Custom Jutsu Submission - III

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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....✦
- Changed to S Rank
- Removed rank increases
- Reduced abilities of Intellectual Alteration
- Shortened overall

Raiton: Ensefaron chiryō| Lightning Release: Encephalon Treatment
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (+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. 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 Alteration - 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 their senses & chakra flow; 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. 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 Alteration - 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, resulting in multiple temporarily improvements. The basics of the increase in brain function are an increase in perception & thought process; allowing the user to assess a situation & find a solution at a much faster rate, they gain an almost eidetic memory; an ability which allows the user to recall instances or images in the past with high precision which in turn allows them to notice even the most minute changes made to the surrounding environment. Along with brain activity, the electrical surges that increase the output of signals from the brain to the body heighten the user's perception & reaction timing to a similar level of their thought process. The increase in the selected areas though dramatic, would not compare to those with the abilities such as EIG or doujutsu users. The effects of this alteration last for 3 turns, though after it ends the user is left slightly fatigued, their thought process somewhat dulled as fast movements would be difficult to react to the next turn.
- Can be used three times
- Cannot use for three turns after each use
- Cannot use Lightning jutsu A rank or above the next turn
- Cannot use both methods within the same turn

- Taught by Method

Declined - for such precise knowledge of the brain and how to use lightning to stimulate it it would require med training.

New Sub:

Meiton: Don'yoku no mugen no shokuyoku| Dark Release: Gluttony's Infinite Appetite
Type: Offensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: An advanced Dark Release technique which carries absorption properties upon release. A subtle technique which heavily relies on contact with it's target to perform, this is achieved by channelling chakra across the user's Dark Release mark & upon placing the dominant hand on the surface of it's target a mirrored image of the mark appears to form against the exterior. The marking can be placed on either clothing or preferably skin contact, & though subtly is reliant on the user's approach, the marking would be very difficult to perceive when created. On placement of the marking it lays dormant until it's host begins to channel chakra to which it begins to react & glow a dim purple colour, it siphons moderate amounts of chakra as the opponent attempts to perform a technique, enough to lower the jutsu by a single rank each time growing in size as it spreads across the surface. If so desired, the user can perform a single handseal which in turn causes a reaction from the symbol as it continues to siphon chakra from the opponent while they channel it. Virtually this would allow the mark to absorb the entire amount of chakra required to perform the opponent's jutsu. This however would not stop the technique from being performed but would simply prolong it's creation due to the opponent continuously channelling chakra to initiate it. The mark enlarges each time it absorbs 30 chakra & the total amount of chakra it can contain reaches to 200 chakra, which would have the mark grow & cover a vast majority of it's surface. The user at any point during the battle is able to take control & manipulate the mark placed on their target, one being an absorption manipulation while the other a release manipulation.
Absorption: They must first perform the Bird - Horse handseals. The chakra violently rips out from the surface, spreading out as a thick mist that rapidly travels toward the user's markings. This can be done almost instantly, without the need of handseals if the user simply places his hand on the target, absorbing the mark completely in the process.
Release: They perform the Bird - Dragon handseals. The mark on it's target begins to brightly glow purple, soon after exploding into a burst of dark chakra that severely damages the point of impact. Depending on the amount of chakra held within the mark the damage varies greatly; at 0-50 the mark only grows slightly, causing no real damage on release other than minor burns to the area affected. 51-130 the opponent suffers a moderate amount of damage, increased damage to the skin, broken bones around the area of the mark & unable to manoeuvre at normal pace. 131-200 & the opponent suffers a great deal, almost on the brink of death due to the mark covering a large portion of the target's body & the mass amount of chakra that explodes around the affected area. Of course if marked in fragile places, regardless of the severity of the explosion, damage done to the specific area could be dire.
Regardless of the choice between the two, the user can only do so by sacrificing on of the 3 moves a turn.
- Can be used twice
- Can only be used once at a time
- A period of three turns between each use
- Taught by Method

Declined - as you're esscentially placing a seal it would require fuuin.

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

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

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

(Meiton: Tanran no Yokufukai) - Dark Release: Greed, the Avaricious
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and take on any of the properties or attributes of the last absorbed technique without taking on it's form. This means they cannot physically transform into the absorbed element/energy, only steal the traits it possess. For example, if a Fire technique was absorbed, the user’s body could become superheated. Absorbing a lightning technique like Nagashi would make them capable of paralyzing on contact. Once a technique's trait(s) have been replicated through the use of Greed, it will last until Lords of the Outer Night ends or until the user overwrites it with another use of this jutsu (to adopt the traits of a different technique).

Note: Can only be used thrice per battle
Note: Has a cool down time of three turns between uses

♪ Approved ♪
 
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Sasori

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Fūinjutsu Training:

(Shīruātsu: Aporo no giman) Sealing Arts: Apollo’s Deceitfulness
Rank: A
Type: Supplementary
Range: NA
Chakra: 30 (-10 per turn)
Damage: NA
Description: A sealing tag containing chakra from the user; that will be placed upon a puppet during battle. The user can either summon a puppet with this Sealing Tag already attached or, they are able to attach it afterwards while said puppet is already present on the field, but if doing so, it will cost a move. Inside of each sealing tag there is a rife amount of chakra inside; that will be utilized later for a special purpose during battle. When a wielder of this seal is ready to activate it: they will simply begin to infuse the sealing tag with chakra triggering it; therefore spreading all of the Chakra located inside of it onto said puppet. After Apollo’s Deceitfulness has finished activating, all puppets with it are visible as a thick glob of chakra. Now that the chakra has been released ; the main purpose of this jutsu will come into action once the user's begins to manipulate the chakra covering said puppet; similar to how Hiding in Camouflage manipulates the way light is refracted around a target; the user will do the same in this case. However with this seal, the only major difference of performing this jutsu would be how its activation requires the medium of a Sealing Tag. Furthermore, once all of the chakra had been adjusted and remodeled around the puppets it causes for any and all light to face a difficult time trying to enter the puppet. Due to light not being capable of passing through it, it leaves the user's puppet in a state of invisibility. While invisible, puppets under the influence of this seal will still be trackable by other means, but they simply be unable to be seen by rudimentary eyes. If wanted Apollo’s Deceitfulness can be prolonged into a span of three turns or in other cases one or however long is wanted. Let it be noted, a puppet while inside of this mode are erased of any scent or shadows; making this an ideal technique for covert strategies as well as offensive attacks. This seal can be placed on puppet a puppet passively, as long as it is stated along with the puppet upon summoning.

Note: Can only be taught by Sasori.
Note: Sealing only lasts three turns or times.
Note: Up to four puppets can have this seal attached, but one puppet cannot have more than one attached at a time. ]
Declined - activating the seal would cost a move per turn. As for camo with a sealing tag has been done before, but with weapons, which could be applied in the same way to this. DNR.

(Ātisuto no hōhei) Sealing Arts: Artillery of The Artist
Type: Supplementary
Rank: B
Range: NA
Chakra Cost: NA (-20 Chakra each time seal activates)
Damage Points: NA ( +10 Passive Boost)
Description: Here we have a technique developed by Sasori of The Red Sand, in order to give his Puppets a more lethal and dangerous touch to them. Artillery of the Artist is basically a passive technique that has all of the user's puppets layered with an abundance of Fūinjutsu tags. These tags will moreso be layered over a puppets individual weapon or things of that nature. All puppets in the user's arsenal will have this seal passively placed upon them; so due to the nature of this technique it is required for the user to post this technique in their initial post of a battle or in their biography. Inside of the Fūinjutsu tag is an explosion quite similar to that of the Canon Fūinjutsu technique. Only when the Fūinjutsu tags come in contact with a surface will the seal passively activate; exploding in an outward manner so not to harm the Puppet’s weapons. Primarily each of a puppets offensive weapons will be equipped with these tags; giving them a passive boost of +10 damage for each strike. An example of this in action would be a puppet manipulating a metallic sword in its possession that is layered in these tags so whenever they strike a target it will be give off a lethal explosion. Furthermore, Artillery of the Artist only works with physical weapons/attacks of a puppet such as swords, shuriken etc regardless as to where they originate from; so basically nothing that is purely an Elemental attack will be given a boost.

Note: Can only be taught by Sasori

Declined - you just ripped a cannon jutsu, made it passive, added it to all your puppets and made it so it boosts attacks. DNR.

(Kaiten doa no riron) Sealing Arts: Theory of The Revolving Door
Type: Supplementary
Rank: C
Range: NA
Chakra Cost: 15
Damage Points: NA
Description: A sealing technique that revolves around the usage of sealing tags and puppets. To go more in depth, there will be two seals to be used for this specific sealing technique: One designated to seal and the other to unseal. Theory of The Revolving Door involves two principles found in Fūinjutsu: one is the ability to seal objects and the second is to unseal objects. In order to make use of this technique a user must first place a seal on a Puppet which is imperative in order to make use of this technique. With the second seal, where it can be placed is more ambiguous than the first; simply meaning that it can be placed anywhere ranging from the ground to another puppet or any other solid surface. These two seals are practically useless without each other, and that implies that they only work to their maximum potential while hand-hand with each other. Furthermore, like previously stated this technique involves sealing and unsealing of objects; so in this case the seal that has been placed upon a puppet will be the designated seal that serves the purpose to seal objects, leaving the other the job of unsealing objects. By themselves these seals have little power, but together the two will be linked to each other almost like a revolving door. Essentially, this is a jutsu that will enable the user to seal attacks originating from one puppet and unsuspectingly unseal it through the other seal. Using this method allows for the user to come up with a variety strategies for attacking. An example of this in action would be using the Third Kazekage’s thousand arm manipulation and in the same time frame activate this seal thereby causing for all of the arms to instead be linked with the seals therefore causing for them to be expelled from wherever the second seal is currently positioned. If wanted the user can change the positioning of the seals to better to suit their needs. If desired the user can activate a mode on the seals causing all attacks originating from to be passively linked and can last four Turn.

Note: Can only be taught by Sasori
Note: Up to four puppets can have this seal attached.
Note: Can be used up to four times.
Declined - so... FTG? lol DNR
 
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Jᴀʏ

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(Senninka: Chokkan) - Sage Transformation: Martyr's Requiem
Type: Supplementary
Rank: S
Range: Self
Chakra Cost: 30
Damage: N/A
Description: Long ago created in order to protect those within the Sage Transformation Clan from being hunted down attacked and killed by the five great shinobi villages, and any rouge shinobi that dared attain the powers of the clan. The elders of the clan decided to formulate a technique. Due to the fact that normal shinobi were unable to live amongst those with the Sage Transformation Tribe, medicine and medical knowledge was not a large resource for those within the tribe. In order to compensate for this unfortunate fact, the elders created a technique. By harnessing nature energy and manipulating the user's body their capable of somewhat restoring wounds to their original health. However this is not neccessarily a healing technique, nor does this mean the damage taken does not apply, this allows for one to survive an attack by temporarily filling ones body with nature energy and shaping the energy in order to reform the area wounded. The same can be done to allies by simply harnessing nature energy in order to fill wound within other opponents, however due to the large amounts of energy consumed the user is often fatigued by this technique.

Note: After using this technique, only two moves slots per turn for two turns can be used.
Note: Damage done is not gone, the user however is capable of surviving certain techniques using this powerful transformation.
Note: Can only be used five times.
Note: One turn cooldown between uses.

Declined - This is beyond the clan. I thought you were going to say you control your body to create the transformation to fill the healed wound in the way jugo reshapes his body. But this would be extreme shape manipulation to the point of frog kata rather than the blasts of sage chakra that are released by members of the sage transformation clan. Plus i just don't feel filling a hole with chakra would do much. It would still hurt, you'd just put a plug in the hole of something that's not even solid.

(Senninka: Chokkan) - Sage Transformation: Holy Boast
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: As a member of the Sage Tramsformation Clan, tribe members like Taek are able to absorb nature energy from their surrondings. After many years of battle experience, and usage of the Sage Transformation Clan's abilities, Taek discovered an alternative use for this kekkei genkai, through the passive absorption of nature energy, Taek would gain a natural awareness of his surrondings. How you ask? This type of sensory is through a combination of information inputed through one's chakra. This method would be by using one's chakra like a walking stick, often "rejecting" a small portion of the nature energy absorbed into ones surrondings in order to "feel" objects, people, and other chakra sources through one's own chakra. The chakra expelled happens naturally, however due to the large amount of nature energy required to complete a Complete Sage Transformation, this technique cannot with this specific technique active. The chakra expelled allows one to ascertain the opponents position, however the opponent must come in contact with the user's chakra. Meaning this is ineffective at long range.

Note: Lasts until the Complete Sage Transformation is used, after which point it can be used two more times.
Note: One turn cooldown between usages.
Note: The chakra is capable of noticing objects like kunai, or shuriken without chakra, as well as attacks with chakra.

Declined - releasing chakra to feel doesn't make sense. You can sense chakra with cannon sensing to feel stuff containing chakra around you, or release sound through inner sonar to get a feel for what's around you but just releasing chakra outwards wont work.

(Senninka: Chokkan) - Sage Transformation: Fade to Black
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 20
Damage: (40 if used to attack)
Description: In order to increase the versatility of one's Sage Transformation attacks, Taek would decided to create some long range usages, however this would be more creative then that of a chakra blast, the user would use nature transformation to create multiple hole-like-appengades along one's body, much like the holes created for a Chakra Blast, however instead of simply expelling chakra the user will manipulate the chakra to shape their own body, forming object from their body, the user can then expel these objects, at the cost of reducing their size, As seen by Juugo after expelling a portion of his body in order to restore Sasuke's wound. The user will continue to expel portions of his body, until his body is no longer in a single location. The user can reform in order to create a taijutsu attack or use this attack simply to evade an attack, transforming one portion of the user's body into a scythe, and launching them into the sky and then towards the opponent. The user has the freedom to create any transformation, and the user is also capable of splitting one's body apart in any fashion.

Note: This technique can be used to evade and attack.
Note: User can control how his/her body splits apart, if it does at all. (I.E. launching one side to the left, other to the right)

Leaving for NK
 
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Goddess

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(Hyouton: Kami no te, Senrei) Ice Release: God’s Hand, Baptism
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Baptism is an activation technique that expands on one of the most powerful Ice techniques in a Hyouton user’s arsenal, Demonic Crystal Ice Mirrors. Once activated, God’s Hand, Baptism gives all Hyouton techniques released by the user, subsequent to the activation of this techniques, properties that run parallel to those of Demonic Crystal Ice mirrors. This means can user can freely travel and move freely through Ice techniques at extremely fast paces, but as a result cannot use any elements outside of Ice, Water, Wind and non-elemental techniques while traversing the new mirrors. Moving through techniques at stunning speeds allows the user to gain the element of surprise during combat or allowing for a daring yet quick escape in the heat of battle. If the affected techniques were to disperse or be destroyed while the user is within that technique, the user will be knocked out of that technique and sustain the full damage of opponent’s technique after the clash. To initially merge into a technique, it has to be short range from the user. Similar to Crystal Ice Mirrors and Dance of the Young Fern, merging into a mirror/technique does not require a move per turn. This says active for 4 turns and can be used twice per battle with a 3 turn cool down in between its usages.

Declined - zanji made a cj that allows one to merge with any ice jutsu and this would clash with that.





(Hyouton: Hijiri kurosubō, Gandiva) Ice Release: Holy Crossbow, Gandiva
Type: Supplementary/Defensive/Offensive
Rank: S-Rank
Range: Short(Creation) – Long (Reach)
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Holy Crossbow, Gandiva is a Crossbow created by the user made entirely of ice. The user can either generate the Bow from their body, existing sources of Ice such as other Ice techniques, or even materialize it out of thin air by freezing and condensing water particles to shape the bow itself in its entirety. Gandiva can be wielded in Hand or on either wrist of the user. The bow is white/semitransparent containing a corkscrew that protrudes out of the arrow shelf of the weapon. This serves as an accurate way to pinpoint attacks easily and negate any sway the user while wielding the bow. The bow can shoot arrows that are instantly created as the bow string is pulled back doing, S rank damage. The amount of arrows can increase to hit multiple targets but the power of the arrow divides between the arrow. Creating Additional/multiple arrows don’t count as an additional move per turn. The user is allowed to fire as many arrow as he/she wants at once as long as they all add up to S rank damage. The arrow(s) fired from this bow at an extremely fast pace, traveling at the speed of an arrow. The Bow itself can also be used as a source of Ice to quickly generate techniques in quick succession with the arrows fired. The Holy Longbow, Gandiva can be maintained as long as the user has enough chakra to pay the chakra cost. If destroyed, the Crossbowbow can be made again but can only be made a maximum of three times per battle.

Declined - No drawbacks? Also the delay of the arrows, you will devide the power of the arrows but the delay will be what kills the jutsu. I recommend making it A rank and just fire bolts that way, the restrictions will be less but the adaptability will be great.


Hyouton: Sento Servatius no Tatchi- Ice Release: Touch of Saint Servatius
Type: Supplementary/Defensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: N/A (60 if prolonged exposure)
Description: Touch of Saint Servatius is an Ice Release technique that mainly focuses on the freezing temperatures associated with Ice Release. The user focuses Hyuton Chakra into the air around the opponent, freezing water particles within the air to create a freezing mist, similar to Hiding in Frost technique. The ice rapidly cools down the opponent’s body to the point where their body is progressively cooled to subzero temperatures. The cold/freezing produced by the mists are so fierce that the opponent would not be able to move properly or feel their fingers, similar to the effects of Hypothermia. This reduction in motion would reduce the opponent’s base speed by half and make it extremely hard to perform adequate handseals. However, this only occurs over the course of 3 turns, with each turn lowering the base speed of the opponent by roughly 16% (One 3rd per turn until it adds up to 48~ 50%) If the ice covers the entire body of the opponent, they will receive 60 points of damage while being completely frozen which would result in the freezing of muscles etc.To reverse the effects of the freezing, the opponent must use a heat based technique (of equal rank or depending on elemental strengths and weaknesses) that generates enough full body heat to keep themselves warm. The affects the opponent sustains with this technique last 3 turns before they thaw out completely. This technique can be used a total of 3 times per battle, with a 3 turn cool down in between usages.

Declined - clashes with existing jutsu from other ice users and temperature release c.e
(Hyouton: Hijiri kurosubō, Gandiva) Ice Release: Holy Crossbow, Gandiva
Type: Supplementary/Defensive/Offensive
Rank: S-Rank
Range: Short(Creation) – Long (Reach)
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Holy Crossbow, Gandiva is a Crossbow created by the user made entirely of ice. The user can either generate the Bow from their body, existing sources of Ice such as other Ice techniques, or even materialize it out of thin air by freezing and condensing water particles to shape the bow itself in its entirety. Gandiva can be wielded in Hand or on either wrist of the user. The bow is white/semitransparent containing a corkscrew that protrudes out of the arrow shelf of the weapon. This serves as an accurate way to pinpoint attacks easily and negate any sway the user while wielding the bow. The bow can shoot arrows that are instantly created dealing S rank damage. The amount of arrows can increase to hit multiple targets but the power of the arrow divides between the arrow. Creating Additional/multiple arrows don’t count as an additional move per turn. The user is allowed to fire as many arrow as he/she wants at once as long as they all add up to S rank damage. The arrow(s) fired from this bow at an extremely fast pace, traveling at the speed of an arrow. The Bow itself can also be used as a source of Ice to quickly generate techniques in quick succession with the arrows fired. Once an arrow(s) are shot from this crossbow, it automatically reloads itself by materializing an ice bolt. Each barrage of arrows fired counts as one of the user's moves per turn. The Holy Longbow, Gandiva can be maintained as long as the user has enough chakra to pay the chakra cost. If destroyed, the Crossbowcan be made again but can only be made a maximum of three times per battle. While Gandiva is active, the user can only use water, wind, ice and other non elemental field such as Advanced Ninjutsu etc.

‡ Approved ‡
 
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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✦
Notice: Removed the part that said I could turn other items into smoke besides my own.

(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.
Note: Can only be used by smoke bios.

‡ Approved ‡ Nice technique.

(Chakra Kono no Jutsu) - Chakra Core Technique
Type:
Supplementary
Rank: A-class
Range: Mid-Long
Chakra Cost: N/a ( -X, 1/2 Equal to or up to an A-rank jutsu being used with it)
Damage Points: N/a ( -5 to Jutsu used )
Description: Condensing his chakra into his palms, the user then releases the 12 inch in height and length chakra ball/core that floats into a distance, either through a jutsu or respectively on it's own. Acting as the user's will (a medium) to further control and manipulate a jutsu of their choice from afar, it stays within Mid-range to long range at most times.

‡ Declined ‡ What in the...DNR.
 
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Venom

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Blackbeard
Type: Supplementary | Defensive
Rank: S
Range: Short
Chakra: 40 (-5 Per turn)
Damage: N/A
Description: Blackbeard is a Humanoid puppet crafted and created by Karna using his Puppetry and Fuuinjutsu knowledge. Blackbeard is capable of being summon short range of the user by performing 3 handseals and clapping of one's hand or he can be summon from a scroll. Blackbeard stands at 6ft with a large belly/chest compartment that is capable of opening on the slightest whim by Blackbeard himself. He is forged out of a special type of non-flammable wood and frame being made out of a non-conductable metal, while being able to run at the same speeds as the user to keep up. Inside the belly compartment lies several Fuuinjutsu seals that lay dormant for several different supplementary/defensive purposes. The main purpose of these seals are to absorb and capture techniques, and store them inside a pocket dimension. The seals follows the same absorbing principle of the cannon Fuuinjutsu technique; "(Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" but unlike its cannon counter part, Blackbeard's absorbing powers isn't limited to only basic 5 elements. What makes Blackbeard so special is the fact that he is also capable of pulling in and absorbing KG/CE that is created using a combination of the basic 5. Unfortunately a downfall of this puppet is the fact that he isn't able to absorb energy (Keigoku, Kiyoshi, Natural energy etc) due to makeup of those techniques. Upon opening the belly/chest compartment a thick dark smoke spreads outwards engulfing the enemy technique and simply breaking it down to adequate size as it is being drawn in. Blackbeard does this passively and on his own but it counts towards the user's move limit per turn and Blackbeard is only capable of absorbing one technique a turn. The second ability is that Blackbeard is capable of being use as a Kai or body surge to break the user free of genjutsu upon contact passively, but once again this counts as a move per turn from the user's count. Blackbeard is capable of doing this due to puppets being immune to genjutsu. There is a Kanji written on both palm of Blackbeard with the word "Kai" and that is what he places on the person he is breaking free of the gen. He is only capable of breaking genjutsu up to his rank. The final ability of Blackbeard, like most of Karna's creation is the fact that Karna is capable of using Blackbeard like an armor. Karna can basically merge with Blackbeard in a sense when wearing him. Taking on and using his special abilities as if its his own but following the same restrictions as Blackbeard had himself. When it comes to the absorbing of techniques, Karna opens the chest/belly compartment of his armor revealing the Kanji enscribe on the inner side of the armor before releasing the thick dark smoke to absorb a technique. When using the Kai breaker of Blackbeard Karna bends his middle finger inwards to touch the Kai seal in either palm to inject a surge of chakra in his chakra system. Karna is capable wearing Blackbeard as long as his chakra allows it. Unfortunately in wearing Blackbeard it would cost double the amount of chakra normally having him on the field. So it would cost -10 chakra per turn to wear him. Alternatively instead of summoning Blackbeard on his own, the user is capable of auto summoning him as an armor using the same summoning procedures as describe above.

Notes:
-The absorbing ability cost the same amount of chakra as the opposing technique. So to absorb a B rank technique, Blackbeard will siphon -20 chakra from the summoner to use the absorption.
-The genjutsu breaker ability costs the same amount of chakra as the genjutsu +10 more to surge and break the genjutsu completely. So to break a B rank genjutsu, Blackbeard will siphon -30 chakra from the summoner to use Kai.
-Although both abilities may be use passively at times by Blackbeard, they still count as a move from the user's total per turn.
-Although Blackbeard is a pure defensive type puppet, his body is really weak compared to other puppets in Karna's arsenal. His body is easily destroyed by an A rank technique or B rank elemental one.
-Can only be used by a Otsutsuki Clan bio and must know Fuuinjutsu.
-Can only be taught by Venom


Declined: its main mechanism seems to be functionally akin to Meiton absorption, albeit with little to no limit.

 
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Priest

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Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.
The seal is applied to each and every metallic tools/object/weapons the user has which must be posted at the begining of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion.
Note: Would not apply to weapons created by the weapon clone jutsu.

Approved made edits
Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object or permeate through them. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.
The seal is applied to each and every metallic tools/object/weapons the user has which must be posted at the beginning of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion if elemental, S-rank for non elemental. A unique aspect of this seal is that once the seal has been used up, it vanishes while shedding what it has sealed but now as a protective barrier over the said object or tools. For example, say the seal sealed an elemental chakra meant to infused an object, the seal become used up but it would release what it has sealed while coating it around the object without it affecting the object but as a protective barrier taking the rank of the chakra sealed.
Note: Would not apply to weapons created by the weapon clone jutsu.

Declined - keep the original


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 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.


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?
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 to allies, they are able to trace and find the user. This is because there is a sealing script with an arrow inscription on the paper and the arrow is always pointing to the direction of the user's chakra thus moving like a compass arrow towards the direction of the user. This can be used 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.


Note: Only 3 can remain active at one time

Approved - made edits

Hijirigen: Heisei - Holy Illusion: Ataraxia
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
An antithesis of illusion that causes pain, mind torture and disorder. With a twist, the user would channel chakra into the brain and cast an illusion on his opponent or himself, virtually removing the reality of pain 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 of 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.
Requires body contact with the target or the Tiger handseal to cast up to mid-range.
3x per battle
No other genjutsu can be layered on the genjutsu while active
2 turns inbetween usage

Declined - from what i understand you're just controlling pain levels through an illusion which has been done before, it needs to be more unique.


Raiton: Rūtochāji - Lightning Style: Root Charge
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
The user creates an invisible aura of lightning chakra around him. This aura is dormant though, being a separate essence that sticks to the surface of the user's skin and would not disturb the user from molding his chakra for other techniques like normal. The work of the aura however, is to build up electric charges from the root. Meaning in the frame of two turns, the aura attracts static charges from the immediate air/surrounding IF the user is moving his body even if only moving an arm during the course of the two turns. At the beginning of the third turn the, aura would be saturated and charged thus the user is now surrounded by a translucent aura of electric charge with a yellow hue. The aura does not offer any defensive ability not would it react with any matter whatsoever, but its work manifests whenever the user molds chakra for lightning technique. At this time, the part of the aura is passively drawn and absorbed into the chakra network allowing the static charge to increase the volume of the lightning chakra being kneaded. This would inturn make the lightning technique be released with much more vigor than normal, having a +20 damage. The aura can be absorbed 3 times before it is used up completely
Usable 2x per battle, 3x for Lightning Specialists
No Lightning technique above A-rank can be used the next turn this technique is used up

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

You must be registered for see images




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

Essentially changed everything you said. But to say specifics altered the height and width of summon and altered the abilities of the summon.

(Kuchiyose No Jutsu: Alastor) Summoning Technique: Alastor
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Alastor is a large mole standing at 1 meter in height with a body width of 30cm(1ft). He has a very muscular build and is always wearing his shoulder armor capable of deflecting thrown objects all while leaving him unharmed. Due to his build/physique he is able to withstand attacks up to B-rank without taking damage. He has sharp claws making digging easier but they can also be used to cut objects in half provided they are of C-rank or lower without any strain on his body (counts as a move if cutting through ranked objects, and must be within reason). Unlike most moles he prefers to use his tough body to fight and as such was never trained to use Doton. He instead opted for taijutsu training instead and mastered this instead giving him access to S-rank taijutsu as being a master of taijutsu he is nearly at Rock Lee's speed making him difficult to track but not impossible to non-dojutsu users. He can still utilize mole arts along with his taijutsu specialty.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Must have signed the Mole Contract to use
- Can only be used once per battle
- Lasts for fours turns before the vanishing
- Every technique this summon uses counts towards one of the three allowed per turn
- Can speak English and act independently should he need to

You must be registered for see images

Approved: added the bit in parentheses for clarity.


(Kuchiyose: Supiningudoriru kajō kaki) – Summoning: Spinning Drill Bullets
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 [40 per shot]
Description: The user will focus chakra into their hands before biting their thumb to draw blood, to perform the summoning, to swipe across their tattoo or simply clap their hands together after drawing blood. After this is done this will summon two 1ft tall moles covered in chakra metal claws and armor, one for each hand, afterwards the user will throw the moles at the target as they rotate and track the desired object. These moles armor and claws can be imbued with a desired chakra nature of the user, this will give the moles the ability to take on the effects, strengths, and weaknesses of said element. These moles have the ability to alter direction only slightly no more then a small adjustment when flung towards target(s).

Futon Imbued
This will give the moles a coating of futon chakra creating a mini whirlwind as they rotate towards their target(s) this will upgrade their speed slightly and cutting power giving them the ability to cut through most objects in the way.

Katon Imbued
This will give the moles the appearance of a fireball as they fly towards their target(s) this will simply give them the ability to burn through anything in their way as well as set it on fire.

Suiton Imbued
This will coat the moles in spheres of water as they rotate it will morph due to the rotation into the appearance of a large (1 meter large) shurken that will harden just before impact cutting/digging into anything it comes in contact with. The sphere naturally has a air pocket inside for the mole to breathe.

Doton Imbued
This will coat the moles in spheres of rock that protect them as they rotate towards their target, upon impact the spheres will shatter apart sending out deadly sharp shrapnel. Although the shrapnel is without a rank it can still kill the same way a kunia or sword can.

Raiton Imbued
This will coat the moles in a aura of lightning, this aura will give them the appearance similar to that of a shooting star. This aura simply shocks and numbs the target(s) as their sharp armor and claws dig into the target(s).
Notes/Restrictions:
- Can only be taught by Sonnelion
- Must have signed the Mole Contract
- Each mole has a individual rank of A when imbued
- Can only use 1 element a turn with two turn breaks between elements
- Can only be used 3 times
- Cannot repeat elemental usage


Pending: are these moles dispelled at the end of the turn or what, precisely? Send me a PM.




(Suiton: Kanketsusen No Chikara) Water Style: Geyser Force
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/a [+20 to taijutsu][+15 to projectiles]
Description: The user will before focusing chakra into the desired area this will cause a amount of water to accumulate around said area in the form of a small orb of water no bigger than 6 inches. Upon the orb being completed the user will trigger the orb, using chakra manipulation, causing the orb to explode like a geyser causing whatever is infront to be blasted forwards with a sudden burst of speed. The direction of the explosion direction can be altered to allow the user or projectiles to change direction. This can be used in different ways such as speeding up a slow doton technique, launching the unsuspecting opponent into the sky tumbling, or even to launch the user out of the way of a incoming technique.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Requires 1 turn breaks between uses
- Can be attached to normal thrown object or solid ninjutsu within reason
- Creates it's own water source

Declined - clashes with a multitude of existing things
 
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Korra.

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(Sunēkuātsu: Sunēkusukēru no Jutsu) Snake Arts: Snake Scales Technique
Type: Offensive/Defensive/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user channels chakra and summons scales from Manda and forms them into small pillars of Manda Scales, small tools, and small shields of Manda Scales. These scales tools are as dense and tough as Manda's actual scales being able to break through normal ninja tools.
Note: Usable only by Snake users
Note: Must be taught by Korra


Pending: it's similar to [ ]—you'll need to have a concept predating the link or get permission from Shady to resubmit.


(Hebi Senpo: Shiro Sunēkuseiji no Yuka) - Snake Sage Arts: Floor of the White Snake Sage
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will do the Snake Hand sign and either slam their hand or foot on the ground. The user will create a layer of scales from the White Snake Sage a few inches underneath the ground making it unseen able to the naked eye.. The scale floor will than gather natural chakra throughout the entire time scales are out. The user is able to draw the natural chakra from the floor to either enter Sage Mode or prolong it. The layer can also absorb chakra from jutsus that use the ground as a medium up to A rank and transform it into more senchakra for the user. If the user stops making contact from the ground they have 1 full turn to reestablish connect or else the scales will break apart and turn into earth since they need to be connected to the user to channel the chakra they gather to someone. The Scales have a hard defense being scales from the White Snake Sage and are unaffected by A rank and below jutsus. They are able to take up to 1 S rank jutsu but than break completely right after. The scale floor stays on the field to either the user ends it or they are destroyed.
Note: Must be a Snake User
Note: Must be taught by Korra
Note: Usable 3 times a match

Declined - you're pushing the scales of the white snake too far here. That and i feel it's beyond the scales to absorb jutsu in the ground. Plus methods like this to prolong SSM have been tried before.


(Hebi Kuchiyose: Serperior) - Snake Summoning: Serperior
Rank: S rank
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Serperior is a personal snake of Korra's from the Ryūchi Cave. Serperior is snake that is 3.3 m long. Serperior is a small snake that is sued for a special purpose. Serperior is a snake thats snake senses is better than any snake. He can sense/track people through smell, being able to distinguish light from dark to keen eyesight, infrared-sensitive receptors in deep grooves on the snout, which allow them to "see" the radiated heat of warm-blooded prey mammals, and having contact with the ground is very sensitive to vibration; thus, the snake can sense other animals approaching by detecting faint vibrations in the air and on the ground. Serperior senses are maxed out being able to detect people throughout long range in a battle and 1 landmark away in the NW. Serperior also uses senchakra to be able to use his special jutsu called Leaf Storm. Serperior uses his senchakra he manipulates grass, leaves and any plants throughout the battlefield. He than uses his chakra to cause the grass to turn dense and as hard as steel and than have the grass go at opponents from multiple directions and angels making it hard to defend from and dealing cuts and blunt damage. Serperior can also merge with the user so he can be attached to the user giving him directions of where opponents can be. When merge tho he cannot give the user senchakra for Sage Mode as this jutsu a way to stay close to the user.
Note: Has to be taught by Korra
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract

Declined - Super senses is a push but i'll allow it. Using leaves clashes with konoha jutsu and grass is part of plan release cjs i believe and that is beyond the limits of sage mode users to control forms of nature like so.
Note: Using Leaf Storm counts as a move and can only be used 3 times a match
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Leaving for NK/Pervy, since senjutsu isn't my forte.

 
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ᴍᴏᴏғʏ

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

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

Aquatic Touch permission -

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

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

Declined - keep the original. It is applied to belongings in the original concept, not your body, you're basically giving the cj a whole other atridubte. Keep the original.

(Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A (+1 Defensive Rank)
Description: An activation type technique that can be utilized before or after the release of a water-style technique. The user will gesture the Tiger hand seal or include it in the row of hand seals required for said water style technique. He will then compress the technique, making it seem almost solid and crystalline in nature, giving it a more blunt-force type of attribute. Due to the compression, the additional chakra utilized to perform the change, will also evaluate the volume of the water so that the technique in question does not reduce in size as it 'crystalizes'. Another alternative to the activation method is to compress the outer layer of the water technique in question whilst leaving the insides intact. With a mental command the user can further shape manipulate the crystalline layer of the technique converted in order to release jagged spikes or pillars that extend up to short range of the technique. The jagged spikes/pillars would be filled with the liquid of the water, depending on how the activation was utilized. The Crystalline layer will increase the technique's overall defensive capabilities allowing it to combat against stronger techniques than originally expected.

⋩ Crystalline manipulation is equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated by the user.
⋩ The Defensive Rank boost only works up to and including A-Rank techniques.
⋩ Cannot be used on mist-based techniques

‡ Update Approved ‡
(Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A (+1 Defensive Rank or +20 Defensive Points)
Description: An activation type technique that can be utilized before or after the release of a water-style technique. The user will gesture the Tiger hand seal or include it in the row of hand seals required for said water style technique. He will then compress the technique, making it seem almost solid and crystalline in nature, giving it a more blunt-force type of attribute. Due to the compression, the additional chakra utilized to perform the change, will also evaluate the volume of the water so that the technique in question does not reduce in size as it 'crystalizes'. Another alternative to the activation method is to compress the outer layer of the water technique in question whilst leaving the insides intact. With a mental command the user can further shape manipulate the crystalline layer of the technique converted in order to release jagged spikes or pillars that extend up to short range of the technique. The jagged spikes/pillars would be filled with the liquid of the water, depending on how the activation was utilized. The Crystalline layer will increase the technique's overall defensive capabilities allowing it to combat against stronger techniques than originally expected. If used prior to the release of the technique being affected, the utilization of both will share the same-timeframe.

⋩ Crystalline manipulation is equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated by the user.
⋩ The Defensive Rank boost only works up to and including A-Rank techniques.
⋩ Defensive Points can be applied to S-Ranks three times per battle.
⋩ Defensive Points can be applied to a Forbidden Rank once.

⋩ Cannot be used on mist-based techniques

‡ Approved ‡

Leaving for NK

Link to Archive Thread

(Suiton: Hozuki's Baku Taijutsu) - Water Release: Hozuki's Explosive Body Technique
Rank: B-A
Type: Defensive/Offensive
Range: Short - Mid (Propel)
Chakra cost: 20-30
Damage points: 40-60
Description: Through the usage of this technique, the user will momentarily enter a hydrified state or manipulate his already activated state. By taking the concept used in the Hozuki Bullet Technique, the user will release blasts of water from limbs or joints/body parts, augmenting not only striking speed, but also strength. For example, the user can release blasts of water from his elbows, increasing the overall potential of punches. Or even release blasts from the soles of the feet, boosting thrust momentum to that of two times the user's base speed or slower. Before or upon physical contact, the user can release another blast from his striking limb, allowing him to deliver great blunt damage. In order to protect themselves the user can materialize a crystalline layer of water in front of the striking limb(s) in order to deal a more convenient strike. Not only is the user limited to increasing their thrust momentum on the ground, but also in mid air. This is done by materializing a platform of crystalline water that is left in suspended animation in order to use as a stepping stone to blast off of. The method of transportation does not, by any means offer a sustained increase in speed, simply a blitzing thrust in momentum from one place to the other.

⋩ A-Rank can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ Can be combined with Water Techniques along with non-elemental abilities.

Declined - the jets to double your speed is too much, reduce that. Also releasing two bursts would class as two uses. Though you should probably rework it, to get more uses out of it, for example make A rank only 3 times per battle but say B rank can be 4 times, 7 uses in total but reduces the power. Then throw in only water element in the same turn note.
 
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(Kuchiyose No Jutsu: Kyodaina kaibutsu) - Summoning technique: Jormugandr
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: In Norse mythology, Jörmungandr, meaning "huge monster"), often written as Jormungand, or Jörmungand and also known as the Midgard Serpent, or World Serpent, is a sea serpent, the middle child of the giantess Angrboða and Loki. According to the Prose Edda, Odin took Loki's three children by Angrboða—the wolf Fenrir, Hel, and Jörmungandr—and tossed Jörmungandr into the great ocean that encircles Midgard. The serpent grew so large that it was able to surround the earth and grasp its own tail. As a result, it received the name of the Midgard Serpent or World Serpent. When it releases its tail, Ragnarök will begin. Jörmungandr's arch-enemy is the thunder-god, Thor. It is an example of an ouroboros. Mythology aside this Jormungandr is a unique denizen of the Ryuchi cave, a powerful and enormous snake discovered by Orochimaru it is rumoured that this snake is the one Orochimaru used for inspiration with his true form. For it's entire body is made of smaller snakes, with black scales and yellow eyes. The Jormungandr being a sea serpent traditionally is most at home in watery or muddy enviroments. Being able to freely travel in water and swamp conditions even faster than it can on land. Being 1.5x faster than it's summoner when travelling in these conditions. The summoning can use A rank earth and water techniques that the user knows and has a unique ability all of it's own. Being able to split it's form in to countless smaller snakes it allows the creature to manouver in unique ways and reform in to it's gigantic form at will. In it's primary full form the summoning rivals Manda in size and length having a powerful paralytic poison running through it's fangs that it's capable of injecting in to an opponent via a bite or spitting at opponents causing it to seep in to their body via an available orifice. The poison is capable of causing total paralysis for one turn, the turn following the attacks success.

Note: May only be summoned once per battle and lasts four turns once summoned.
Note: Using the snakes earth and water abilities count as a move, as does using it's poisonous bite or poisonous spit.
Note: May only be taught by Jhin


Declined: remove the Norse mythos (filler), limit the snake to one element, and pick between the last two abilities.


(Kusanagi: Urutimaburēdo) - Grass Mowing Sword: Ultima Blade
Type: Offense/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Using his sword of Kusanagi, Orochimaru developed a unique ability. Based on the blades from eight directions technique in which he summons eight replica's of the Kusanagi sword. This variant takes that principle and expands greatly on it. Performed by clapping his hands together this technique will cause the sword of Kusanagi to raise upwards in to the sky hovering above the battlefield. If used while interred in his body Orochimaru instead will be granted the ability to hover, but will be unable to land on the ground until the technique is cancelled or completed. Once this is done the sword will hover in the air releasing pules of chakra, with each pulse dozens of replica's of the sword or Kusanagi will appear in the air. Culminating after two turns during which the Kusanagi sword can't be used. After the two turns have passed hundreds of replica's will be hanging in the air almost on par in raw numbers with the shuriken shadow clone technique. At this point Orochimaru will be able to clap his hands once more, causing all the replica swords to descend at a targeted location hitting the ground with enough force to each cause fractures and cracks in the earth, enough to skewer opponents and pass through defences of A rank and below much like the original sword of Kusanagi. It should be noted that once all the swords are formed if they're not called down in two turns they will fall by themselves randomly all over the battlefield. Possibly even harming Orochimaru. The swords themselves are self sustaining and past the initial chakra cost of sending the Kusanagi skyborne they require no additional chakra to sustain. It should be noted that once the attack is completed the swords will vanish in the following turn.

Note: May only be used twice per battle. No S rank or above in the same turn as the initial forming of this jutsu.
Note: May only be used by an Orochimaru bio with his sword of Kusanagi.
Note: May only be taught by Jhin

Approved - Remember the cumilative power of this is S rank, not each sword is S rank.

(Futon: Banishingubōru) - Wind Release: Vanishing Ball
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This unique wind technique is based on the low visibility concepts of wind release. It does not function as a boosting technique instead it just augments the way a wind technique functions. Performed with a snap of the fingers following another wind technique this jutsu causes the wind used to become less visible, causing wind techniques to take on aspects like the blade of wind technique. Making it impossible for those without dojutsu or sensory to see the wind techniques. They can however feel the wind and hear it. It just greatly inhibits the visibility of the wind technique when travelling through the air. The effects of the wind technique will still be visible if slicing through another medium for example like mist or water, or anything more tangible than the wind itself. However it is incredibly useful for subterfuge and cutting an opponents reaction time, those with dojutsu and sensory can still easily see and feel the wind technique so it's not a perfect ability. It should be noted that those without sensory and dojutsu can still react provided they have sufficient reactions and reasoning for being able to detect the wind technique even while masked.

Note: May be used four times per battle
Note: Works better on small scale techniques, opponents will detect a tornado even with no visibility simply because it's easily felt at range.
Note: May only be taught by Jhin

Declined - it's REALLY OP, and someone tried something similar, either erzo or krypticc but did it in a similar way to boruto's rasengan
 
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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 one rank more damage than it normally would, and offensively it would give the construct one rank more damage points.For S rank that transaltes into +20. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate. This technique alters the fact that shadows don't normally have shadows of their own. This is accomplished through a variation on the Hiding With Camouflage techniue, in which not only the way light affects the shadow is altered, but also how physical shadow constructs react to light.
-Usable 3 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.


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

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


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

✦ 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. ✦
(Senpou/Kage: Megumi No Tezcatlipoca) - Sage/Shadow Arts: Bliss of Tezcatlipoca
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: Whilst in sage mode the user would use natural energy to empower techniques related to the Nara’s clan shadow manipulation. By imbuing the techniques with natural energy they naturally become stronger and more durable by one rank or +20 in case of S ranks and above. However, due to the different types of Nara clan techniques the natural energy works in different ways while still having the same general effect. When solid-like nara techniques are infused with natural energy the become suitable tools for carrying a unique trait of natural energy. Targets struck with said nara clan techniques would have to deal with natural energy entering their bodies, which would result in the opponent turning into stone. The rate of turning to stone depends on the rank of the techniques used. B rank techniques and below causing change to the area it touches in its initial turn, and in its second turn completely turning the targets to stone. C ranks require 3 turns, D rank ranks four, E ranks five. A ranks and above turn the targets to stone by the end of the initial turn.
When used with non-solid like techniques like the basic nara clan technique, the natural energy would be absorbed by the targets at a similar rate to the previously stated one, but the difference is that it always starts from the legs of the opponents and continues upwards. This is due to the point of absorption starting from the legs and moving up.
The natural energy that the opponent forcefully absorbs does not take away from the natural energy used in the technique. As in, it does not weaken the technique in any form. This is due to the manner the technique works. The natural energy that would be absorbed would come from the environment, building on the fact that natural energy exists everywhere. The technique can be used 4 times per battle with each usage lasting the duration of the technique it is used on. It takes a turn away from sage mode per usage. Each turn it is maintained 10 chakra points must be sacrificed.

Declined - adding sage chakra to a jutsu to give it a boost is a jutsu i own already i'm afraid. And forcing sage chakra into someones body has been done before also i'm afraid.

(Kage: Toukai No Fuzen) - Shadow Arts: Extirpation of Sin
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Due to the very nature of shadows they can exist/be inside any non-opaque construct. Using this fact the user can use his shadow to attack and destroy structures from the inside out. Depending on the user’s need two main ways of using the technique exist. In the first the user would expand his shadow inside the structure while solidifying it. Depending on what the user desires the shadow can completely break down the structures into nothingness, separate them, or simply render them useless. The second manner of usage is to manipulate the shadow to begin spreading inside and outside the structure. The shadow would intricately bind the structure and maintain its shape. However, the moment the shadow’s bind on the structure is stopped/interrupted, the previous structure would be rendered useless. This usage allows the user to take control of the constructs and move them as they desire. For example if used on a crystal fist technique the user would attack the target with the broken down crystals that are held together and surrounded by the users shadow. The beauty of this usage is that it adds more danger to the opponent, albeit in the form of a unranked freeform material depending on the technique used to counter. The technique is usable four times per battle. The second manner of usage can be maintained for a cost of 10 chakra points per turn.

Declined - it's a great idea, i imagine it to look like tree roots but made of solid shadows. But where do the shadows come from, how do you control it, what if an item is in the air as a projectile? Also forming in the middle of an object i just don't see happening in our rp.

(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/summons, 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 power of the defensive technique is basically split between those it is shared with.. The armours would last one turn less than the original technique. The technique can only be used 4 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.

Leaving for Lok/Nk

‡ Approved ‡ Nice work. Not sure I would have allowed this but LoK seems to be ok with it.
 
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Python

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(Katon: You do this) - Fire Release: Star Collapse
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This unique fire technique is based on the concept of compression, by adding an additional amount of chakra to a fire technique, the user will be able to compress it in to an incredibly dense ball like form no larger than a golf ball. This doesn't function as a boosting technique and instead merely alters the composition of the fire technique. This compression causes the fire to be solidified almost completely having the same density as a rock of the same size. However the technique is unstable for the most part and should it encounter any solid object above A rank it will explode outwards to it's original size with a blinding flash of light due to the incredibly high amount of fire being quickly released. The user can also release the chakra coating to cause the jutsu to expand once more at will. Essentially this allows fire jutsu to punch through small weak defenses B rank and below without losing any damage to the original technique or stopping prematurely by hitting a solid defense.
Note: May be used four times per battle
Note: Works better on small large scale techniques and can also work on an opponents fire jutsu provided they're A rank and below. Allowing them to be redirected in a direction of the users choosing using hand gestures
Note: May only be taught by Python

‡ Declined ‡ Similar to a technique Drackos has.
 
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Alternative

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(Jiton: Shinseina Majutsu-shi) — Magnetism Release: Unholy Magician
Type: Supplementary
Rank: D
Range: Short - Long
Chakra Cost: 10
Damage Points: N/A
Description: A basic technique in which the user infuses metallic weapons such as kunai, shuriken, swords etc. with their own Jiton chakra and control them with basic hand movements at a distance. While not a passive technique, this can be combined with other jutsu that use the same basis of weapons, such as those of the Manipulated Tools subset at the same time. It should be noted that this doesn't add damage to weapons, but rather allows the user complete control over them. People with a Jiton specialty can perform this technique without the necessary hand motions.

(Jiton: Sessei no Inori) — Magnetism Release: Prayer of Temperance
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 per turn)
Damage Points: N/A
Description: Prayer of Temperance is a sensory technique exclusive to those with access to Magnetism Release. The user will perform a single hand seal (Ram) and aggravate their nervous system with Jiton chakra, allowing them to access a form of sensory. This is a special kind that makes the user more receptible to magnetic sources. This includes but is not limited to anything metallic (weapons, armor etc.), minerals, the earth itself, any Earth and Lightning Release techniques, and any other elements that branch off from those (including KG/CE). Users can also sense any fluctuations of chakra in these elements as well. Any use of Lightning Release from the user will disrupt the magnetic sensing and prematurely end this jutsu.
Note: Last for five turns.

‡ Both Approved ‡ Awesome techniques man.
 
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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

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(Kuchiyose no Jutsu: Rayquaza)-Summoning jutsu: Rayquaza
Type: Summoning
Rank: S
Range: Short
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.

Note: Can only be summoned once per battle.
Note: Stays on the field for no more than 4 turns.
Note: Every ranked ability counts as a move.
Note: No wind jutsu the same turn as Rayqauzas wind jutsu and no wind jutsu from the user the next turn.
Note: Each turn Rayquaza is flying counts as a jutsu out of the users 3 per turn.


Approved~

 
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Summer

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

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

Resemblance staff:
While Gogoat has been summoned to the field he has a staff draped a crossed his back upon being summoned. This staff was a sage tool passed down to the Supreme goat master. It grants the holder the ability to use any lightning jutsu up to A rank without the need of handsigns. This is achieved through a special lightning medium that has been I’m bedded with chakra metal into the staff. Gogoat having a lightning specialty and using a lightning specific weapon it will give the user a +10 boost to all lightning jutsu A rank and below. Gogoat not being able to make handsigns will rely on the staff to utilize most of the canon lightning jutsu.

Restrictions:
-Can only use resemblance staff once per turn.
- Cannot use above S rank lightning while wielding the staff.
- can only be summoned once per battle.
- remains on the field for 5 turns unless otherwise expelled.
- must have signed the Goat contract to learn.



Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description:
Cobalion is a quadrupedal that possesses traits of stags and goats. It is covered in aqua blue fur, and has jagged yellow horns similar in shape to thunderbolts. Its snout is a lighter shade of blue than the rest of its fur, and there a black blaze running from its nose to the back of its head. On its long neck and hind legs, there are small gray spots. It has a white tuft of fur under its neck, resembling a cravat. On its shoulder blades are yellow protrusions that resemble fins. Its tail resembles these protrusions, albeit in the same color as its snout. Cobalion's legs have black bands with lighter fur underneath and large black hooves. Cobalion has a composed demeanor, but dislikes humans that are not associated with him.


Sword of Justice
Cobalions capable of utilizing multiple different chakra nature’s and forming that nature into a giant blade on its forehead. The chakra construct will be any of these two elements and will work similar to a chakra scalpel. It’s reach is that of 6 feet in length and a nice thick blade width as well for cutting through attacks. This form is only usable once per turn and requires a turn cooldown between usages.
Water= water slicer blade
Wind= invisible whistling blade


Olympian Harden

This is a form of defensive capabilities for cobalion. He focuses his chakra to allow himself to harden his body without limiting his agility and movements. He is still capable of reaching speeds that of a shinobi without leg weights. This is because of the strenuous climbing that goats put there legs through and the constant jumping up and down cliff sides. The hardening attribute is capable of defending against B rank blunt force trauma and up to C rank energy blasts without taking serious damage. This is achieved the same way as earth style hardening.

White walker

Cobalion is capable of using water from his hooves and flooding a battlefield in near seconds without causing crashing waves or damage of such. The water just gradually fills a barrier like radius of up to long range around the summon. It works like that of water filling a fish tank up to 3 feet water

Restrictions:
- Can only use blade of justice three times Acquires a one turn cooldown between uses.
- Olympian Harden is useable twice per turn
- White walkers is useable twice per battle.
- Whistling wind blade will be invisible to the naked eye but can be heard.
- Must sign goat contract to summon.


Declined: the goat needs a turn limit and "Sword of Justice" needs a rank.



Permission:

Contract approved here:




Used the same name as I like the name the jutsu is a completely different concept.

Fuinjutsu Yurai Furo- / Sealing arts Source Flow
Type: Supplementary
Rank: B rank
Range: short-mid
Chakra: 20
Damage:
Description:
This jutsu requires the user to place a tag on there weapon with the Kanji for Soft on the tag. The weapon upon being stuck into the ground either blade end or hilt end of a weapon. This will activate the tag on the weapon erecting a barrier. The barrier has no significant properties to it besides the fact that once it touches the earth our any earth it turns that earth into mud up to 10 feet deep in the ground. It has the ability to turn incoming projectile attacks that cross the barrier into mud as well . Should the user send mud type earth attacks at the barrier, then the barrier will simply make the earth attacks less powerful by 1 full rank. The barrier will remain active for two turns once it is activated and will spread up to short range 5 meter radius around the bladed/hilt of the weapon.

Restirctions:
- Can be place onto any weapon that is bladed or has a hilt.
- Cannot be used for 1 full turn after usage.
- Cannot use any Fuinjutsu above A rank in the same turn
- Can only be used 4 times per battle.
- Can only be taught by Juha

You're up Pekoms
Bolded the changes

Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Cobalion is a quadrupedal that possesses traits of stags and goats. It is covered in aqua blue fur, and has jagged yellow horns similar in shape to thunderbolts. Its snout is a lighter shade of blue than the rest of its fur, and there a black blaze running from its nose to the back of its head. On its long neck and hind legs, there are small gray spots. It has a white tuft of fur under its neck, resembling a cravat. On its shoulder blades are yellow protrusions that resemble fins. Its tail resembles these protrusions, albeit in the same color as its snout. Cobalion's legs have black bands with lighter fur underneath and large black hooves. Cobalion has a composed demeanor, but dislikes humans that are not associated with him.


Sword of Justice

Cobalions capable of utilizing the water chakra nature and forming that nature into a giant blade on its forehead. The chakra construct will be this element and will work similar to a chakra scalpel. It’s reach is that of 6 feet in length and a nice thick blade width as well for cutting through attacks. This form is only usable once per turn. Water= water slicer blade

Olympian Harden

This is a form of defensive capabilities for cobalion. He focuses his chakra to allow himself to harden his body without limiting his agility and movements. This is because of the strenuous climbing that goats put there legs through and the constant jumping up and down cliff sides. The hardening attribute is capable of defending against B rank blunt force trauma and up to C-rank energy blasts without taking serious damage. His speed is twice that of basic Kage rank.
White walker

Cobalion is capable of using water from his hooves and flooding a battlefield in near seconds without causing crashing waves or damage of such. The water just gradually fills a barrier like radius of up to long-range around the summon. It works like that of water filling a fish tank up to 3 feet water.

Restrictions:
- Each ability usage counts as a move.
- Can only use Sword of Justice three times.
- Sword of Justice is A-rank in strength
- Olympian Harden is useable twice per battle.
- White walkers is useable once per battle.
- Summon remains on the field for four turns.
- Must sign goat contract to summon.


Approved: removed the wind element, but also removed some restrictions.


New submissions used previous names with new concepts

Fuinjutsu kabarejji/Sealing arts Deprivation
Type: Supplementary
Rank: A rank
Range: Short range
Chakra: 30
Damage:Na
Description: This jutsu requires the user to first use the jutsu swamp of the underworld. Once that jutsu has been used by either the user or enemy the user of this jutsu places a sealing tag onto the ground. This forms a barrier up from the swamp which has mud like properties. This means that the barrier has the ability to make jutsu released inside the barrier slower and sluggish. Everything will move at a slow pace like being stuck in mud. The barrier will however not effect lightning as that is earth’s natural weakness. The barrier can slow any jutsu down to the base speed of a shinobi and or slower depending on the shinobi’s rank. The barrier uses the swamp as a basis catalyst for the size of the barrier. Dependant on how big the swamp is the barrier will retain the same size in proportion.

Note:
+Can only be used twice per bbattle
+Barrier remains active for 2 turns.
+Cannot have any other barrier in usage at the same time.
+can only be taught by Juha

‡ Declined ‡ You need to define how the barrier slows down techniques. You could potentially use Multiple Infinite Embraces to justify this, though if you use this method then of course it will have no effect on non-matter based techniques.


Fuinjutsu Youkyuu /sealing arts requisiton
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:+20 to main affinity
Description:
The user of this jutsu will apply a formula onto there body which will activate with 4 handsigns. The formula will glow the colors of a rainbow and will be easily seen by anyone in the vicinity. The sealing formula has a unique trait in that it seals off every element the user can use. The only exception being the users specialty element. Once the other elements have been fully suppressed the users main affinity is heightened and strengthened. The main affinity will be focused and and fully mediated within the users chakra system. This will let the user achieve a full singular nature which in turn will give the main affinity a +20 boost to that main affinity. During this time the user cannot use any element but the main affinity and Gen/Nin/Tai/Ken. This achievement will be accessible for 2 turns and then that elemental affinity cannot be used for 2 turns afterwards. The formula can be placed anywhere on the users body or weapon of choice to achieve the desired effect.
Notes:
+lasts for 2 turns
+Cannot use the main affinity for a 2 turn cooldown
+Cannot use any other affinity during the usage of this seal other then the main affinity.
+Cannot use any other Fuin seals while active except for seals that were place on the bio.
+can only be taught by juha

‡ Declined ‡ Similar to L's Dance with the Devil.
 
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Cursed Prince

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Bijutsu: Panjīgamu | Tailed Beast Skill: Pansy Gum
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A (40 DMG)
Description: Using the abilities of the red chakra cloak, this technique was developed by Sora to be used in closed combat quarters, although it as a technique available to any jinchuriki or psuedo-jinchuriki when using any mode that gives them the ability to use the chakra arm technique. When direct physical contact is made between the chakra cloak and a physical object a small chakra arm, roughly the size of a chakra thread made by a puppeteer, is created that grips the object/opponent. This "arm" has the ability to contract and extend itself at will, and it can be used to push or pull the opponent at will. It can be used directly on an opponent's skin, but can also be used to skillfully pull an opponent by their clothes. This gives the user an obvious advantage in close quarters combat. Despite it's size, it has the power of the chakra arm technique, and because of a bijuus' immense strength can move even large boulders with relative ease. When used in a psuedo-jinchuriki's final transformation or a jinchuriki's incomplete transformation, it gains the intense burning properties that can burn through an opponent's skin and flesh or even through solid rock , but not metal unless it is used by the 2, 4, 5, or 6 tailed beasts hosts
Note: Can only be used 3 times
Note: Can be sustained for 3 turns
Note: When used in a psuedo-jinchuriki's final transformation or a jinchuriki's incomplete transformation, it does 40 DMG and can cause intense burns that can burn through flesh as well as rock. If used by the 2, 4, 5, or 6 tails it can burn even through metal


Declined - A tiny arm that size of a string throwing bolders doesn't make sense. Until it's extended that is. But even then, what is different from this to when Naruto makes all his arms all the time? I'm just not seeing the uniqueness to approve this.


Soma no Ko: Kōdona karada sōsa: Tsubasai | Attack of the Twin Demons: Advanced Body Manipulation: Wings
Type: Offensive/Supplementary
Rank: B
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Soma No Kou user's are the only ones in the ninja world that are truly two organic beings inside of one. The dormant soma no ko user has the ability to break themselves down on a near-molecular level and reconstruct their body's to come out of any point of the dominant partner, no matter how impossible it may seem. To use this technique the dormant partner makes skin and bones from his body exit through the scapula, granting it's partner large, bat-like wings made of it's skin and bones. This allows them to fly by flapping their wings.
Note: Can only be used twice per battle
Note: Flight can be used for 4 turns
Note: Can only be used by a soma no ko bio, and the bio must not be seperated
Note: Soma No Ko techniques cannot be used the turn after this move is used


Gonna leave this here for NK. I mean i believe it way beyond SNK due to snk being able to release added limbs and their body parts, not just bend their entire being to suit a situation. But yeah, some one else may allow it, so any other mod can check this.
 
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Blackbeard
Type: Supplementary | Defensive
Rank: S
Range: Short
Chakra: 40 (-5 Per turn)
Damage: N/A
Description: Blackbeard is a Humanoid puppet crafted and created by Karna using his Puppetry and Fuuinjutsu knowledge. Blackbeard is capable of being summon short range of the user by performing 3 handseals and clapping of one's hand or he can be summon from a scroll. Blackbeard stands at 6ft with a large belly/chest compartment that is capable of opening on the slightest whim by Blackbeard himself. He is forged out of a special type of non-flammable wood and frame being made out of a non-conductable metal, while being able to run at the same speeds as the user to keep up. Inside the belly compartment lies several Fuuinjutsu seals that lay dormant for several different supplementary/defensive purposes. The main purpose of these seals are to absorb and capture techniques, and store them inside a pocket dimension. The seals follows the same absorbing principle of the cannon Fuuinjutsu technique; "(Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" but unlike its cannon counter part, Blackbeard's absorbing powers isn't limited to only basic 5 elements. What makes Blackbeard so special is the fact that he is also capable of pulling in and absorbing KG/CE that is created using a combination of the basic 5. Unfortunately a downfall of this puppet is the fact that he isn't able to absorb energy (Keigoku, Kiyoshi, Natural energy etc) due to makeup of those techniques. Upon opening the belly/chest compartment a thick dark smoke spreads outwards engulfing the enemy technique and simply breaking it down to adequate size as it is being drawn in. Blackbeard does this passively and on his own but it counts towards the user's move limit per turn and Blackbeard is only capable of absorbing one technique a turn. The second ability is that Blackbeard is capable of being use as a Kai or body surge to break the user free of genjutsu upon contact passively, but once again this counts as a move per turn from the user's count. Blackbeard is capable of doing this due to puppets being immune to genjutsu. There is a Kanji written on both palm of Blackbeard with the word "Kai" and that is what he places on the person he is breaking free of the gen. He is only capable of breaking genjutsu up to his rank. The final ability of Blackbeard, like most of Karna's creation is the fact that Karna is capable of using Blackbeard like an armor. Karna can basically merge with Blackbeard in a sense when wearing him. Taking on and using his special abilities as if its his own but following the same restrictions as Blackbeard had himself. When it comes to the absorbing of techniques, Karna opens the chest/belly compartment of his armor revealing the Kanji enscribe on the inner side of the armor before releasing the thick dark smoke to absorb a technique. When using the Kai breaker of Blackbeard Karna bends his middle finger inwards to touch the Kai seal in either palm to inject a surge of chakra in his chakra system. Karna is capable wearing Blackbeard as long as his chakra allows it. Unfortunately in wearing Blackbeard it would cost double the amount of chakra normally having him on the field. So it would cost -10 chakra per turn to wear him. Alternatively instead of summoning Blackbeard on his own, the user is capable of auto summoning him as an armor using the same summoning procedures as describe above.

Notes:
-The absorbing ability cost the same amount of chakra as the opposing technique. So to absorb a B rank technique, Blackbeard will siphon -20 chakra from the summoner to use the absorption.
-The genjutsu breaker ability costs the same amount of chakra as the genjutsu +10 more to surge and break the genjutsu completely. So to break a B rank genjutsu, Blackbeard will siphon -30 chakra from the summoner to use Kai.
-Although both abilities may be use passively at times by Blackbeard, they still count as a move from the user's total per turn.
-Although Blackbeard is a pure defensive type puppet, his body is really weak compared to other puppets in Karna's arsenal. His body is easily destroyed by an A rank technique or B rank elemental one.
-Can only be used by a Otsutsuki Clan bio and must know Fuuinjutsu.
-Can only be taught by Venom


Declined: its main mechanism seems to be functionally akin to Meiton absorption, albeit with little to no limit.


Blackbeard
Type: Supplementary | Defensive
Rank: S
Range: Short
Chakra: 40 (-5 Per turn)
Damage: N/A
Description: Blackbeard is a Humanoid puppet crafted and created by Karna using his Puppetry and Fuuinjutsu knowledge. Blackbeard is capable of being summon short range of the user by performing 3 handseals and clapping of one's hand or he can be summon from a scroll. Blackbeard stands at 6ft with a large belly/chest compartment that is capable of opening on the slightest whim by Blackbeard himself. He is forged out of a special type of non-flammable wood and frame being made out of a non-conductable metal, while being able to run at the same speeds as the user to keep up. Inside the belly compartment lies several Fuuinjutsu seals that lay dormant for several different supplementary/defensive purposes. The main purpose of these seals are to absorb and capture techniques, and store them inside a pocket dimension. The seals follows the same absorbing principle of the cannon Fuuinjutsu technique; "(Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" but unlike its cannon counter part, Blackbeard's absorbing powers isn't limited to only basic 5 elements. What makes Blackbeard so special is the fact that he is also capable of pulling in and absorbing KG/CE that is created using a combination of the basic 5. Unfortunately a downfall of this puppet is the fact that he isn't able to absorb energy (Keigoku, Kiyoshi, Natural energy etc) due to makeup of those techniques. Upon opening the belly/chest compartment a thick dark smoke spreads outwards engulfing the enemy technique and simply breaking it down to adequate size as it is being drawn in. Blackbeard does this passively and on his own but it counts towards the user's move limit per turn and Blackbeard is only capable of absorbing one technique a turn. The second ability is that Blackbeard is capable of being use as a Kai or body surge to break the user free of genjutsu upon contact passively, but once again this counts as a move per turn from the user's count. Blackbeard is capable of doing this due to puppets being immune to genjutsu. There is a Kanji written on both palm of Blackbeard with the word "Kai" and that is what he places on the person he is breaking free of the gen. He is only capable of breaking genjutsu up to his rank. The final ability of Blackbeard, like most of Karna's creation is the fact that Karna is capable of using Blackbeard like an armor. Karna can basically merge with Blackbeard in a sense when wearing him. Taking on and using his special abilities as if its his own but following the same restrictions as Blackbeard had himself. When it comes to the absorbing of techniques, Karna activates the Kanji enscribe on the armor before releasing the thick dark smoke to absorb a technique. When using the Kai breaker of Blackbeard, Karna injects a surge of chakra in his chakra system from either seal on his palm. Karna is capable wearing Blackbeard as long as his chakra allows it. Unfortunately in wearing Blackbeard it would cost double the amount of chakra normally having him on the field. So it would cost -10 chakra per turn to wear him. Alternatively instead of summoning Blackbeard on his own, the user is capable of auto summoning him as an armor using the same summoning procedures as describe above. Unfortunately the absorption ability of Blackbeard may only be used once every two turns, whether its being used by Blackbeard independently or as an armor. Unlike its cannon counterpart seal that can be used limitless amount of times.

Notes:
-The absorbing ability cost the same amount of chakra as the opposing technique. So to absorb a B rank technique, Blackbeard will siphon -20 chakra from the summoner to use the absorption.
-The genjutsu breaker ability costs the same amount of chakra as the genjutsu +10 more to surge and break the genjutsu completely. So to break a B rank genjutsu, Blackbeard will siphon -30 chakra from the summoner to use Kai.
-Although both abilities may be use passively at times by Blackbeard, they still count as a move from the user's total per turn.
-Although Blackbeard is a pure defensive type puppet, his body is really weak compared to other puppets in Karna's arsenal. His body is easily destroyed by an A rank technique or B rank elemental one.
-Can only be used by a Otsutsuki Clan bio and must know Fuuinjutsu.
-Can only be taught by Venom


Declined: it's not a new cycle.​

 
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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.
Removed the line

(Meiton: Hiboshi Jisshitsu) – Dark Release: Devouring Essence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra Cost: N/A (+20 chakra to the infused technique)
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 the following way. The amount of chakra they absorb will double as they're augmented by the dark chakra. 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. This technique cannot be stacked with other jutsu which enhance fuuinjutsu techniques and can only affect one opponent at a time (does not include clones or summons).

♪ Approved ♪

(Meiton: Kuro Rengoku) - Dark Release: The Black Cauldron
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will focus their chakra into one of their dark marks to release a violet hemispherical dome. This orb of dark chakra can expand in a single direction or in every direction from the point of release. Either way, it can only span a mid-range radius at the very most. The chakra will exhibit the characteristic absorption traits of Meiton and thus will drain anyone (barring the user) of 100 chakra upon coming into contact with them. This chakra drain is exacerbated due to the dome's intangiblity and so it will phase through the opponent upon passing through them. If the opponent is caught and trapped within the dome, they will constantly lose a smaller portion of chakra per turn (20 chakra). The dome will also absorb any energy-based techniques used within short-range of it or inside of it (excluding the user's own) by drawing them into itself through the use of vortexes similar to those used in Inhaling Maw. This will enable it to absorb neutral techniques of the same rank and one rank above for abilities weak to Dark. At any point, the user can passively siphon any chakra or techniques absorbed by it into their dark mark by placing it in contact with the dome. Similar to Howl of the Wraith, the opponent can leave the dome by simply walking through it but this will drain them of 100 chakra once more.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses

♪ Declined: This is very over-powered, I would suggest reducing its duration to lasting for two turns max. Second of all, make it more 'tangible'; it can still absorb energy based techniques up to S rank, however, earth and other physical elements like water would be able to defend against this following elemental strengths/weaknesses. ♪

(Meiton: Shuukai no Mahoutsukai) - Dark Release: Coven of Witches
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (-5 chakra per turn)
Damage: N/A
Description: The user will focus their chakra into up to thirteen of their replica dark marks (any marks that aren't on their palms) and will leak a small quantity of meiton chakra from each of them. The violet chakra will surround the entity the mark is applied to (e.g. a kunai) in a sphere-like configuration before levitating it into the air. The orbs are covered in countless spiked protrusions along their body and will appear to shift and move, much like a pulsating heart. The layer of chakra will cover the entity it's coating entirely with the exception of where the dark mark is applied, so to facilitate the absorption and release of techniques from it. For convenience, these orbs will be known collectively as "the Coven". The Coven can be passively controlled through the use of mental commands and will be capable of lasting any given duration so long as the user uses chakra to sustain them. The marks contained with the orbs will be capable of absorbing and releasing techniques much like every other dark mark. This technique's utility stems from the fact that the user can guide the Coven to any position on the field and utilize Dark Release jutsu from those points. If the user so wishes, they can bind the Coven to their physical movements so that they move automatically and in tandem with their body.

♪ Approved: I like this, nice work. ♪
 
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Drackos

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(Bakuton: Daijin Kanryō) – Explosion Release: Minister’s Bureaucracy
Type: Supplementary
Rank: D – S
Range: Short – Long / N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A (+20)
Description: Minister’s Bureaucracy is an Explosion Release technique designed to infuse explosive tags with the user’s Bakuton chakra. This technique has two different applications – that of applied freeform explosive tags and that of ninjutsu based techniques which apply paper tags in order to inflict damage. In the case of freeform explosive tags the user is able to infuse a single, or multiple explosive tags, with their Bakuton chakra in order to increase the power of the explosion as well as their ability to manipulate the explosion. In the case of the increased power this technique will allow for a D - S ranked infusion capable of varying levels of destruction. For infusions at D to B-Rank the explosive tags in question will be capable of delivering an explosion reflecting their rank in damage spanning over short-range around them. For explosive tags infused with Bakuton chakra at A-Rank the explosions produced will be capable of inflicting A-Rank damage and spanning over mid-range around them. For S-Rank applications of this technique produce enormous explosions capable of reaching into mid-range from the explosive tag, able to deliver enormous amounts of damage equivalent to S-Rank in the afflicted area. If multiple explosive tags are infused with Bakuton chakra their total strength will reflect the degree of chakra applied. As such, if four explosive tags are thrown and infused at B-Rank strength then each will possess D-Rank strength, collectively B-Rank.

This second application of this technique allows the user to infuse Bakuton chakra into ninjutsu techniques applying explosive tags to inflict damage. This second application of Minister’s Bureaucracy will increase the chakra cost of the technique it is applied to by 10. In the case of this application the rank applied will be equivalent to the ninjutsu technique and produce an enhanced explosion resulting in an increase of +20 damage to the technique in question. For example, if Falling Paper Bomb is used then the technique will become Bakuton natured. It will also gain a bonus 20 damage from the increased power of the explosions created. Both applications of Minister’s Bureaucracy will produce explosions that are naturally angled away from the user thus preventing damage and negating recoil. Because of the nature of Minister’s Bureaucracy it essentially can be performed in the same timeframe due to its infusion nature.

Both applications of Minister’s Bureaucracy follow the same restrictions allowing for this technique to be used a total of five times per battle regardless of application. In terms of restrictions for the first application, S-Rank applications can only be used twice per battle and the user must wait a two turn cooldown in between applications. S-Rank applications count toward the total five applications of this technique. Both applications require the user use one of their three moves per turn.

‡ Approved ‡ Really well made.
Updating. Just clarifying stuff. Don't want to get technicality'd.

(Bakuton: Daijin Kanryō) – Explosion Release: Minister’s Bureaucracy
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: N/A
Chakra: 10 – 40 / N/A (+10 chakra cost to applied techniques)
Damage: 20 – 80 / N/A (+20)
Description: Minister’s Bureaucracy is an Explosion Release technique designed to infuse explosive tags with the user’s Bakuton chakra. This technique has two different applications – that of applied freeform explosive tags and that of ninjutsu based techniques which apply paper tags in order to inflict damage. In the case of freeform explosive tags the user is able to infuse a single, or multiple explosive tags, with their Bakuton chakra in order to increase the power of the explosion as well as their ability to manipulate the explosion. In the case of the increased power this technique will allow for a D - S ranked infusion capable of varying levels of destruction. For infusions at D to B-Rank the explosive tags in question will be capable of delivering an explosion reflecting their rank in damage spanning over short-range around them. For explosive tags infused with Bakuton chakra at A-Rank the explosions produced will be capable of inflicting A-Rank damage and spanning over mid-range around them. For S-Rank applications of this technique produce enormous explosions capable of reaching into mid-range from the explosive tag, able to deliver enormous amounts of damage equivalent to S-Rank in the afflicted area. If multiple explosive tags are infused with Bakuton chakra their total strength will reflect the degree of chakra applied. As such, if four explosive tags are thrown and infused at B-Rank strength then each will possess D-Rank strength, collectively B-Rank.

This second application of this technique allows the user to infuse Bakuton chakra into ninjutsu techniques applying explosive tags to inflict damage. This second application of Minister’s Bureaucracy will increase the chakra cost of the technique it is applied to by 10. In the case of this application the rank applied will be equivalent to the ninjutsu technique and produce an enhanced explosion resulting in an increase of +20 damage to the technique in question. For example, if Falling Paper Bomb is used then the technique will become Bakuton natured. It will also gain a bonus 20 damage from the increased power of the explosions created. Both applications of Minister’s Bureaucracy will produce explosions that are naturally angled away from the user thus preventing damage and negating recoil. Because of the nature of Minister’s Bureaucracy it essentially can be performed in the same timeframe due to its infusion nature.

Both applications of Minister’s Bureaucracy follow the same restrictions allowing for this technique to be used a total of five times per battle regardless of application. In terms of restrictions for the first application, S-Rank applications can only be used twice per battle and the user must wait a two turn cooldown in between applications. S-Rank applications count toward the total five applications of this technique. Both applications require the user use one of their three moves per turn.

Approved
 
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