Custom Jutsu Submission - III

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The Mockingjay

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(Meisaigakure Kurōn Ukai no Jutsu) - Hiding with Camouflage Clone Diversion Technique
Type: Supplementary/Offensive
Rank: B-A
Range: Short
Chakra Cost: 20 - 30 (-10 per turn active)
Damage Points: N/A
Description: A technique to be used alongside or during the effects of 'Hiding with Camouflage Technique' which creates a clone of the user which is under the effects of the camouflage granted by the original technique. This technique can be posted alongside Hiding with Camouflage at activation in order for the clone to be formed simultaneously with the user turning invisible. Alternatively, this technique can be activated during the camouflage technique in order to create an invisible clone which will remain invisible until it's user turns visible. (B-rank)
- The A-rank performance of this technique requires a single handseal, the B-rank requiring none (the handseal for the camouflage technique is still needed)
- Must know 'Hiding with Camouflage' and 'Shadow Clone' Techniques

✦ Approved ✦

(Genjutsu: Meisaigakure Kurōn Ukai no Jutsu) - Illusionary Arts: Hiding with Camouflage Clone Diversion Technique
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: An illusionary version of the 'Hiding with Camouflage Clone Diversion Technique' in which the user traps the opponent inside an illusion. Within the illusion, the opponent will see experience the battlefield as if an invisible clone (or two) of the user had been created (chakra sensing will reveal this clone in the same way it would an invisible person outside the illusion), the illusion can also make the user appear invisible, although this is down to the user to decide.

✦ Declined, this cannot be used on the user as it's an illusion version of the clone jutsu, meaning a clone in some aspect is needed. Also where are the restrictions and Type comes before Rank in the template. ✦

(Ototon/ Genjutsu: Daini no kōkyōkyoku no naitomea fukkatsu) - Sound Illusionary Arts: The Second Symphony: Nightmare Revived
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: An illusion initiated by the mimicry of a sound that had occurred earlier in the battle. When the sound is heard by an opponent they will relive the source of that original sound within the illusion, so the user can mimic the sound of a past water technique and the opponent will see that water technique take place again etc.
- Must be a signer of the Mockingbird Contract and have learned 'Auditory Mock' technique.
- The user can use a Mockingbird in order to recreate the sound to initiate the illusion, although the illusion itself cannot be used by the bird.

✦ Decline, when referencing jutsu like the Auditory Mock, link to it or quote it for clarity. Can't check this until I know what that does. Again, Type before Rank and this can't be used by Mockingjay's unless they are able to use Sound jutsu. Restrictions are also needed as well ✦
 
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Negative Knight

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New Cycle: 29/11/2016 - 05/12/2016

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

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. What the user will do in stripping away specific elemental jutsus that correlate with the purpose of this jutsu, the user will erect the barrier with a specific chakra nature infused into the barrier, the chakra nature infused will target those jutsus specifically, but can also extend to specific KGs and CEs. Example, the user can summon the fire version of this barrier, and in doing so, can strip away fire armors, but also KG that correlate with the fire element, so armors/jutsus like Scorch release can also be stripped. This allows for the barrier to hone in on specifics and focus its strengths on these specific elemental jutsus.

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.

□ Pending. Leaving for Pervy. □

✦ Declined, make this require contact with the opponent or usable within mid range Max after at least two seals. ✦

(Meiton/Fuuin: Mato no Ibunshi) – Sealing/Dark Release: Mark of the Outsider
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on their palms and apply them to weapons, tools, objects, scrolls or even their clothes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption. Similar to Minato's FTG seals, the user can have any number of these seals applied before a battle and they will only cost chakra when the user activates them through the use of Dark Release techniques. These replica dark marks can be distinguished from the originals as they have a different design (see spoiler). The absorption mark is the black inner circle while the release mark is the white outer circle.

Note: Must be stated in the user's bio

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(Meiton: Hiboshi Jisshitsu) – Dark Release: Devouring Essence
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: During the performance of a fuuin jutsu, the user will imbue it with meiton chakra via their dark mark to give the affected technique the properties of Dark Release. Enhancing barriers with this technique will change their elemental S/W as they become a Meiton technique. Visually this change is observed as the barrier adopting a translucent, violet hue. The barrier will also become capable of absorbing techniques following Dark's elemental S/W, namely neutral techniques of the same rank (one rank above for elements weak to Dark, one rank below for elements strong to it). For techniques and barriers with chakra draining properties, this infusion will enhance them in two ways. Firstly, the amount of chakra they absorb will double as they're augmented by the dark chakra and secondly, they will become applicable to people if they previously only worked on techniques. This will work on all types of chakra draining fuuinjutsu, from barriers to sealing script such as Chakra Draining Seal. To imbue meiton chakra into techniques such as Multiple Infinite Embraces, the user simply requires their dark mark to be in contact with the ground. To apply this to barriers created from seals, the user merely has to place their dark mark in contact with the seal and infuse it. To apply this to barriers created from or materialized around the body, the user will release the chakra necessary to form the technique from their dark mark to imbue it upon creation. Activation of this technique occurs in the same time-frame as the barrier it's applied to but in all of the methods, the barrier is created already infused with the dark chakra, it is not infused after it's creation.

□ Both Declined. We're not at A ranks yet fam, bhill. □
(Fuuinjutsu: Akiresu Ihan)- Sealing Arts: Achilles' Breach
Type: Defense/Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (varies)
Description: The process of this jutsu is done through direct contact with the opponent if in short range, or weaving through two seals, then the slamming of the hands of the user if in middle, 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 up to A rank 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 A-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. What the user will do in stripping away specific elemental jutsus that correlate with the purpose of this jutsu, the user will erect the barrier with a specific chakra nature infused into the barrier, the chakra nature infused will target those jutsus specifically. Example, the user can summon the fire version of this barrier, and in doing so, can strip away fire armors. This allows for the barrier to hone in on specifics and focus its strengths on these specific elemental jutsus.

Notes: Can only be taught by Joker. Can only be used three times with a 2 turn cool down period. No fuuinjutsu above A-Rank same turn this is used, and no fuuinjutsu above S-Rank next turn.

✦ Approved, removed parts and added the direct contact part I said to add. ✦

(Meiton/Fuuin: Mato no Ibunshi) – Sealing/Dark Release: Mark of the Outsider
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on their palms and apply them to weapons, tools, objects, scrolls or even their clothes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption. Similar to Minato's FTG seals, the user can have any number of these seals applied before a battle and they will only cost chakra when the user activates them through the use of Dark Release techniques. These replica dark marks can be distinguished from the originals as they have a different design (see spoiler). The absorption mark is the black inner circle while the release mark is the white outer circle.

Note: Must be stated in the user's bio

♪ Approved: But just a heads up, I won't allow this to be used along with Torment of the Undying. ♪

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(Meiton: Hiboshi Jisshitsu) – Dark Release: Devouring Essence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: During the performance of a fuuin jutsu, the user will imbue it with meiton chakra via their dark mark to give the affected technique the properties of Dark Release. Enhancing barriers with this technique will change their elemental S/W as they become a Meiton technique. Visually this change is observed as the barrier adopting a translucent, violet hue. The barrier will also become capable of absorbing techniques following Dark's elemental S/W, namely neutral techniques of the same rank (one rank above for elements weak to Dark, one rank below for elements strong to it). For techniques and barriers with chakra draining properties, this infusion will enhance them in two ways. Firstly, the amount of chakra they absorb will double as they're augmented by the dark chakra and secondly, they will become applicable to people if they previously only worked on techniques. This will work on all types of chakra draining fuuinjutsu, from barriers to sealing script such as Chakra Draining Seal. To imbue meiton chakra into techniques such as Multiple Infinite Embraces, the user simply requires their dark mark to be in contact with the ground. To apply this to barriers created from seals, the user merely has to place their dark mark in contact with the seal and infuse it. To apply this to barriers created from or materialized around the body, the user will release the chakra necessary to form the technique from their dark mark to imbue it upon creation. Activation of this technique occurs in the same time-frame as the barrier it's applied to but in all of the methods, the barrier is created already infused with the dark chakra, it is not infused after it's creation.

♪ Declined: "applicable to people if they previously only worked on techniques" this won't be approved, and doesn't even make much sense tbh. Also, you'd have to add a note that you won't be able to stack this with any other techniques that enhance barriers/fuuins and that it can only affect one opponent at a time. ♪

‡ Both Pending ‡ Leaving for Vex.
 
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Klad

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Meiton: Muchi - Dark Release : Scourge
Type: Supplementary/Offensive/Defensive
Rank: B ( A )
Range: Short - Long
Chakra: 20 (30)
Damage Points : 40 (60)
Description: The user can apply this to themselves or thrust their arm towards a target and apply it to them, this can be applied to summons, clones or singular entities like Stone Golem. The user forms a dark shroud of chakra around the target, and this armor adapts to the target's own frame pattern. The Dark armor is B-Rank in strength and will absorb elements according to the Strength and Weaknesses of Dark Release Absorption.

When and if the armor absorbs a jutsu the dark properties naturally take away the physical and spiritual energies and expels it stronger, expelling it in the form of A-Rank blue flames which cover the target's frame. The armor will burn and cause internal damage if it comes into contact with an enemy. With the use of a single hand seal the user is able to have the flames shoot forward as a horizontal tornado of flames crash into the opponent or a separate target - setting it alight.

Restrictions
- Has a two turn cooldown
- Must have absorbed a jutsu beforehand
- Lasts four turns until absorbed. Adds another two turns to countdown when it absorbs a technique
- Can only be taught by Klad

‡ Approved ‡
Re-wrote the majority of the description.

(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage Points : N/A (60 damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to techniques and will adapt to the target's size, shape and frame.

When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).

Restrictions
-Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique

♪ Declined: This isn't an update, it's an entirely new jutsu. Also, I won't allow you to place any number of these seals on your body/attire, or to combine it with other seals/defenses. ♪

(Meiton : Shugo tenshi) - Dark Release : Guardian Angel
Type: Supplementary/Offensive/Defensive
Rank: B-rank
Range: Short
Chakra Cost: 20 (-10)
Damage Points: N/A
Description: The usage of this technique lies with the user activating one of their Dark Marks, on either of his hands. Upon the activation, it will stay active for four turns. The functional Dark Mark will take the manifestation of dark purple chakra surrounding the user's arm, and will serve as an active Inhaling Maw which automatically absorbs Lightning, Wind and Fire up to A rank, (also other elements depending on the Elemental Strengths & Weaknesses of Dark Release Absorption ability) without the user needing to. Simply put, the user won't bother directing his arm outwards to absorb, but the vivid dark chakra around his arm will do the job for him. Should any absorbable technique come within the short range of the user, it will immediately get absorbed by the dark chakra. This ability can also extract the physical and spiritual energy from chakra infused weapons. The user, however, won't be able to use his releasing ability on the chosen Dark Mark, but the other Dark Mark can still be used.

With the sacrifice of chakra each turn, the user will only be able to absorb up to A rank techniques per turn. The technique will not stop once it has absorbed an A rank technique, but it will simply not be able to absorb anymore during that turn. Can be deactivated at will.

Restrictions
-Lasts for four turns
-No Dark techniques used when this is activated
-Can only be taught by Klad

‡ Approved ‡ Nice technique.
(Meiton : Shugo tenshi) - Dark Release : Guardian Angel
Type: Supplementary/Offensive/Defensive
Rank: B-rank
Range: Short
Chakra Cost: 20 (-10)
Damage Points: N/A
Description: The usage of this technique lies with the user activating one of their Dark Marks, on either of his hands. Upon the activation, it will stay active for four turns. The functional Dark Mark will take the manifestation of dark purple chakra surrounding the user's arm, and will serve as an active Inhaling Maw which automatically absorbs elements and ranks according to the S&W scheme (A-rank for strengths and so on) without the user needing to. Simply put, the user won't bother directing his arm outwards to absorb, but the vivid dark chakra around his arm will do the job for him. This means that the user can carry on with other actions as Guardian Angel does its job. Should any absorbable technique come within the short range of the user, it will immediately get absorbed by the dark chakra. This ability can also extract the physical and spiritual energy from chakra infused weapons. The user, however, won't be able to use his releasing ability on the chosen Dark Mark, but the other Dark Mark can still be used.

With the sacrifice of chakra each turn, the user will only be able to absorb up to A rank techniques per turn. The technique will not stop once it has absorbed an A rank technique, but it will simply not be able to absorb anymore during that turn. Can be deactivated at will.

Restrictions
-Lasts for four turns
-Can only be taught by Klad

♪ Approved ♪

New Submission

Meiton: Jigoku no Fukami - Dark Release: Depths of Hell
Type: Offensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: In order to make this technique work, the user needs to have his dark mark in contact with solid matter (ground, for example) and channel a considerable amount of dark chakra underground. This chakra will take the form of a five meter wide vertical dark circular tunnel (resembling a cylinder) which can extent up to 20m deep underground. The tip of this tunnel will slightly pool beneath the enemy's legs as a dark circular formation. This circle can be as big as the user wants but cannot transcend the distance beyond the short range of a target. The pattern this circle appears is that of an "inhaling" nature; the suction of the circle has enough force to abruptly pull an adult sized male down below the tunnel in a fast process. With the user's mental command, the tunnel will tighten its structure from five meters to a minimum of 50 centimeters. Anything caught in the tunnel will have no way of surviving such a tight environment and will eventually have their organs splashed out of their body, resulting in immediate death.

Note
-The circle has the passive ability to sap -60 chakra from a target once made contact with. If successful, this chakra will passively go to the user for other dark techniques as the whole tunnel is linked to the dark mark of the user. For this reason, the user needs to have his dark mark in contact with a solid matter the entire time. This technique is usable only thrice and has a two-turn cooldown.
-Can only be taught by Klad

♪ Approved ♪

‡ All Pending ‡ Leaving for Vex.
 
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Jhin

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(Kuchiyose No Jutsu: Tsuchinoko) - Summoning technique: Child Of Gravel
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: In Japanese folklore, the Tsuchinoko, literally translating to "child of hammer" or "child of gravel", is a snake-like being. The name tsuchinoko is prevalent in Western Japan, including Kansai and Shikoku; the creature is known as bachi hebi in Northeastern Japan. Tsuchinoko are described as being between 30 and 80 centimetres in length, similar in appearance to a snake, but with a central girth that is much wider than its head or tail, and as having fangs and venom similar to that of a viper it's bite causing paralysis for one turn taking effect the turn the bite is delivered. According to legend, some tsuchinoko have the ability to speak and a propensity for lying, and they are also said to have a taste for alcohol. Legend records that it will sometimes swallow its own tail so that it can roll like a hoop, similarly to the mythical hoop snake. Tsuchinoko are a popular basis for popular culture in Japan. Orochimaru was the first to discover this unique snake summoning a smaller resident of the Ryuchi cave. One of the few snakes capable of speaking in human tongue this summoning swiftly became a personal favorite of Orochimaru, choosing to use it as a replacement for the snake interred in his body that holds his sword of Kusanagi. The Tsuchinoko is capable of using earth techniques up to B rank not needing to make handseals to do so. Additionally the snake is capable of using the transformation technique to take on the appearance of a human being. Allowing for subterfuge and trickery. This summoning has jet black scales with white ventral banding.

Note: If used by Orochimaru the snake does not need to be summoned instead it just needs to be posted for reference as being interred in his body at the start of the fight. Emerging from his mouth counts as move and once summoned lasts up to 4 turns being able to be summoned once.
Note: This may be used by anyone who has the snake contract but only Orochimaru can have it interred in his body. This snake can use snake ninjutsu and jutsu that pertain to Orochimaru and his sword.
Note: May only be taught by Jhin

(Katon: Moeru hebi no kiba) - Fire Release: Burning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique fire technique can be performed in two ways, as a single stand alone technique which requires two handseals, dragon and tiger followed by the clapping of the hands. Using it in this form allows the user to manifest a fiery portal similar to the earth release mud drop. However instead of mud forming in this portal a large torrent of fire shaped as snakes will pour out surrounding a target or targets and wrapping around them. The fire while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are solid in nature much like the dragon head fireballs making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another fire or wind technique and will cause the snakes to burst forth from the user merging with the preexisting technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the flaming snakes. This usage is considered as an active boost and follows the rules and restrictions of such.

Note: May be used two times per battle overall.
Note: If combined with a wind technique in it's second form it will be considered a fire/wind combo. Combined with a fire technique just creates a stronger fire.
Note: No fire jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin

(Doton: Doro hebi no kiba) - Earth Release: Mud Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique earth technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest a portal similar to the earth release mud drop. However instead of normal mud forming in this portal a large torrent of mud shaped as snakes will pour out surrounding a target or targets and wrapping around them. The mud while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense mud in nature much like the swamp of the underworld making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another earth or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting earth technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the muddy snakes. This usage is considered as an active boost and follows the rules and restrictions of such.


Note: May be used two times per battle overall.
Note: If combined with a water technique in it's second form it will be considered a earth/water combo. Combined with a earth technique just creates a stronger Earth.
Note: No Earth jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin

All approved - edits made on all
 
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Sasori

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Removed wind resistance, it didn't make much sense now that I think about it.

(Kin Chiku-zai) ✱ Golden Teak
Type: -
Rank: -
Range: -
Chakra Cost: -
Damage Points: -
Description: Golden Teak is a specific type of wood utilized by the puppeteer, and is supplemented in their weapons. Also known as Dipteryx Odorata, it is a rare tree found in the dense forest areas of Konohagakure, cut down and worked with into the build of the puppets used. While it doesn't change any of the configuration of the puppet themselves, the treated wood gives the user some resistances to work with, allowing their puppets to brave the elements and fight on a much more even playing field. Despite the Golden Teak being tough and difficult to work with, puppeteers have managed to find an easy way to construct and improve their arsenal using this wood. The use of chakra has helped tremendously with augmenting the wood into an easy piece to treat and build puppets with.

Puppets made from the Golden Teak will have little to no difference in cosmetic appearance, except the wood when treated may have some red-purple hues to the grain. Physically speaking, the puppets are a lot stronger than those built from a standard tree. Their natural strength comes from the fact that they are hard to work with in construction thanks to the grain density. This alone makes the puppets incredibly strong and resistant to Taijutsu without the influence of chakra. Golden Teak being hard to work with was noted that the puppeteer's tools were going blunt faster than usual.

While not so resistant to chakra, the wood has a natural resistance to some of the elements. When treated properly, the material has excellent durability and weathering properties. Naturally the puppets constructed from the Golden Teak are stronger to Water and Fire techniques and has a higher resistance against these elements. Golden Teak has properties which make the treated material flame-retardant and water-proof. While still affected by the force and impact of these abilities, puppets can't be burnt to a crisp or weakened by waterlogging. Additionally, the material itself when worked has a repugnant smell which seems to negatively affect animals and insects, but surprisingly smells sweet to humans.

Specifically, puppets treated with Golden Teak are strong and dense, capable of resisting Taijutsu and Kenjutsu (sans chakra), and cannot be destroyed by such means. The material has a heightened resistance to Water and Fire Release. Strictly speaking, only the puppets' defensive abilities (Chakra Shield etc.) are reinforced with the wood, and serve to play on equal ground with these natures. The pungent smell of the treated material is worked into the puppet itself, and serves as a major defense against animals and insects. A puppet treated with this wood will repel Inuzuka ninken and Aburame bugs, and keeps them from entering Short-range of the puppet.

Note: This is a passive technique applied to the user's puppets and must be stated at the beginning of the fight and/or in the user's biography for them to use it.
Note: This only affects puppets with wooden construction. Other constructs are not affected by this technique.

♪ Declined: This won't be left immune to Aburame/Inuzuka, and I'd like you to more clearly describe the effects of the wood in a more quantifiable manner. In terms of Ranks and/or damage points. Although, I'll tell you now, it won't be strong to two elements. ♪

□ Pending. Leaving for Vex. □

(Doton: Zettai Hōkai) - Earth Release: Absolute Collapse
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: -
Description: By placing their hands on any solid surface, the user can flow chakra and create what is basically dislodging the earth so that it would collapse or cave in on itself. While this is a technique best used in caves and tunnels, it can be used anywhere so long as the user can have physical contact with the earth, including already existing earth techniques. Absolute Collapse can be used to small or high degrees, depending on what the user wishes to attain from it. For example, this technique can be used to dislodge a cave to create large falling boulders, or even transforming parts of the earth to a substance as fine as dirt. Depending on the usage of the technique, this can have quite a few practical outcomes. Naturally, this can't be used on Earth structures with more foreign chakra than what this exerts.
Note: Can only be used once every two turns.

□ Declined. Very similar to the canon technique, (Doton: Iwa Yado Kuzushi) - Earth Release: Stone Lodging Destruction. □

Permission to resubmit:
* Made it only strong to Fire. Bolded everything else.
(Kin Chiku-zai) ✱ Golden Teak
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Golden Teak is a specific type of wood utilized by the puppeteer, and is supplemented in their weapons. Also known as Dipteryx Odorata, it is a rare tree found in the dense forest areas of Konohagakure, cut down and worked with into the build of the puppets used. While it doesn't change any of the configuration of the puppet themselves, the treated wood gives the user some resistances to work with, allowing their puppets to brave the elements and fight on a much more even playing field. Despite the Golden Teak being tough and difficult to work with, puppeteers have managed to find an easy way to construct and improve their arsenal using this wood. The use of chakra has helped tremendously with augmenting the wood into an easy piece to treat and build puppets with.

Puppets made from the Golden Teak will have little to no difference in cosmetic appearance, except the wood when treated may have some red-purple hues to the grain. Physically speaking, the puppets are a lot stronger than those built from a standard tree. Their natural strength comes from the fact that they are hard to work with in construction thanks to the grain density. This alone makes the puppets incredibly strong and resistant to Taijutsu without the influence of chakra. Golden Teak being hard to work with was noted that the puppeteer's tools were going blunt faster than usual.

While not so resistant to chakra, the wood has a natural resistance to some of the elements. When treated properly, the material has excellent durability and weathering properties. Naturally the puppets constructed from the Golden Teak are stronger to Fire techniques and has a higher resistance against these elements. Golden Teak has properties which make the treated material flame-retardant. While still affected by the force and impact of these abilities, puppets can't be burnt to a crisp. Additionally, the material itself when worked has a repugnant smell which seems to negatively affect animals and insects, but surprisingly smells sweet to humans.

Specifically, puppets treated with Golden Teak are strong and dense, capable of resisting Taijutsu and Kenjutsu (sans chakra) up to B-Rank, and cannot be destroyed by such means. The material has a heightened resistance to Fire Release. Strictly speaking, only the puppets' defensive abilities are reinforced with the wood, and serve to play on a higher ground with this nature. When going against the Fire element the puppets defensive abilities are increased by One Rank. The pungent smell of the treated material is worked into the puppet itself, and serves as a major defense against animals and insects. Causing any Aburame techniques that do enter short-range of the puppet to be reduced in strength by one rank

Note: This is a passive technique applied to the user's puppets and must be stated in the user's bio for them to use it.
Note: This only affects puppets with a wooden frame construction. Doesn't affect Human Puppets.


Approved: edits annotated in pink. Omitted the offensive stuff.


Fūinjutsu training:

(Shīru geijutsu: Shokunin no tedzukuri) Sealing Arts: Craftsman's Handiwork
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA
Description: Here we have a sealing tag that the user will have attached to one of their puppets during battle. This sealing tag works upon a principle shown when Sasori's puppet body was disassembled, but due to his core which contained his chakra was capable of retracting its pieces back together. Located inside of the seal is an abundance of chakra from the user. Whenever a puppet that this seal has been placed upon has been broken or destroyed this seal is triggered causing for the user's chakra to radiate throughout the puppet. With the user's chakra it can retract back the pieces of the broken puppet allowing for the puppet to reassemble itself. Only up to a certain amount of times can this seal be used and even then it can only aid the puppet from a proportionate amount of damage (always ineffective against S/F-rank damage). Any attack exceeding the damage threshold of the puppet by one or more ranks will leave the puppet rendered immobile and the user cannot activate the seal due to how damaged the puppet has become. Essentially this seal enables each puppet the ability to recover from one attack that would overcome their respective durability. before being rendered unusable and useless. Also, the seal activates upon any damage being dealt to the puppets so while the puppet is being damaged this seal will have already went into place healing any ailments placed upon the puppet; fixing it until it has been refurbished to its prime state. Lastly, with this seal the user must clearly state which puppet it has been passively placed upon the moment that said puppet is summoned to the field. While it may not cost a move to place the seal on a puppet it does cost one to activate it.

Note: Can only be taught by Sasori.
Note: Up to four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal once applied, per event.


Approved: edits annotated in pink. I won't allow puppets to be stacked with multiple seals (different or not).


(Fūin geijutsu: Shinseina enjo) Sealing Arts: Divine Aid
Type: Supplementary
Rank: A
Range: NA
Chakra Cost: 30
Damage Points: NA ( +1 Defensive or Offensive Rank)
Description: This is a Fūinjutsu tag that will be applied directly on one of the user's puppets. Imbued inside of each tag is one of the five elemental natures that can be called upon by the user. With this tag it can be passively placed upon one of their puppets as along as it has been stated along with the summoning of said puppet or in the user's biography. When the user activates this seal it coats, said puppet in a thick layer of whichever elemental the user decides. While this seal or aurora does not give the puppets any offensive or defensive properties by itself; it does in fact serve to increase the puppets defensive and offensive qualities. Certain characteristics of the puppets will be imbued with that specific element increasing its strength while also giving whatever ability it was properties of that element. As an example things such as the Endless Rain of Senbon and Chakra Shield will have these affects applied. In the chakra shield case it will become a shield composed out of whichever element was chosen giving it those properties as well increasing its endurance. In the case of the Senbon they each will take upon the properties of the element coating all of the Senbon in whichever element; enhancing its destructive properties. This seal does not always have an effect on a puppets abilities such as those with Elemental attacks of the puppet will not be allowed to have this boost applied. When using this technique in battle only when activating the seal does it cost a move while afterwards for the duration of the seal it will be a passive effect placed upon the user's puppets for that set of time. There is however another way of activating the sealing and that would be to activate it in the same time frame a seal one of its attacks instead of using it as a mode; logically speaking this technique could only be used three more times.

Note: Can only be taught by Sasori.
Note: Can only be used four turns or times.
Note: Only four puppets can have this seal attached.
Note: Cannot be placed on the same puppet twice at the same time.
Note: Does not work on F-Rank attacks.


Declined: the general concept of imbuing puppet-based mechanisms and projectiles with the basic five elemental natures has already been effectively done with Souji's puppet: Izanagi-no-Okami, albeit without fūinjutsu. It's also far too much to allow on multiple puppets that have been approved prior without due consideration of each's unique preexisting abilities.

 
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Vi~vi~rukādo - Vivre Card
Type: Supplementary
Rank: E
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a special passive paper tag that contains the user's chakra signature and life force. By giving this paper tag or parts of this paper tag to allies, they are able to trace and find the user. This is because the paper, wherever it may be, would be drawn to the users chakra thus moving slowly towards the direction of the user. This can be used as a compass to locate the user and purely for rp purposes. Whenever the user is hurt and in danger, the paper turns gray in color and begins to burn slowly. It stops burning if the user's life is no more threatened and turns to ashes should the user's life fades.

Declined p it's a great idea but clashes with existing seals.


Hijutsu: Kuro Ichiba - Secret Ninja Art: Black Market
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A(double chakra cost for jutsus used with it)
Damage: N/A
Description:
This jutsu would require one to be able to manipulate chakra in advanced form. By smuggling some of the user's chakra reserves into one of the user's node. The single node becomes swollen with chakra though the extra chakra in the node is unusable through any jutsu but jutsus that require advanced chakra control. The jutsu allows one to passively smuggle the chakra into the container and whenever, the user performs an advanced chakra manipulation jutsu like medical jutsu or fuinjutsu, whichever he has learned one or both, the smuggled chakra adds the same chakra point the user is kneading for the jutsu to make it so that the user spends double the chakra cost for the jutsu. In turn, the jutsu's fortitude would increase by a rank. However, there is requirement before the chakra is automatically added. The jutsu one wants to use must either be supplementary or defensive in nature and in no way should it cause any damage to others.
-Smuggled chakra last 3 turns before rescinding back into the chakra network
-2x per battle
-The user is unable to use the category of jutsu he used this upon once it ends, meaning if the user used this on fuinjutsu or medjutsu or both, then he won't be able to use that jutsu subject the turn this jutsu ends.

Declined dnr

Hijirigen: Heisei - Holy Illusion: Ataraxia
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
An antithesis of illusion that causes pain, mind torture and disorder. With a twist, the user would cast an illusion on his oppoonent or himself, virtually removing the reality of paain from his own existence albeit in real life pain would still be felt as normal, thus why the genjutsu has a sweet twist where it can't be broken with pain but other genjutsu breaking means. The genjutsu tames the ability to feel which is part of sense of touch, and make it inert, becoming like that which is the condition of the user before the pain was felt. If the user is in a kind a subtle pain before a bigger pain and the genjutsu was cast, he would seize to feel the bigger pain and his condition would be reverted back to the subtle pain. The genjutsu aims to create a false sensation of serenity and relief, bringing pain down to the barest minimum or completely removing the sense of pain altogether. The genjutsu however, has a great drawback which puts the life of someone trapped within the genjutsu in danger. Since it brings false relief thus it give false sense of security. This means, the opponent or the user is prone to being affected and severely injured which they could have been alerted to via pain. But because they are unable to feel pain, they can't gauge the extent of damage they have received thus for example, one affected by this genjutsu may suffer severe blood loss from a cut due to him not feeling pain, though he still has his sense of touch intact and he might feel the touch but the inability to feel pain could bring negligence and sense of security.
2x per battle
No genjutsu can be used while active
2 turns inbetween usage

Declined - you have no medium of induction, and it's an S rank gen that can't be broken by pain?


Jūjika Āto: Seiyaku no Hako - Crucifix Art: Ark of Covenant
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Arc of Covenant is a seal on the user's crucifix or by touching the crucifix, the user passively applies the seal. With 2 handseals, the user would activate the seal and immediately a spherical barrier forms around the user up to short range and moves with the movement of the crucifix. The barrier is non physical and would not relate with matter however, a covenant is made with anyone apart from the user that enters the proximity of the barrier. The user upon each activation, will choose an element out of the basic five and whoever enter's the barrier's proximity would be unable to mold chakra for that element. The reason is that the barrier seals immediately the ability to manipulate chakra into that specific elemental nature before it actualizes. Since one of the basic five element is sealed off while in the barrier, elements that are based off the basic element would also be affected. Say earth is the covenant, then earth, wood, and ce's that requires one to use earth elemental chakra won't be able to manifest. Should the element in question be already in use, then within the barrier, the victim's connection with such element would be sealed off, making it uncontrollable again for him. The victim regains the elemental usage once he exits the barrier's proximity.
Can only be activated 3x per battle
2x in between usage
Last 4 turns per activation
Requires a crucifix
No Fuinjutsu above A-rank the turn this is used

□ Declined. Clashes with existing techniques. □
 
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(Suiton: Banjīgamu)-Water Release: Bungee Gum
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 20 (-10 per turn to user)
Damage: N/A
Description:
The user will focus their chakra into the water particles surrounding them up to mid range, altering the water and forming it into a thin haze while giving it sticky qualities. This haze is unique in that it can quite rapidly be condensed into sticky water wherever the user needs, its high viscosity allows it to stick to any surface. The user is able to do this in at least two points at once, forming a ‘string’ of sticky water between two objects. The other useful property of this water is that due to its nature the user is able to manipulate it freely, making it contract or stretch as they see fit for a range of uses, bringing the objects together at a rapid pace for instance. The mist passively absorbs chakra from the user to allow it to maintain its volume and allow it to form again in the area if it was dispersed momentarily.

Declined - clashes with too many existing things

Genjutsu: Aku no kumo no u~ebu | Illusionary Arts: Web of the Evil Spider
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
A powerful illusion where the user causes restriction of enemy movement and thus paralysis. The technique starts off as the user perform the Ram -> Tiger hand seals and disrupt chakra flow of opponent. The opponent then finds themselves bound head to toe in an unbreakable sticky web before they are pulled into the air where they hang helplessly. Due to the large swinging motions that the opponent is forced to experience during this they would suffer from dizziness and nausea which makes it almost impossible to run or function normally.

Note:
~ Can only be used thrice a battle.
~ Multiple enemies can be affected if within range but with half strength for each 2nd enemy

Declined needs more restrictions, and should be only used y those with the spider contract.

Ninpou: Tekusucha odoroki | Ninja Arts: Texture Surprise
Type: Supplementry
Rank: D-Rank
Range: Short
Chakra: 10
Damage: N/A
Description:
Using a simple piece of clothing and chakra, the user places the clothing on a certain part of body and uses his chakra to retexture it in a way he desires.

Declined ... i don't even....
 
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Tenbin-za | Libra
Type: Weapon
Rank: -
Range: -
Chakra: 15 chakra upon activation of any ability (+10 each turn armour is active)
Damage: -
Description: In it's original, complete form, Libra was a parasitic organism that required chakra to feed off to keep alive. It could live off small amounts of chakra to keep itself sustained for periods of time, but required a host to keep itself sustained. It lacked a genuine form & was closely resembled to fluid-like mud as it's true shape, though black in colour. It's texture was somewhat rubbery & quite elastic, filled with microscopic pores which would allow it to feed.
Unable to control it as it was, scientist developed means to capture & alter it's behaviour through chakra manipulation. They were able to sample the parasite, aiding in creating a scientifically altered body suit specifically tailored to the user’s body. The suit itself is skin-tight, black, covers the user from the neck down to the feet, and has many “chakra caps” placed along the suit’s surface, all of which are connected to nerves & major chakra points around the body. The parasite itself latches onto the user's nerves & chakra system through the caps spread across the suit, to a point, coalesced. Having a deep connection between the two, they are able to communicate through signals sent to & from the nerves, almost a clear conversation between the two only. It grows very attached to the user's chakra, able to somewhat control it as if it's own, allowing the user to gain a group of abilities from this.

交換 Exchange | It's primary ability is based on altering one's speciality towards any given element(depending on what is originally written in the bio). Usually one's body is more attracted or focused on certain elements, training one's chakra in that element allows them to almost master it's nature, earning the ability to form a single handseal & perform certain techniques others cannot. Libra however, manipulates the chakra to modify it's composition & switch the host's primary attraction to the original element they specialise in to another during the battle. This can be done once a turn by utilising on of 3 moves each turn & is an instant transition. Simply put the user is able to switch specialities each turn to whichever they desire. It lasts either as long as the battle or until switched to another element of their choosing.

バランス Balance | When performing a technique, Libra is able to manipulate the flow of chakra, both decreasing & increasing it's out put, through this the user is also able to amplify it's power to a higher rank, though it comes at a cost. For each jutsu the user empowers, they must reduce the rank of another technique performed within the same turn, whether before or after. This cannot be done within the same elemental group. An example would be the user having Lightning as a speciality & performing a B rank jutsu, the user would increase it's chakra output & raise the rank to A. They would then perform a C rank Water jutsu & would have to reduce it's rank to D. As noted this can also be done with jutsu used prior but within the same turn. For either ability the suit itself does not create out of nothing & increase the user's power, rather it balances between everything & converts it; removing or reducing one to gain or increase another.

変換する Convert |This ability is a stand alone one but works passively in conjunction with it's counterpart, "Exchange". With each speciality chosen the suit worn instantly changes it's form . it takes on an "armour" type design & gains a likeliness to it's element . This is done by chakra manipulating the shape & form of the parasite & taking advantage of it's rubber-like, exterior. Also earning unique features within the confines of it's power. The user is able to change the armour without the aid of "Exchange" to whichever elemental type they chose but cannot be done within the same turn as "Exchange".
Through the caps located across the suit the link between Libra & the user are in unison, The user is able to circulate chakra throughout it when needed just as he does his own body, almost seen as an extension. The ability within the suit itself allows the user to channel chakra across it & manipulate it to mimic the characteristics of it's element. This ability is used as a line of defence, applying chakra across the suit to oppose an incoming technique by taking on full properties of the element it wears, acting as a defensive jutsu. This requires the user to apply an indeterminate amount of chakra against an opposing technique; all depending & following the strengths & weaknesses of the suit, or otherwise an equal amount of chakra to that of the opposing if the two are neutral toward each other. Though whichever suit of armour is worn it is unable to use "Convert" against it's superior counterpart, e.g Fire cannot go against water due to it's weakness toward it. Below is a brief description of each suit, though it is purely cosmetic & each share the same ability, the process of each differs to fit the elemental type.

Baal | Lightning Release - When equipped to Baal the suit grows large, blue, dragon-like scales across the entire body, which are hardened enough to fend off against normal weaponry. His hair turns a dark blue. Along the user's forehead appears a small gem, which continuously emits two small currents from each side. Whenever using "Convert" to defend against an opposing technique, the scales begin to brightly glow & then follow by transforming into thick currents, having the suit to take on the appearance of a bolt of lightning.
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Focalor | Wind Release - When equipped to Focalor the user's lower half is covered in a deep purple robe, spread down to the feet. A scarf of same colour hovers around the user, large enough to wrap around his entire top half. Along his arms, legs & chest grow large purple spikes. His hair grows slightly longer also changing to a dark purple colour. A gold plate with jewellery attached spreads across his chest. Whenever using "Convert" to defend against an opposing technique, his entire body glows brightly for a moment as a powerful current of wind begins to spread out across his body, his jewellery & scarf uncontrollably flail around.
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Valefor | Water Release - When equipped to Valefor the user's clothing gains an all white colour. White bottoms wrapped with a long fur-like coat with black linings running across it. A jumper hanging over his shoulders with sleeves hanging down his chest with large paws at the end. Gold jewellery around his neck. A long, thin, white scarf spread around his entire body & snow white hair. Whenever using "Convert" to defend against an opposing technique the fur coat glows brightly as the black lines begin to swerve & swim across his attire body.
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Breaker | Earth Release - When equipped to Breaker the user is covered in a white kimono with black lotus designs running across it. all his limbs turn to a metal like vessel, black in colour with red lines running through it. His kimono is tied up by a red tattered scarf, & a purple thread hangs across his body, wrapped around his neck & right wrist. Whenever using "Convert" to defend against an opposing technique The red lines running across his limbs brighten as the metal spreads across his body. His attire hardens just as much but keeps it's appearance.
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Amon | Fire Release - When equipped to Amon the user is covered in a white robe, & a sash that wraps around his chest from shoulder to hip. His limbs are covered by a bright orange material, resembling flames. His hair takes on a similar colour but with a bright orange glow to it, as if a real flame. Whenever using "Convert" to defend against an opposing technique his entire body glows brightly for a moment as the flames spread across his limbs & hair ignite & burst across his body when in contact with the opposing technique.
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Due to the mental & chakra link between the parasite & it's host, Libra relies heavily on feeding off the user's chakra. This creates an obsession between Libra & the user's body, it acts as a defence mechanism when under attack. Whenever foreign chakra enters the user, Libra is able to locate & devour it. This usually takes effect whenever the user is placed under a Genjutsu or opposing technique that effects their body, releasing them from any ill effect. The action of defending against foreign chakra requires no effort from the user & is seen as a passive ability, but does require one of the three moves each turn each time it comes into affect. Though this would normally force a stop to any entry of outside chakra sources, as the two are able to converse through signals, the user is able to command the parasite to stop any action when deemed unnecessary.

Notes:
Libra
- Can communicate with the user through signals
- Can only see what the user can, thus unable to perceive what the user can't
Exchange:
- Uses one of three moves each time it is used.
- Does not allow for more than a single primary speciality
Balance:
- Requires additional chakra to compensate for the difference between the original jutsu & the one being reduced
- Can be used once a turn but not on the same element as the one being empowered.
Convert:
- Armour while active costs 10 chakra each turn after being active
- Can be used once every three turns
- Uses one of three moves each time it is used.
-Can only be used by Method

‡ Declined ‡ This is too advanced for a CW.

Raiton: Denka setsuzoku | Lightning Release: Electrifying Connection
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: -
Description: An advanced Lightning technique that is used after having performed a Lightning jutsu that is released short range from them. The user continues to perform a single handseal. They move on to manipulate the chakra to course all across their body which then has the body begin to emit a bright light & rapidly vibrate as it turns into a mass of lightning that merges with the technique performed prior. The process itself only takes a moment to complete & once merged the user has no control over the technique itself, they are simply carried by the it regardless of size or form; ranging from currents spread apart, streams of lightning or projectiles that are close in range of each other. While inside the lightning, they are unable to manipulate their chakra to perform other techniques other than Lightning until fully released, but can channel their chakra to strengthen the technique itself. To increase the potency of the technique the user would simply release chakra into it, increasing it Up to S rank. The user would travel at the same speed as the technique but is able to move within the the technique itself almost instantly. The user would also have full view of their surroundings while confined within the lightning. When against a technique which would overpower their own, the user would be forcefully pushed out of the technique & take a small amount of the damages placed on the lightning itself, otherwise the user, at any time, would be able to release themselves from the lightning & land anywhere within a 5 meter radius of it.
- Can be used 3 times
- Unable to perform any techniques while fused other than Lightning release
- Increasing the original jutsu's rank cost the difference required between each rank
- Taught by Method

‡ Declined ‡ Similar to something Noni made.

Raiton: Ensefaron chiryō| Lightning Release: Encephalon Treatment
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10 each turn)
Damage: -
Description: An advance Lightning technique used to evoke several separate reactions by manipulating one's chakra to target the brain. The technique is a stimulus to the brain that increases intellectual functions used on a regular basis or manipulate the psychological state of the user, done by passing electrical currents through certain areas of the brain. The intensity of the currents are controlled by the amount of charge the user applies to it, beginning with harmless shocks that cause minor seizures which only cause the user to flinch in reaction, the user is able to increase the potency of the currents in turn increasing the effects produced, each time being raised by a single rank. Though this does not require the user to strengthen output of the Lightning, it simply requires the same amount as the initial shock which then heightens the effects produced, also increasing the risks involved. For each turn this technique is active the seizures which occur increase in intensity, all of which are explained below. Though the same process applies, there are two separate methods, each of which target a general section of the brain causing different reactions to take place.

Psychological - By channelling chakra to the bottom of the brain the user creates a brief electrical current & manipulates it to course across his vague nerves that travel down toward the rest of the body which during the process causes a minor flinch; a twitch across the user's arm or leg. Primarily affecting the brain, it acts as a reset which calms & removes any irregularities in the user's brain activity & nervous system which in turn restores balance to there senses & chakra flow, a prime target of removal being foreign chakra running through the user's own chakra network; illusions being the most common cause of this. The result of the "reset" performed on the user causes a momentary loss of memory, but due to the user's knowledge of this & the intention of using this technique, it would seem as nothing more than a blink in their mind from the initiation to the release of the genjutsu, the process of the release also being very swift. The user is capable of increasing the output of chakra to increase it's affect, raising this to an S rank. When in need of using an S rank version of this, the user suffers a slightly longer result of the seizure & only able to perform such a feat two times each battle. Due to the method of release being a complete reset of the user's senses & chakra flow this technique can play on equal terms with illusionary based techniques due to the electrical currents specifically targeting the brains & nerves & not just simply a surge of chakra.
This technique can also be used on the user's opponents, through skin contact the user must place either hand on the back of the opponent's neck, manipulating chakra to create the electrical current. The effects of this jutsu are the same for the opponent as they are for the user, but due to the loss of memory & no knowledge of this, the opponent is momentarily left stranded, confused even after retrieving their memory.

Intellectual - By channelling chakra across the brain the user creates random electrical pulses that target the desired sections of the brain & erratically fire around the affected area. The pulses spread currents that target & course throughout the nerves in the user's body, similar as the process for Psychological uses but on a sustained basis. The currents force nerves to send signals from the brain & shoot all across the body at an exponential pace, this in turn increases the output from the body, resulting in multiple temporarily improvements. As the pulse continue an increase in the user's attention capabilities increase along with vision, their ability to problem solving & decision making increases in speed, allowing a faster thought process. Their reaction timing also increases. Due to the increase in all the areas grouped together, the user is acutely aware of their surroundings, sudden movements & able to process & deduce situations at a faster rate it also improves the user's memory. The rate of increase is based on the rank of the technique & is done by increasing the chakra output thus increasing the rank up to forbidden.

A Rank - With the combined efforts of deduction & thought process, the user is able to notice differences at a slightly faster rate than the normal, able to notice & clearly react to those who have an increase in speed just above their own, usually marked by rank (post count rank). The user gaining a clearer vision, being able to see slightly better in harsher environments, for A Rank it would allow the user to see clearer through wind techniques & thin dust clouds. The drawbacks are at the lowest scale, a minor seizure that causes a brief flinch on initiation.

S Rank - Gaining a more moderate increase than the above, their improved memory allows the user to notice the smallest change made to the environment & exact positioning of the objects & targets. the ability to deduce & react increase vastly, allowing the user to think quick on their feet in tight situations. Able to notice & clearly react to those who have an increase in speed above their own, usually masters of a fighting style, Taijutsu specialists & marked as two ranks higher than the user. The user gains no increase in speed, but both movement & striking speed do perform at a much higher rate in terms of control. The user's brain working at such a rate along with the increase in speed of signals sent back & forth would allow the user to create combinations of strikes & counter almost instantly, footwork would also improve At this stage if ending the technique the user would suffer slightly more than before, receiving a shock like reaction on initiation. Bodily functions would be slower than normal, unable to perform Taijutsu of A rank & above & left fatigued, both last one turn. Can last up to three turns.

Forbidden - The highest & most dangerous rank, the user's increased functions would receive a great boost than the above. Deduction skills & reaction timing would allow the user to notice changes & prepare for situations at a much faster rate, almost instantly. The ability to come up with solutions would seem effortless. The user would be able to notice & clearly react to increased speeds much higher than their own, mainly those two ranks higher & masters at close combat. Boosts from techniques which increase an opponent's speed to a certain limit are also traceable but depending on the increase in speed, may be harder to react to. The effectiveness of strikes & footwork combination would increase immensely, easily keeping up with those two ranks higher than the user. The drawbacks are much greater & last longer than normal. This rank lasts two turns max& on initiation the user would feel the same shock as an S Rank though when the technique ends, the user would be left severely, mentally fatigued due to the strain placed on the nerves, not being able to perform Taijutsu of B rank or above for two turns & gain slower reactions than normal. The user would also gain internal lesions, having them unable to manoeuvre effectively for two turns.

If both are of the highest & same rank (Sage Rank), the user of this technique would be at a significant advantage to their opponent with any of the ranks used above. Though the difference would not compare to things such as EIG or Doujutsu users.

- Intellectual use must wait three turns before using again unless having used Forbidden rank, to which Intellectual cannot be used again
- Psychological & Intellectual cannot be used within the same turn
- Does not compare to Doujutsu user
- Can be used three times
- Taught by Method

✦ Declined, if you don't reduce the size, scale and abilities of this....✦
 
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Wakizashi

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(Kuchiyose no Jutsu: Tsuinto~ukan) - Summoning Technique: Twin toucans
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description:
The user will summon two generic, kunai sized Toucan. These toucan vary in appearance and serve only as basic warriors. For defensive purposes, they circle each other while releasing chakra to form a shield that's positioned between the user and the opposing jutsu to properly defend against large scale A-rank jutsu. For Offensive purposes the two toucans encircle the opponent releasing A-rank fire chakra . They can take up to B-Rank damage when performing the offensive technique.
Note: requires Toucan contract.
Note: can only be summoned once
note: has a 3 turn limit
Note: Each ability counts as move per turn and can be used once per turn

iApproved - made edits

(Borutekkusumēkā) - vortex maker
Rank: A
Type: weapon
Range: Short
Chakra cost: 30
Damage points: N/A
Description:
Boruttekusumeka is a Tsurugi-ken, a double-edge Katana with a groove in the center of the blade, made to make consecutive cuts in smaller periods of time from eliminating the need to flip the sword to it's cutting edge between swings. This sword has been passed down to have mystical abilities that can be cultivated as long as a worthy Swordsman is in possession of it. It's ability manifest when the user focuses wind chakra to the blade behind the swing a vacuum affect is created that draws the opponent closer to the user. It causes no damage to the opponent. Creating the vacuum is A rank and counts as one of the users moves per turn and can only be used once per turn. It only reaches up to 10m.
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Approved - made eidts

 
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Jᴀʏ

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(Fuuton: Tengoku no Chōetsu) - Wind Release: Transcendence to Heaven
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid Range
Chakra: 30
Damage: 60
Description: The user will channel Fuuton chakra into his sword, and spin it in any direction to propel themselves, upwards, forwards, backwards. They do this by grabbing sash at it's hilt, and rotating their weapon. The angle of the technique and blast of wind is capable of propelling the user. As the user increases the speed, his movements will become steady the wind will allow him to maintain motion, as well as move further in any direction, including the air. However the user is limited to ten meters, so huge attacks will still hit their mark, he can change the direction of movement with his sword, just by altering it's position. However due to the fact that it requires at the very least one hand. Only the primary specialty and techniques that don't require hand seals may be used in the air. Due to the incredible rapid sword movement, and the through the blast of Fuuton that's released it can also be used as a powerful defense.

Note: No hand seals when both hands are being used, one hand seal when one hand is being used.
Note: Can only be taught by Jᴀʏ
- I took out the boosts and reworded the defensive capabilities. Changed the name too

(Fuuton: Surōpufuruporī) - Wind Release: Slothful Piety
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid Range
Chakra: 30 (+10 per turn)
Damage: 60
Description: The user will knead their wind chakra into their body, and release a pressurized jet of wind from their pores. The stream of wind is expelled throughout the body, the stream is capable of slowing down or completley blowing away other techniques, however it's most useful aspect is that it can be used to ascertain the opponents position, as well as objects launched at the user. The pressurized stream of wind when it faces resistance will push back towards the user, he can than use this force exerted to roughly estimate the size and speed of the incoming projectile/attack/person. The pressure when it acts against the user causes no damage, and the area of effect is different for every angle launched from. The sensing through pressure however is rough, and it's indifferent towards chakra. Meaning even attacks without chakra will be affected. The stream of wind can also be used to blow away fog, smoke, mist or anything else used as a form of camoflauge.

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

□ Declined. Similar to existing techniques. □

(Kamohoali'i) - Demon Shark Blade
Type: Weapon
Rank: S
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Kamohoali'i is a beautiful aquamarine blade embrodiered with sapphire gems, and decorated with roses at it's hilt, at the bottom of it's hilt there is a blue sash that can be used to swing the sword around or keep a grip on the sword (not shown in image below). The sword is incredibly sharp and is majestic in it's image alone. However this is no ordinary sword, the sword of Demon Shark Blade is empowered with the spirit of the shark god, Kamohoali'i the most respected of all Shark Spirits. The spirit was thought to be a mythical being worshipped by a few cultists in the Water Country. Kamohoali'i had once been defeated by a shinobi and transformed into a sword, the shinobi would go on to become one of the greatest. The sword itself could rival those of the Seven Swordsman of the Mist. The Demon Shark Blade however was lost for a time being, it's owner being consumed by the power of the Shark. Taek would later come across it in a cave during a mission.

The Demon Shark Blade has one single abilitiy that helps which leads us to a few powerful sub-group abilities. Because the Demon Shark Blade is fueled by the spirit of a shark god the blade is capable of transforming into a shark fully, and or partially. This however is not a summoning, or a transformation jutsu. The shark and the blade are one in the same. The user is also capable of merging with the sword. This is a smart usage of the sword, because in this form the sword is capable of detecting enemy chakra within the opponents system, like genjutsu. The shark can then inflict the appropriate amount of pain to release said genjutsu. The user can use their chakra to shape their sword, as well. The shark can also transform partially or fully into a shark when merged with the opponent. Launching teeth from their jaw and what not at the opponent to cause B Rank DMG, or creating a thick shield of skin to protect the user.

Kamohoali'i himself is a incredibly powerful spirit but it's grown to recognize Taek's dominace, the two are capable of working together, and the great spirit is all in favor of helping the young shinobi suceed.

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Restrictions:
- A technique must be made in order to merge.
- A technique must be made for formation and reformation between blade > shark, user > shark.
- Can only be taught by Jᴀʏ


Declined: the concept is too reminiscent of Samehada. Much of it is ambiguous/confusing and lacks restrictions.

(Kamohoali'i) - The Lost Soul
Type: Weapon
Rank: S
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Kamohoali'i is a beautiful aquamarine blade embrodiered with sapphire gems, and decorated with roses at it's hilt, at the bottom of it's hilt there is a blue sash that can be used to swing the sword around or keep a grip on the sword (not shown in image below). The sword is incredibly sharp and is majestic in it's image alone. However this is no ordinary sword, often called the brother of Samehada the sword of The Lost Soul is empowered with the spirit of the shark god, Kamohoali'i the most respected of all Shark Spirits. The spirit was thought to be a mythical being worshipped by a few cultists in the Water Country. Kamohoali'i had once been defeated by a shinobi and transformed into a sword, the shinobi would go on to become one of the greatest. The sword itself could rival those of the Seven Swordsman of the Mist. The Lost Soul, however was suprisingly lost for a time being, it's owner being consumed by the power of the Shark. Taek would later come across it in a cave during a mission.

The blades ability to merge with objects is it's greatest ability, the ability to transform partially and or fully into a shark, as well as merge with it's user. However when merging with it's user it's inable to merge into a shark neither partially nor fully. Despite this the shark is still capable of detecting enemy chakra within the user's system and dispelling it by telepathically communicating with it's user or by exerting the appropriate amount of pain. The blade and the shark are one in the same, meaning when the shark merges with other objects so shall the blade. The spirit can then manipulate said objects by donating it's properties to either enhance the object. Unlike Samehada the blade and the user cannot transform together, the spirit merely remains dormant and the user is incapable of attaining the shark's properties and abilities. The shark is also incapable of using any type of ninjutsu, or genjutsu. The spirits only ability is to transform back and forth between object and sword, sword and objects. When in contact with the user it is capable of detecting enemy chakra.


Kamohoali'i himself is a incredibly powerful spirit but it's grown to recognize Taek's dominace, the two are capable of working together, and the great spirit is all in favor of helping the young shinobi suceed.

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Restrictions:
- The Lost Soul cannot use any form of ninjutsu or genjutsu.
- The Lost Soul is incapable of donating it's properties to the user.
- The Lost Soul and the Spirit within it are one and the same.
- Techniques must be made for merging with other objects.
- Must have signed the shark contract, although this is not a summon.
- Can only be taught by Jᴀʏ


Declined: you'll need to actually explain, in detail, the statement annotated in pink. Next, I suggest partitioning the ability descriptions into two sections with one paragraph for the abilities in blade mode and one paragraph for the shark mode abilities. In addition, what are the physical properties of the shark? If it's essentially akin to a standard shark summoning, then it'll need to be reconsidered. Finally, you won't be getting a passive chakra sensing trait from the CW—it's already an overused characteristic integrated in many weapons between canon and customs, most notably Samehada..


(Senninka: Surōpufuruporī) - Sage Transformation: Apostle's Corruption
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The user will begin this technique by expelling a blast, stream or jet of nature energy, this technique can be used in conjunction with chakra blast or any other form of chakra expulsion in order to "corrupt" enemies. Much like senjutsu in the Narutoverse, those incapable of wielding the technique undergo transformation. Much like Preta Path of Pein which had absorbed senjutsu chakra transformed into a stone toad, individuals that have come in contact with this nature energy will undergo a transformation. However due to the fact that Sage Transformation has no specific transformation, the opponent is affected a little differently, Seeing as how the toad sages transform their opponents into Stone Toads. The corruption effect of this technique will first begin by symptoms of uncontrollable morphing, before the opponent is petrified. The morphing is based upon the user's chakra, and as such the opponent takes the form of the user's last transformation. This however is not an attack, this is merely an effect of the user's chakra that can be put into place to affect adversaries upon contact with their chakra. The user however is restricted when it comes to the concentration of chakra absorbed, the opponent is only effected if he or she has come in contact with A rank or above concentration level chakra, at A rank only a portion of the opponents will morph and petrify while at S rank the entire body is petrified. The petrification is not inescapable, the user can "purify" their chakra by performing a full body surge technique before the petrification is complete.

Note: An effect on the user's chakra, and as such must be posted on the user's biography.
Note: Petrification depends on the level of chakra absorbed or expelled.
Note: Techniques themselves may not be petrified but upon using this technique the user may be incapable of fully performing the technique he or she had in mind.
Note: Can only be taught by Jᴀʏ.

‡ Declined ‡ Natural energy doesn't have this effect on people unless they attempt to absorb it. Merely coming into contact with it wouldn't transform them.

(Senninka: Chokkan) - Sage Transformation: Third Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: (+0-100 for the user)
Damage: N/A
Description: The user of this technique will manipulate his/her dormant nature energy to form an appendeges capable of expelling a stream of chakra, of course the appendages maintain properties they might usually have, such as a mouth being capable of biting and and spikes capable stabbing. The user will go on to expel a stream of chakra from the said appedage that will in effect latch onto technqiues and others in the battlefield. The chakra is released at an incredible velocity, much like jet booster jump however towards the opponent and therefore exudes a certain amount of force upon indiviuals, attacks and objects within range, this serves as a time buffer slowing down techniques temporarily whilst draining the chakra within it, this works for taijutsu as well exerting a significant amount of force on taijutsu attacks whilst absorbing chakra from the user however even this is not the purpose of the technique, it's merely a benefit of it's nature. The user's innate ability to absorb nature energy is then put to use to absorb chakra not only from nature itself but from indiviuals and their techniques as well, the chakra released will "eat" enemy chakra, basically merging with the enemy chakra. Then upon absorbing the foreign chakra, the chakra used to do so as well as chakra obtained will spread out returning through the appendages created earlier with this technique.

Note: Due to the high concentration of chakra during the beginning of the technique the chakra is somewhat visible.
Note: Chakra can be remotley controlled by the user of this technique.
Note: Can only be used thrice.
Note: One turn cool down between uses
Note: Can only be taught by Jᴀʏ.

‡ Declined ‡ This is just beyond the limits of Sage Transformation. Your techniques are far too abstract and aren't really within the realm of the field you're making them for. Here's some advice, Sage Transformation is largely unexplored (as far as I know only Howard has made techniques for it) so you can make more basic concepts rather than resorting to needlessly complex shit.
 
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Cursed Prince

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Biju Techniques/Wind Release: Beast Wave Sundering Strike | Bijutsu/Futon: Bīsutou~ēbusandāsutoraiku
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique was created by Sora, as an enhanced version of the (Fūton: Jūha Shō) - Wind Release: Beast Wave Strike. Because of this volatile, unstable chakra, Sora's right arm becomes disfigured into a demon claw when the fox's chakra is unleashed. After reaching a state where he can use that chakra without losing control, he developed this technique. All Sora has to do is bring forth the chakra stored inside of his arm, and it transform's into it's demon-claw form. After focusing bijuu and wind chakra nature in his claws, He can then swipe his claw in any desired direction and release up to five ten meter long red slicing blades of wind. They are able to be controlled by the user's will, allowing for it to be manipulated freely. Just like Beast Wave Strike, this technique can slash through almost any material (following elemental s/w). After the technique is complete, Sora's arm returns to normal. This technique can also be used in Sora's initial and final transformation
Note: Can only be used twice per battle
Note: Can only be used by Sora bios
Note: Cannot use Tailed Beast Skills in the same turn as this move
Note: Cannot use any Wind techniques higher than B rank in the same turn as this move
Note: No wind jutsu above A rank in the following turn

Approved - made edits

Biju Techniques: Beast Wave Sundering Wheel Strike | Bijutsu: Bīsutou~ēbusandāringuhoīru
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Beast Wave Sundering Wheel strike is a technique that is available in both Sora's Initial Biju form and his final transformation. While running on all fours, Sora will channel Biju chakra into his tails and then launch himself into the air while rapidly flipping forward or backwards. He flips so fast and uses his tails in an offensive way so that it would appear that he himself has become a giant shuriken(Thrown vertically). His tails act as the blades and can extend up to 10 meters. Sora can end this technique at any time by simply stopping his spin and landing
Note: Can only be used two times
Note: Cannot use Bijuu abilities of S rank or above in the same turn as this technique

Approved - nice jutsu


Referenced techniques:
(Fūton: Jūha Shō) - Wind Release: Beast Wave Strike
Rank: C
Type: Attack
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: A powerful technique of wind nature chakra that can cut and slash through any material. The user activates it by summoning chakra in his right hand, and then swipes a slicing chakra wave which appears to be controlled by the users will and thoughts. They are also able to use the technique in a rapid-fire, successive motion creating up to three cresent blades of wind.
Note: Can only be used by Sora Bios
(vPseudo Kyubi Fukanzen modo ) - Simulated Nine Tails Inital mode
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A (+10 to Wind Techniques, +5 to Taijutsu, adds 100 chakra points)
Description: Sora when entering this mode begins releasing red chakra and his right arm turns into a demonic claw due to the nine tails chakra not properly being combined with sora's own unlike naruto. He is then enveloped in a red aura cloak with three tails and long ears. He also Gets red Oval pupils and fangs aswell as his nails on the remaining hand and feet growing into small claws. The chakra cloak is capable of intensly burning the opponent on touch. Whilst in this form Sora gets a bonus to wind and taijutsu techniques.
Note: The transformation only lasts for 5 turns.
(Pseudo Kyubi Chon Modo) - Simulated Nine Tails Final Mode
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( adds 200 chakra points )
Damage points: ( +40 for chakra surge ) ( +20 for Wind Techniques, +15 for Taijutsu Techniques')
Description: When Entering this mode Sora will begin being surrounded in a black shroud of chakra as his blood begins evapourating into black drops as it completely envelops him a coloumn of black smoke rises into the sky and then suddenly the black shroud is dispersed as sora roars sending a surge of red chakra up to short range. He is then completely enveloped in a black cloak of chakra with four tails much like a minature kyubi but has spikes protruding from his head. Anyone who touches the cloak is burnt from intense heat. Whilst in this form he gets a substantual bonus to his wind techniques and taijutsu techniques. When the form ends he is left laying on the ground skin red raor from the continous burning of his skin.
Note: The Transformation lasts maximum of 4 turns.

✦ Leaving for someone else ✦


will check these later
Clover Tornado | Kurōbā Tatsumaki
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using the Custom Weapon Cards of the Joker, the user is able to use his ability to infuse the cards with chakra to attack. The user has to use 20 or more cards, and manipulates them into a swirling formation that looks like a small tornado. The user can then send them towards the opponent, aiming to slash them if they allow themselves to be caught in it.
Note: Can only be used 4 times


✦ Approved ✦
 
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-Haku Yuki-

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(Raiton: Zettai no Ikazuchi) Lighting style: Lighting of absolution
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will hold his arms out at his sides and focus his lighting chakra around the back of his head. The Chakra will be manipulated using shape manipulation until it turns into a white viable halo of lighting that will begin to fly into the air, taking the user along with it. The user will then push his hands forward infront of him making the halo expand infront of him as it fires hundreds of spikes towards the ground purposefully missing the enemy so that the spikes land in a circular formation around the target leaving the enemy trapped inside the circle of lighting. The lighting will explode in a 360 shock wave hitting everything on the ground, once the lighting explosion has gone off the user will fall back towards the ground.
Note: Can only be used twice
Note: the user can chose to stay on the ground and let the Halo rain the lighting down upon both him and the enemy
Note: If already in the air the user will not float up higher, also the user can chose to release the jutsu from the ground but the spikes will go straight for the enemy rather then make a circle around him.
Note: No lighting jutsu in the same turn, no lighting Above A rank next turn

Approved - made edits

Minute 7:02 in video below

learned snakes here:

((Kuchiyose no Jutsu: Rayquaza)-Summoning jutsu: Rayquaza
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40(-5 perturn)
Damage: N/A
Description: Rayquaza was said to be one of their strongest summons in the world, this snake is said to be capable of flight and lives in the ozone layer, so if one who has signed the snake contract wishes to summon him they must find a way to him, or have him to come to the user through some method. Rayquaza is 23 feet long and using its extreme mastery of the wind nature is able to manipulate wind currents to make himself fly, however while he can do this normally he refuses to do it in battle without a chakra sacrifice from the user so the user must give 5 points of chakra to Rayquaza each turn hes summoned. Rayqauza is able to use all wind jutsu the user knows and once per battle can summon a large tornado force wind that blows away any lighting jutsu, and clears weather. The wind is strong enough to knock down anyone standing in the way to the ground, it is S ranked and follows the rules as such including costing the user the chakra to do so.
Note: Can only be summoned twice per battle
Note: Stays on the field for 4 turns
Note: No wind jutsu the same turn as Rayqauzas wind jutsu and no wind jutsu from the user the next turn

Declined - make all his stuff cost a move per turn, only summoned once ect

picture
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Will check these later
 
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RuckenTM

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(Kemuri Hōrudo no Jutsu) - Smoke Hold technique
Rank: C
Type: Supplementary/Defensive
Range: Short
Chakra cost: 15
Damage points: N/A
Description: The user transforms their tools/accessories into a smoke-like state by channeling chakra into them much as like '(Kemuri no Katachi) Body of Smoke' jutsu. While the items are in this form, the user can effortlessly summon their tools or weapons from the smoke to their advantage and vise-versa at will. The smoke will stay withing range of the user and follow them around like a small smokey fog that lingers endlessly. Upon encountering an non-living object, they can stream chakra into it, thus 'capturing' said item or weapon within their range.
Note: Can only be used by smoke bios.

✦ Declined, not within Smoke's abilities for you to turn other items into smoke like this✦

(Katon: Hai no tojikome no Jutsu) - Fire Release: Ash Light Confinement technique
Rank: D
Type: Supplementary
Range: Short-Long
Chakra cost: 10
Damage points: N/A
Description: Taking a very short timeframe, using Katon-Ash chakra to coat an existing or released tangible "solid"/flame-type jutsu upon its creation. It will act as a cover over the Katon jutsu, as soon reacting in a blinding flash bang momentously after, due to its heat intake, which would be resulting in a that reaction. The user will be able to also further manipulate their Ash related jutsu to compliment support them in afar range situations.
Note: Those who are Blinded; 1 turn.


‡ Declined ‡ Your wording seems deliberately confusing, you need to work on that. Either way, this is similar to a few customs including Baldy's Breath of Belenos.

Smoke Permission:
 
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Houdinii

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


Romulus & Remus each have a unique ability, and as they are the signature possessions of Ren Kouen, their abilities are related to Sand techniques and Natural Energy respectfully. Firstly Remus has an affinity for Sand release techniques, such that when the user channels chakra into the guard he can empower Sand jutsu to make them all the more deadly. After channeling chakra into Remus the user can alter an active Sand technique or a following one, greatly increasing the amount of friction between the grains of sand to the point that it actually begins to raise in temperature. Enemies exposed to these augmented techniques would recieve thousands of tiny cuts, similar to being flayed alive even as they experience low level burns from the incredible amount of friction. This occurs to such a degree that these techniques gain a rank for A ranks and below, while it increases S ranks and above by +10 damage.This increase in heat has a secondary effect that the sand is hindered to a smaller degree by water than usual, as the heat generated effectively evaporates the water out of the sand. This allows the user to still manipulate sand that has been exposed to water although it will be slightly slower than it would otherwise be. (This does not affect Sand’s Str/Wk it is still weak to water) This ability has its drawbacks however, as when the user initially channels their chakra into Remus the guard will react to the heat and cause a moderate amount of burning damage and pain to the user, with each subsequent use replicating the same level of pain but not the damage.


Romulus’ ability is all the more unique however as it relates specifically to natural energy, the left guard is composed of scales from the Great White Snake Sage himself. These scales hold a close affinity to natural energy due to their constant exposure to Senjutsu Chakra and Natural Energy over so many years. Due to this Romulus possesses the ability to constantly draw in natural energy, storing it like a battery until it reaches capacity within the scales and is able to be utilised. Once Romulus has reached its capacity the user is able to draw upon the natural energy to perform a Snake Senjutsu technique, as the guard essentially gathers the natural energy for the user rather than doing it themselves. However Romulus can only gather a small amount of natural energy, only enough for a single senjutsu technique before it must recharge so the user is not able to use this energy to enter Sage mode.


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

‡ Declined ‡ The sand ability clashes with Pop's CW and friction/heat raising the rank of a sand technique is illogical. I'm also not keen on the Sage mode gauntlet, it eliminates the weaknesses of Snake SM, an already powerful ability. I guess I'll discuss it with another mod and decide when I next check this.

~Resubmitting, altered the sand abilities. Tried to make it more logical



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

Romulus & Remus each have a unique ability, and as they are the signature possessions of Ren Kouen, their abilities are related to Sand techniques and Natural Energy respectfully. Firstly Remus has an affinity for Sand release techniques, such that when the user channels chakra into the guard he can perform feats related to his Sand prowess. Firstly after channeling chakra into the guard and touching a source of earth with Remus will cause it to break down into sand grains that are uniquely shaped through chakra, they are extremely sharp and serrated for their size which allows them to create further sand of the same qualities. This increases their damage potential greatly as they can literally rip targets and techniques apart, the ability counts as a move and is almost instant, although it cannot affect an area larger than 5m x 5m and is A ranked. By using this serrated sand the users techniques threaten their target with being cut and ripped apart in addition to their usual blunt force power, although the sand poses no threat to its creator. The unique sand is sharpened and serrated upon creation to such a degree that the techniques gain a rank for A ranks and below, while it increases S ranks and above by +10 damage. This ability has its drawbacks however, as when the user initially channels their chakra into Remus the guard will react to the chakra and cause a moderate amount of burning damage and pain to the user, with each subsequent use replicating the same level of pain but not the damage.

Romulus’ ability is all the more unique however as it relates specifically to natural energy, the left guard is composed of scales from the Great White Snake Sage himself. These scales hold a close affinity to natural energy due to their constant exposure to Senjutsu Chakra and Natural Energy over so many years. Due to this Romulus possesses the ability to constantly draw in natural energy, storing it like a battery until it reaches capacity within the scales and is able to be utilised. Once Romulus has reached its capacity the user is able to draw upon the natural energy to perform a Snake Senjutsu technique, as the guard essentially gathers the natural energy for the user rather than doing it themselves. However Romulus can only gather a small amount of natural energy, only enough for a single senjutsu technique before it must recharge so the user is not able to use this energy to enter Sage mode.

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

‡ Declined ‡ I'll allow the NE ability but the same comments as before apply to the Sand one. Something like that wouldn't boost the rank or damage of your sand techniques. You're too fixated on boosting damage, I suggest you find an ability that is more supplementary.

(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-15 to user)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high level chakra giving it a stone like quality and feel, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.

However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities, meaning that when an enemy (including clone, summons, etc) that comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.

Note:
~The section is approx 30cm by 30cm
~Must be stated on the users bio including where it is initially or at the beginning of the fight
~The jutsu ends 3 turns after it has been shifted

~Can only be taught by xHoudinii

□ Declined. I don't think you understood my previous check well, the notion of petrifying a specific area of your body, and moving it, is illogical. Does the initial area remain petrified even when it is moved? Or does the petrification state, go with it? The issue was, how can you move something that apparently petrifies your skin, across your skin, to another area, without it petrifying the skin as it moves? Make it -30, and, a F rank technique that lasts 3 turns? Make it 2. Clearly state it can only be used once. □

~Resubmitting, removed any reference to petrification of the user. This works similar to the earth spear technique

(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-30 to user)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high level chakra giving it an almost stone like quality, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.

However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities when met with an attack, meaning that when an enemy (including clone, summons, etc) comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.

Note:
~The section is approx 30cm by 30cm
~Must be stated on the users bio including where it is initially or at the beginning of the fight
~The jutsu ends 2 turns.
~Can only be used once

~Can only be taught by xHoudinii

□ Approved. □



(Suiton: Saishuu Moyoushi)- Water Release: Final Gathering
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (+10 per turn)
Damage Points: N/A
Description:
This is a useful jutsu that focuses upon altering the nature of mist based techniques. The jutsu is started by forming two hand seals, creating its own mist similar to the Hidden Mist technique or altering an existing mist that is present on the field with the additional hand seals during its creation. The sole function of this technique revolves around the water droplets that comprise the mist itself. This alters the mists nature by linking each individual water droplet to its neighbours with very tiny strings of sticky and stretchy water while bolstering the strength of its form overall. This creates a network of linked droplets that not only connect to the mist but also stick to the ground itself underneath the mist.

Due to the network of sticky water and the mists natural intangible nature it makes it extremely difficult to disperse mist altered by this technique as although it may spread out temporarily the sticky water will come into effect and retract, pulling the water droplets back to their position and effectively reforming the mist. Due to the presence of the strings of sticky water throughout the mist it would make it quite difficult for enemies to move through it as the sticky water would hamper and slow them due to its viscous and adhesive nature, such that enemies moving through the mist would find their speed halved while the user would be able to pass through the mist unaffected.

The sticky water continuously draws upon the users chakra passively to maintain the bonds and strength of the network, and due to the chakra coursing through the entirety of the mist it has the same chakra signal as the user. Finally due to the passive link between the user and the mist through chakra, they are able to detect any movement made within the mist as though it was an extension of themselves, similar to a spider and its web.

Note:
~Can only be used 3 times
~Cannot use Suiton techniques above S rank for 1 turn
~Can only be taught by Houdinii

□ Declined. Hmm, halving their speed is a bit much, possibly make it so it rather drops ranks? Also, not being able to use above S rank Water for one turn isn't really a restriction, now is it? xD □
 
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Punk Hazard

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(Ototon: Aki) - Sound Release: The Fall
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The Fall is a powerful Hindering Sound jutsu, initiated through the snap of the fingers or a whistle. This technique targets the chakra-manipulating organs of the body of any enemies that hears them, infusing them with a semi-tangible Sound wave. The sound wave, like all Hindering Sound waves, are not inherently harmful, being unable to damage these organs or cause any physical harm to the target in any way. Rather, the wave constricts onto the organs just enough to cause the flow of chakra through the Chakra Pathways to slow down dramatically, making it harder for the target to manipulate and focus their chakra. As such, this technique causes the target to be unable to mold chakra for technqiues S-rank and above
Note: Can only be used twice per opponent
Note: No Sound techniques on affected targets for the duration of the technique
Note: Technique lasts for three terms maximum

Declined - would require med knowledge to know how the full body works. Also this just wouldn't work. Sound damaging the pathway wouldn't slow down the chakra flow.

(Ototon: Jaakuna Gēmu) - Sound Release: Wicked Games
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Wicked Games is a powerful sound wave, initiated through a finger snap or a whistle, that targets the chakra-manipulating organs of the body. This technique targets the chakra-manipulating organs of the selected target(s), so long as they have a chakra pathway system, infusing them with a semi-tangible Sound wave. The sound wave, like all Hindering Sound waves, are not inherently harmful, being unable to damage these organs or cause any physical harm to the target in any way. Rather, the wave rapidly constricts and expands against the organs, causing them to "pump" at a rapid speed. This rapidly speeds up the flow of chakra through the chakra pathway system, resulting in it being harder to control. This uncontrollable, rapid flow causes extra chakra to leak out when jutsu is used, causing more chakra than normal to be expunged(B-rank jutsu will require A-rank chakra cost, C-rank will require B-rank, etc.).
Note: Can only be used twice per opponent
Note: No Sound techniques on affected targets for the duration of the technique
Note: Technique lasts for three terms maximum

Declined - same reasons as the above, medical knowledge of pathwas or byakugan to see what you need to target, and sound waves wouldn't effects the chakra system in that way.
 
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Rose Rose Baby ;_;

(Ninpo: Rozuoura) Ninja Art: Rose Aura
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30 (-10 per turn active)
Damage Points: N/A
Description: Rose aura or simply Rose involves coverting ones chakra into a special chakra in the form of a aura. This aura is pink in colour and also changesthe users hair colour to pink. This aura has many purposes such as when its iniated it cuases a small flash of light enough to distract the enemy or cover his eyes but not enough to blind him. This aura can also be condesed into solid constructs such as a blade on ones hand or a small spike to deflect a kunai etc. The user can also do this to his whole bidy giving him C rank defense to elemental techniques and B rank ninjutsu and taijutsu. Although this only lasts the turn used and the aura depletes after being hit.

Note: lasts a maximum of 4 turns
Note: can only be used twice per battle
Note: condensing the aura into solid constructs counts as a move
Note: Can aonly Be tuaght by Shroud

Picture:
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✦ Declined, this is just a weak Lightning Armor, DNR ✦
 
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Alyx

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

‡ Declined ‡ I'm fine with the concept but what exactly is this catalyst?.

(Bakuton: Jigoku no Kōkan) – Explosion Release: Hell’s Dignitary
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra into the ground in order to initiate this technique. This technique applies the principles of Lightning Release: Four-Pillar Bind as well as Explosion Release: Mandate of Hell. Instead of using Raiton chakra the user will apply their Bakuton chakra in order to forcefully shape the earth into a familiar mirroring their stature, appearance, and size. The familiar is powered by the user’s Explosive chakra and as such is granted a limited form of sentience; allowing the familiar to passively feed off of the user’s chakra reserves and sustain independence from the user’s concentration. Cosmetically, the familiar courses with explosive energy; this is much like the electrical energy which courses on the surface of Four and Sixteen Pillar Bind. This energy is inert to the touch possessing no inherent explosive qualities.

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

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

‡ Approved ‡

New Submission
(Bakuton: Teikoku no Seiryoku) – Explosion Release: Fount of the Empire
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized fluids or liquids. Generally, Water Release and other liquid-based elements act to suppress Explosion Release thus making them incompatible elements. However, certain techniques and elements possess inherent qualities which make them potent vehicles to sustain an explosion. This technique effectively creates a liquid based explosion, although with certain restrictions. Because of its specialized nature this technique’s infusion can only be applied to liquid techniques capable of sustaining an explosion. In the case of Water Release, the most common application, this technique can be applied to oil based techniques due to the volatile nature of oil. Liquid CEs which this is applied to will gain the exact benefit and become highly explosive when coming into contact with solid matter or an opposing force. Alternatively, the explosive infusion can be kept inert until the user desires to produce an explosion; although this can only be used as long as the user has awareness of the interaction. Explosions under this technique can have their directionality manipulated allowing for the reduction of recoil and the negation of potential damage within reason. When activated this technique will remain active for three turns and can be used three times per battle. Infusions occur within the same timeframe as the technique which they are applied to, thus making for instant activation.

‡ Declined ‡ This is extremely OP when applied to techniques created close to the opponent. You need to limit this severely.
Changes in bold.

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

‡ Approved ‡

(Bakuton: Teikoku no Seiryoku) – Explosion Release: Fount of the Empire
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized fluids or liquids. Generally, Water Release and other liquid-based elements act to suppress Explosion Release thus making them incompatible elements. However, certain techniques and elements possess inherent qualities which make them potent vehicles to sustain an explosion. This technique effectively creates a liquid based explosion, although with certain restrictions. Because of its specialized nature this technique’s infusion can only be applied to liquid techniques capable of sustaining an explosion. In the case of Water Release, the most common application, this technique can be applied to oil based techniques due to the volatile nature of oil. Liquid CEs which this is applied to will gain the exact benefit and become highly explosive when coming into contact with solid matter or an opposing force. Alternatively, the explosive infusion can be kept inert until the user desires to produce an explosion; although this can only be used as long as the user has awareness of the interaction. Explosions under this technique can have their directionality manipulated allowing for the reduction of recoil and the negation of potential damage within reason. When activated this technique will remain active for three turns and can be used three times per battle. Infusions occur within the same timeframe as the technique which they are applied to, thus making for instant activation. Explosions created/spawned from liquids infused with this technique must initially occur a minimum of five meters away from the opponent.


‡ Approved ‡ Added the bolded.

New Submission

(Bakuton: Ten no Hikarimasu) – Explosion Release: Heaven’s Luminary
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will focus their Bakuton chakra within short-range of their location creating a familiar mirroring the user’s stature, appearance, and size. The familiar is composed purely of Explosive chakra being crimson, yellow, or orange in color. Although this coloration is largely cosmetic and can be changed through the use of other external techniques which affect the coloration of Explosion Release techniques. The familiar is powered by passively siphoning the user’s chakra and is granted a limited form of sentience; this allows the familiar to sustain independence from the user’s concentration. Because of its composition of pure Explosive chakra the familiar is highly volatile and naturally explosive. As such, interactions with the familiar, either from physical matter or opposing technique, an explosion will occur which can have its directionality controlled. The explosion will mimic the size and speed of the invading force. The explosion happens passively but requires one of the user’s three moves per turn. Aside from this, the Luminary’s energetic composition cannot be weakened and as such can regenerate from damage which does not destroy it entirely within elemental strengths and weaknesses.

Aside from its basic abilities the Luminary is capable of diffusing itself into solid matter based techniques (Earth/Earth CE). This is much like the Mandate of Heaven which infuses solid-matter with the user’s Explosive chakra to produce a latent bomb. However, unlike the Mandate of Heaven this ability varies slightly. This enhancement causes the infused technique to gain the abilities of the Heaven’s Luminary. Additionally, the Luminary’s duration will become bound to the technique it is infused into while also gaining the sustained chakra cost of the Luminary. Because of the nature of the Luminary’s reactive defense the infused matter will gain an electrified aura much like the one found in Explosion Release: Hell’s Dignitary. However, unlike the Dignitary who’s aura is inert to the touch the Luminary’s will possess a highly volatile aura mimicking the damage of the original Explosive chakra, S-Rank. For example, should the Heaven’s Luminary be diffused into Earth Release: Stone Golem it will gain the limited sentience of the Luminary freeing it from the user’s concentration while also becoming able to use S-Rank and below Explosion Release techniques. Like Mandate of Heaven, the Heaven’s Luminary can only be diffused into techniques which are created within short-range of the user. However, this does not mean that the Luminary must be within short-range. The Luminary can be present anywhere on the battlefield and diffused into the solid-based technique as long as that technique is created within short-range of the user.

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

Permission to add parts of Mandate of Heaven:
Dignitary in quote above

‡ Approved ‡ Pretty sick technique.
 
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Python

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( gogyou doragon genkotsu ) - Fire Release: Fire Dragon King's Demolition Fist
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A unique and incredibly powerful fire technique. The user begins this technique without the need for handseals instead performing a motion much like a chest bump with whichever fist he's using to perform the technique. By punching his hand against his chest while focusing an astonishing amount of fire chakra in to the limb the user is capable of condensing this fire around his arm to the point he appears to be holding a raging condensed maelstrom of flames around his fist, however this fire will not burn the user. But it will focus on certain aspects of fire release namely the ability fire has to vaporize liquid by causing it to boil. The technique is capable of causing other techniques fused with liquid such as mud to entirely dry up past the point of being solid earth instead causing it to crumble to dust. The same effect occurs within jutsu that can be dessicated. Wood would become petrified wood etc. It does however have quite the opposite effect on substances that can be heated up to become more liquid such as lava. Causing it to become more liquid in form losing it's tangibility considerably. This technique can either be kept and used to deliver melee strikes focused around the fist and is self sustaining, or it can be fired up to mid range as a projectile blast with a large 10 meter range in every direction. However it will disperse after being shot as a projectile meaning it's no longer able to be held. The technique will still behave as normal in regards to rank strengths and weaknesses. Meaning it could not solidify higher levels of mud or wood release techniques. When striking freeform with the melee attack it will be considered to be 80 damage. It can be combined with ranked taijutsu using the fists in which case it will be considered a +20 boost. If struck directly by this technique an opponents body would be left incredibly damaged and unlikely to survive at all.

Note: May only be used twice
Note: Requires a two turn cooldown between uses.
Note: May only be taught by Python
Note: No fire in the same turn.

‡ Declined ‡ This is essentially Scorch Release. The other parts clash with existing techniques.

( gogyou doragon shageki) - Fire Release: Fire Dragons Firing Pin
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A unique take on the dragons head fireball technique. This variant can be used either with weaponry or bare handed strikes. By focusing fire chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed fire that take the form of a large dragons head 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 condensed fire even formerly blunt attacks such as taijutsu strikes will become sharpened and capable of causing burns thanks to the fire 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 Python
Note: No fire in the same turn. Usable once every two turns
Jhin permission

‡ Declined ‡ Not going to allow something like this.
 
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Vayne

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

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

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

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

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

♪ Leaving both for Pervy ♪

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

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

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

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

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

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


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

Approved

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

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

Declined - separate it into several jutsu or Reduce the usage

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

✦ Declined, won't work on modes like Lightning Armor, EIG, or other chakra shrouds as you stated but also no to the self use. This will also weaken the original technique to spread it accordingly to the next person, I.e. if you gain +20 to Tai and share it with another, you both will have +10 damage to Tai. ✦
 
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