the shurikens as the older ones decompose. The release of ash begins from the moment they assume their shuriken form and can be restrained and maintained at will by the roadrunners. This can last for as long as they remain in shuriken form. The ash that descends is further manipulated by the roadrunners in shuriken form to affect a desired mid-range radius localized area. The ash is controlled to actively absorb a great amount of oxygen within the area, emanating non-harmful light as they do (not strong enough to blind). This ash cannot trigger an explosion because the energy is already being released in the form of light instead. The ash also doesn't physically harm those surrounded by it besides restricting them of a great deal of oxygen. It can even affect the user if not positioned outside of it. Remaining within the ash for two full turns will hinder the target from performing techniques that are higher than A-Rank due to an increasing sense of dizziness. If a third consecutive turn passes without those within it managing to escape the oxygen-depriving ash, then they would lose consciousness. If those affected manage to escape outside the ash's area of effect before those three turns pass, then the "countdown" would be reset. The released ash, in itself, does not cause blindness or burns nor does it trigger explosions. Both roadrunners transforming into large shurikens together counts as a move and due to the roadrunners being only able to release and manipulate ash ever since their transformation, the duration of their stay on the battlefield will be "frozen" as long as they remain shurikens. They would by default re-appear hovering next to the user or be held by the user upon transformation or simply continue from their initial location.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn
Note: Transforming, which leads to the release of ash, is considered a sustained A-Rank technique
Note: Deactivating the release of ash does not count as a move, but its reactivation does



Update Approved: removed the first-turn effect and added an explanation for the second-turn effect.


Resubmission:

(Kuchiyose Geijutsu: Shi no Kyōtei) - Summoning Arts: Death Pact
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (Spend +5 per animal "body", gain +150 per animal "body")
Damage: N/A
Description: A shinobi might sometimes be in need of more chakra in order to keep on fighting. "Death Pact" has the purpose of granting the one who performed the summoning technique a certain amount of chakra per animal "body" he/she has summoned anytime one of them poof away (leave the terrain). When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animal "bodies" contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. In the case of this jutsu, one animal "body" is a summoned animal "body" that acts independently. For example, if a summon consists of hundreds of barnacles that group together to form one single "body" then this is considered as one animal "body" whereas if a summon consists of two roadrunners who each act independently then they are considered as two animal "bodies". This additionally invested chakra during the summoning process serves as a signal for each animal "body" that is being summoned, informing them that they would need to transfer/release 150 chakra points each to the user's chakra system the moment they leave the terrain. This chakra would be given to the user in a similar fashion as how a sage mode user would have their clone collect senjutsu chakra and then pass it to the user as they disappear. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique, on a whim, agree to sacrifice ever since the summoning process would allow this chakra donation process to happen later on upon disappearing from the terrain. As a consequence of the extra-invested chakra from the user, the summoned animal "bodies" would be aware of any changes that happen within the user's chakra system. When this chakra transfer takes place, it'll be capable of refreshing the user's chakra circulation, successfully freeing him/her from the likes of genjutsu regardless of their rank. However, the animal "body" needs to be at short-mid range from the user when disappearing in order for the transfer to be successful. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the summoned animal(s)' stay on the terrain ends.

Note: Cannot be used on summoning techniques containing 3 or more animal "bodies"

Leaving for pekoms


Declined: I'm not too keen on allowing this technique. That all summonings would be allowed the ability to transfer chakra isn't reasonable, and there isn't even an explicit limit on its usage. The dispelling of Genjutsu is also quite off-putting.


New submission:
(Decline the genjutsu if edits needs to be made please)

(Genjutsu: Kasen) - Illusionary Arts: Coursing River
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user performs 3 hand seals, placing the target in an illusion where whenever they try to perform "Illusion Technique: Release" or other techniques that attempt to stop their own flow of chakra, they would be under the impression that their flow of chakra is too strong to be forcefully stopped. The way this works is that whenever the target tries to forcefully stop the flow of his/her chakra, an (illusionary) equally opposing force that resists the stopping of chakra flow would be perceived by the target's senses. It would feel like their own chakra flow is an unstoppable coursing river. This prevents them from successfully performing "Kai" and other chakra suppressing techniques such as hiding one's own chakra flow by calming its circulation. This genjutsu does not hinder the target from performing full body chakra surge techniques. The target can also have an ally use the chakra transfer technique on them to help them escape this illusion.

Note: Twice per battle
Note: Lasts for 4 turns
Note: One turn cooldown between usage

□ Declined. □
 
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Updating jutsu approved in the old thread

(Raiton: Tako Tekidan) Lightning Style: Octopus Grenade
Type: Offensive
Rank: A
Range: Short - Long (Activated short range ; Long range movement)
Chakra: 30
Damage: 60
Description: The user activates a time release seal on a scroll, and tosses it into their opponents location. This seal can be activated in two ways, either immediately, or sprung out as trap, this is up to the decision of the user. If done as a trap, it will stay dormant for two turns before it deactivates itself. Upon activation the seal will release a very large octopus made entirely of electricity. The octopus would then sprout tentacle like tendrils all around its body (up to 8). These tentacles are quite mobile and they move in a very unpredictable and confusing manner, one may compare it with a person performing Drunken Fist. This allows for the tentacles to be effective in close quarters with the opponent, given whatever advantage the opponent may or may not have in terms of Taijutsu/CQC. Moving on from their physical attributes, electrically speaking it is tightly packed, allowing for sharp cuts and piercing damage along with the natural shocking/numbing pain an opponent will likely feel upon damage. The octopus sentience is one dimensional in terms of that it will actively attempt to seek and destroy the opponent (along with whatever jutsu they throw at him), though if the user desires, they can perform a hand seal to redirect its purpose elsewhere (such as attacking another enemy or protecting himself) ; all this while also avoiding obstacles if need be.

Note: Lasts for three turns
Note: Lightning specialties are immune to numbness and paralysis
Note: Can only only be used twice per battle
Note: Can only be taught by Xicer

Approved
 
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