Custom Jutsu Submission - III

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Houdinii

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(Doton: Seizon Honnou)-Earth Release: Survival Instinct
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
This is a jutsu that was made specifically for use upon allied summoning creatures. The user will perform one hand seal and focus their chakra onto the summoned animal, by doing so they can create a strong earthen coating. This coating quickly spreads from the users point of contact with the animal, to and over the target limb (arm, leg, tail etc) until it has encompassed all of it. Alternatively the user is able to focus their chakra and manipulate the earth from the ground to rise up and then coat the animal's limb from range after performing the handseal, acting the same as it does through direct contact. This protects that limb from attack while also allowing the animal to use it to augment their physical attacks, giving it more utility or killing threat. The earthen coating is very dense and this protects the creature from attacks (following elemental adv/disadv) while it can also be shaped into any form the user wishes though it cannot extend further than short range away from the creature. This technique can only cover one limb or body part at a time. The animal can also release the coating from itself simply by focusing its own chakra into the earth that is covering them, causing it to fall off quickly and harmlessly.

Note:
~Can only be taught by xHoudinii
~Can only be used twice per battle
~The earth coating lasts three turns (unless cancelled or destroyed)
~No S-Rank or above Earth on the user's next turn

‡ Approved ‡





(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (30 from gen)
Description:
To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 8m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them. Alastair also has some limited skill in ninjutsu as he is able to channel his chakra into the hissing noises he emits and use destructive Sound techniques that the user has learned. Despite his overall high apitiude Alastair’s stand out trait lies within genjutsu.

While in the opponent's field of view the serpent uses its unique scale pattern as a medium to effect the opponent with a weak C rank illusion, the genjutsu is simple in nature giving the opponent the sensation of a snake bite. The opponent would experience sudden and sharp pain in an area that the snake chooses, this illusion is designed to hinder and distract the opponent due to the abrupt pain. The genjutsu would make it seem as if the bite was real with the opponent feeling the fangs sink into their skin, producing an illusionary wound and bleeding at the site. The snake can use this genjutsu once per turn while it remains on the field.

Note:
~Can only be summoned once
~Alastair lasts on the field for 4 turns
~Using destructive sound techniques and the illusion count as moves.
~Alastair can create destructive Sound waves only, therefore he is unable to use either of the two other sound types.
~Must have signed the Snake contract
~Can only be taught by xHoudinii


Update Approved: edits annotated in pink.


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

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

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

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

~Can only be taught by xHoudinii
□ Approved. □
~Removed the second restriction as it no longer made sense after changes were made to the jutsu, fixed L's grammar :p

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

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

Note:
~The section is approx 30cm by 30cm
~The jutsu ends after 2 turns.
~Can only be used once

~Can only be taught by xHoudinii


□ Approved. □
Sorry about that.
 
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Alyx

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(Bakuton: Ryūsei Aki) – Explosion Release: Starfall
Type: Offensive
Rank: A
Range: Mid – Long (Short – Long)
Chakra: 30
Damage: 60
Description: The user will perform a single Tiger hand seal opening a portal in the sky much like Earth Release: Sticky Earth Drop. From the portal thousands of rocks ranging from the size of a bullet to a fist will fall from the sky creating a torrential downpour. Each pellet is infused with the user’s Explosive chakra and will explode upon contact with matter or an opposing force. Because the user’s Explosive chakra is laced into the projectiles each produce a small localized explosion when detonated that individually does not produce significant harm. However, collectively the pellets pose immense threat; additionally each pellet will burst into shrapnel upon detonation making this technique very difficult to naturally avoid or dodge. The portal can be created anywhere within the battlefield up to a maximum of the entire field. In the case where the portal encompasses the entire battlefield the user must also be able to defend against the technique themselves. Starfall can be used three times per battle. The portal cannot be created within short-range of an opponent.

‡ Approved ‡ Removed the last line as it was similar to an existing technique.

(Bakuton: Aimaina Aki) – Explosion Release: Nebulous Descent
Type: Defensive, Supplementary
Rank: C
Range: Short – Long
Chakra: 15
Damage: N/A
Description: Based on the principles of Explosion Release: Starfall and Earth Release: Sticky Earth Drop Nebulous Descent employs the principle of smoke creation. The user will release their Explosive chakra into the sky opening a portal triggering an infinite series of small explosions each creating billowing amounts of smoke which will descend upon the desired area of the battlefield. The smoke is thick in nature carrying a warm temperature with it; similar to sitting near a fire. However, despite its temperature and thick nature the smoke is entirely harmless alone only acting to cloud the battlefield. The portal will remain open for two turns as the chain reaction of explosions continues causing smoke to billow downward on the battlefield without pause. During these two turns the smoke cannot be blown away and any attempt to do so will simply replenish the blown smoke with fresh smoke produced from the explosions. The smoke is also laced with the user’s explosive chakra and, while inert, will obfuscate sensory capabilities. Like Rain Tiger at Will the chakra within the smoke will provide a limited means of obstruction sensory allowing the user to detect physical obstructions within the smoke. However, without Smoke Ninjutsu the user cannot manipulate the smoke beyond the lacing of their own explosive chakra within it. Nebulous Descent can be used four times per battle. After the portal has closed the smoke will remain on the battlefield for two additional turns before naturally dispersing during which time it can be blown away.

‡ Approved ‡

(Bakuton: Shinsei Shōgekiha) – Explosion Release: Nova Shockwave
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Nova Shockwave applies a fundamental concept of Explosion Release techniques – the expansion of volume. An explosion is, in its purest essence, the rapid expansion of volume and is manifested in this technique. By focusing Explosive chakra into either, or both, of the user’s palms the user will produce a localized explosion which specializes in rapid expansion – a shockwave. Nova Shockwave, while an Explosion Release technique, offers no common infernal flames; it is purely a shockwave released from an explosion carrying the same force and strength as a normal explosion would. However, Nova Shockwave applies the shockwave created in a linear direction through advanced manipulation found in techniques such as Landmine Fist where the explosion’s directionality can be controlled. The linear direction can be compared to the nature of Bensho Ten’in, in reverse. This technique specializes in repulsion through shockwave using the force of an explosion to push and shatter opposing objects and forces. Nova Shockwave can be applied at different strengths; this applies the same principle but at varying levels of range and strength. D to B-Rank applications of Nova Shockwave can produce short-range shockwaves, A-Rank applications of Nova Shockwave can produce mid-range shockwaves, while S-Rank applications can reach long-range. The shockwave itself, unlike common Explosion Release techniques, offers no explosive damage. The shockwave specializes in brute, sheer physical damage and appears similar to immense gusts of wind. A and S-Rank applications can be used a total of five times per battle while S-Rank itself can only be used twice, counting towards the total five applications. No S-Rank or above Explosion Release techniques can be used in the user's next turn when the S-Rank variant is used.

‡ Approved ‡ Added the last restriction.
 
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Lytes

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(Kuchiyose No Jutsu: Ekise) – Summoning Technique: Ekise
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Ekise is a blue coloured Bengal monitor who specializes in tracking and hunting enemies, due to their similarities in attitude, voice and abilities, he is rumoured to be the brother of Ekitei the spy Bengal monitor. In his true form, he stands at about 30 meters in height and 50 meters in length possessing quite a lot of strength due to his size and weight and the speed of a Kage ninja however like his brother, he is capable of transforming to a small blue lizard size and can be summoned in this form, when in this small form, Ekise possesses the speed of a Sage ninja with weights dropped however he greatly lacks strength and using telepathy, he can link his vision and senses to Kurapika similarly to the paths of Pein. After being casted out the Bengal monitor Island for being useless, Ekise started accompanying Kurapika in his journeys, Kurapika discovered Ekise seems to be able to see faster objects than other monitors and after tests, he realized Ekise's senses were twice as powerful as the average monitor, sadly however, Ekitenshu(Boss summon) still considered the ability useless and Ekise decided to stick to his only friend Kurapika.
¬ Must have signed the bengal monitor contract.
¬ Ekise is more of a pet than a summon, he can not reverse summon back to the Bengal monitor Island and simply follows the user around.
¬ He is always with the user unless stated otherwise.
¬ Ekise doesn't count towards the summoning limit and as such, the user can summon another animal even when Ekise is around.


Declined: in general, all summonings that exceed B-rank are ordinarily restricted to no more than four turns on the field. It follows, then, that Ekise will need to undergo a considerable reduction in parameters (including size) and an overhaul to its main ability prior to approval. You will never be permitted to have what is essentially a passive 3x tracking speed coupled with a baseline nearly twice your normal speed. Frankly, this submission is nowhere near approval.

-Removed Size
-Reduced speed
-Removed reaction speed
-Reduced to B rank.
(Kuchiyose No Jutsu: Ekise) – Summoning Technique: Ekise
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Ekise is a blue coloured Bengal monitor who specializes in tracking and hunting enemies, due to their similarities in attitude, voice and abilities, he is rumoured to be the brother of Ekitei the spy Bengal monitor, he is a small blue lizard whom possesses the speed of a Kage ninja however he greatly lacks strength and while using telepathy he can link his vision and senses to Kurapika similarly to the paths of Pein. After being casted out the Bengal monitor Island for being useless, Ekise started accompanying Kurapika in his journeys, Ekitei is however a semi sentient being similarly to samehada whom acts on primal instincts "PROTECT" and as such cannot be placed under genjutsu
¬ Must have signed the bengal monitor contract.
¬ Ekise is more of a pet than a summon, he can not reverse summon back to the Bengal monitor Island and simply follows the user around.
¬ He is always with the user unless stated otherwise.
¬ Ekise doesn't count towards the summoning limit and as such, the user can summon another animal even when Ekise is around.


Declined: you can instead have a normal, non-combative pet stated in your bio.



Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 20m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least one meter from the opponent, due to the increase in chakra input, the wind justu gets a +10 damage boost.[/jutsu]
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes .
~ Can be used three times per battle.

Added damage boost since there's increased chakra input.
Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A (+ 10)
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 20m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least one meter from the opponent, the
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes .
~ Can be used three times per battle.

‡ Update Declined ‡ Increased chakra input doesn't always confer a damage boost. Keep the original, it's good enough without a boost.
 
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Penguin

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Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity to fight against the wildlife that called it come. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elements, or twenty points of added durability for reference. The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight or in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu

Declined - just pick out random sharks, explain they live deep in the ocean now all shark jutsu get a boost of yours. DNR.
 
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Luther

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

Note: Can only be used Once.
Note: It Last for only three turns
Note: -20 Chakra Cost to Maintain
Note:Can not use other elements except fire while active
Note: The user loses two ranks in speed for 2 turns due to the strain of the technique..
Declined - without Y/y you would only be able to use fire while controlling these. Reduce turn limit, and say you lose two speed ranks for two turns after due to strain.
DeclInes - did you decided to ignore my note about y/y
Katon: Gōruden'īguru no idai-sa |Fire Style: The Greatness Of The Golden Eagle.
Type: Offense/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50(-20 per turn)
Damage: 90-20 per turn)
Description:
The user focuses his fire chakra throughout his body and performs the Boar, tiger and Dog hand seals and then slams his two hands on the ground creating in the process SIX golden eagles in the process, each of these eagle are roughly seventy centimeters in length with a wingspan of 2.40 meters capable of covering great landscapes and terrain in due time. The golden eagles each can move individually on their own and are controlled by the user of the technique, they can either cascade and bombard on the opponent in a synchronized fashion or manner or each individually attack the opponent at the user discretion, unlike normal flying summons the six golden eagles cannot provide aerial view or vision to the user since they are not visually linked. The golden eagles can also be combined and joined together as one single golden eagle which main role is primarily attack and in doing so its sheer sizes expands with it now have a size exceed eight centimeters when standing and a wing span of 2.50 meters. Each of the golden eagles requires constant chakra control thus barring the user from using any other elemental technique other than fire during the duration of its process,should the user begin to use other elemental natures before the duration runs out or before discontinuing chakra flow the birds dissipate.

Note: Can only be used Once.
Note: It Last for only three turns
Note: -20 Chakra Cost to Maintain
Note:Can not use other elements except fire while active
Note: The user loses two ranks in speed for 2 turns due to the strain of the technique..

Approved - much better ^_^
Doton: Satta |Earth Release: Outcast
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A(Depending on the earth armor)
Description:
The jutsu requires one to be wearing an earth armor. With the activation of the jutsu, the earth is torn off the user's body, turning into millions of rock pebbles splashing outwards and reforming back short-Mid range from the user as the same armour but with the user not in it. With this now, the armor become able to act on his own without the user's consent though the armor's working principle would not differ from when it is worn on the user. The only difference now is that it is now separated from the user and now a single entity on itself. The user still sacrifice the chakra he is spending when he wears the armor but he is not restricted elementally again if he was restrained beforehand when he was wearing the armour. The jutsu can work on armor the user is wearing upto any rank.
Alternatively, the user is able to use this jutsu to rip away a weaker earth armour of the opponent. Doing this would make the earth armor become a sentient humanoid shell that now fight for the user. However, the earthen armour ripped, if not cannon or a jutsu the user knows, is only able to move, perform taijutsu and earth techniques up to S-rank though it still retain its strength and fortification. In this case, the user would now be the one sacrificing the chakra needed to sustain the free armor. This variant can be used on armors of S-rank and below. Since this is a supplementary jutsu, it would still affect a jutsu of a rank regardless of additional buff made to it.
-3x per battle

-Lasts until the armor itself is said to last. If the armor have a lasting period of 4 turns, then it would be deactivated after the turn, though the counter resets at the point the user uses this jutsu. This means a 4 turn armor, remaining 2 turns before the user uses this jutsu would reset the turn limit to 4 for the user.

-While the armor is active, no earth clone can be made.

Declined - needs a turn limit as there are s rank cannon armpits that would last forever so this would need a turn limit and you can only used earth release while active and no to the second part
Made it a universal jutsu instead of just earth.
Removed the second part completely

Ninjutsu: Satta |Ninja Art: Outcast
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A(Depending on the armor)
Description:
The jutsu requires one to be wearing an armor be it armor made of pure chakra, energy, barrier or even elemental. With the activation of the jutsu, the armor is torn off the user's body, turning into millions of miniscle version of itself. For example, chakra armor would turn to nothing but intagible aura of deformed chakra, earth armor would turn to pebbles, water would turn to mist, lightning would turn to unfocused electricity etc. After deforming, the deformed armor would splash outwards and reform back short-mid range from the user as the same armour but with the user not in it. With this now, the armor become able to act on his own without the user's consent though the armor's working principle would not differ from when it is worn on the user. The only difference now is that it is now separated from the user and now a single entity on itself. The user still sacrifice the chakra he is spending when he wears the armor but he is not restricted elementally again if he was restrained beforehand when he was wearing the armour. The jutsu can work on armor the user is wearing upto any rank.
-3x per battle
-Lasts 4 turns.
-While the armor is active, the user can't use other elemental nature apart from that of the armor and those that comprises it IF the amor is elemental in nature

Leaving for another mod.

‡ Declined ‡ Sick technique, I'm impressed. However there is literally no reason for this to be Forbidden Rank. Tone this down lmao.

Doton: Senjūmin chūnyū. Earth Style: indigenous implantations..
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
The concept of Implantation as it relates to the earth comes from the basic concept of both ancient and modern methods of crop growth which results in harvesting as the final means of processing, this technique plays on those fundamental core principles of crop growth and harvest. The user of the technique can initiate the process by tapping either one of his lower limbs three times in consecutive manners on the ground, regardless of the particular limb either being left or right which is left to the user discretion, in doing so the user inserts into the ground beneath him hundreds of nuts made out of earth. These nuts are a little similar in both size and dimension to regular seeds gotten from fruits, albeit slightly bigger in their diameter and span across a radius of twenty millimetres encompassing the terrain of the field which is essential and pivotal because it creates a means of allowing for the stealthy implantations of each individual nuts and unlike other earthen techniques such as the Destructive Rising Rock Pillars which give away the element of surprise through ground tremor or ground heating jutsu does not. These nuts serve as a supplementary means and also offensive means, the nuts are reactive to foreign chakra and the targets movement on the ground and each begin to grow into sharp earthen trees embedded with spikes capable of rising several feet into the air with a maximum of 6-7 meters in height, although this is up to the user discretion, which grow individually below the ground as a result of the manifestation of the foreign chakra most likely done by the opponent standing on the ground from above, or by his sudden movements. The earthen trees erupt individually albeit all consecutively and all in the same time and amount to an a rank damage in rank, because these nuts encompass the terrain should the target be able to neutralize the nuts before he is restrained by the trees , he only does so within the area he encompasses himself in, meaning if he negated the said technique within short range from him through lightning surges the moment he moves out of that short range. This is particularly useful if the opponent is one who is a taijutsu based user like rocklee who relishes in short range combat and who seeks to close the distance between his opponent to get within range, the user can trigger of these nuts in his direction to go off consecutively with his every movement as the leaps backward widening the gap ensuring that the more the opponent tries to close the gap the more the nuts are triggered by his movements or usage of chakra which are deemed foreign by the nuts. Another usage of the nuts and the main fundamental aspect which gives it supplementary moniker is that it can be implanted within the users radius and spring forth solid based earthen structures mainly massive pillars or trunks capable of pushing him out of a deep sunken areas for example resulting from the swamp of the underworld or the moving core technique, they can also materialize into solid based projectiles such as kunais and shirukens and cascade on the target which is b rank in terms of damage. The user can decide to keep this dormant and not react to foreign chakra or movements by the opponent if he wants to ensure the right timing, albeit it must be within the restricted duration of the turn. The earthen trees when used in an offensive manner can be used to restrain or impale the opponent, this is particularly useful against clones as the tree branches can grab multiple targets.

Note: Can Be used Three Per Battle.
Note: Each formation of structures cost a move in one turn.
Note: It requires a 1 turn limit to use again.
Note: Last For Four Turns.

Leaving for another mod

□ Declined. Shorten this, too much unnecessary information and lessen the abilities of the nuts, or rather, make them shorter and more concise. Right now its all just confusing, and it can be written better. The nuts are able to sense chakra and emerge as trees upwards (cool), then they will cause tremors when they emerge, no exception. Using the nuts to make solid projectiles and supplementary earthen structures clashes with other techniques, so remove that as well. □
Reworded it and removed filler, So didn't want to bold.
Doton: Senjūmin Chūnyū - Earth Style: Indigenous Implantations
Type: Supplementary | Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
The technique stems from the concept of crop growth and harvest. The user initiates the technique by slamming his foot on the ground. In doing so, the user inserts into the ground beneath him, up to 6 nuts made out of earth. These nuts are of the size of tiny seeds and are stealthily released into the ground from underneath the foot without anyone visually noticing. While the release takes just split seconds, they immediately merge with the ground and spread out according to the user's will. The nuts would then place themselves in an array of formation around the terrain, a bit shallow(5m) beneath the ground so that they are able to sense movements and chakra atop or below the ground. When a foreign chakra belonging an enemy move across directly above the seed's position or its radial vicinity(2meters) the seed would forcibly grow from underground into a giant earthen tree up to 20meter tall above the ground and 2 meter wide, causing tremors as it emerges. The tree is endowed with jagged spike branches and durable vine leaves made of elastic mud. The branches are able to extend their length up to 5meters while the muddy vines thorny leaves which are 5meters in length, are able to trap, bind and impale several targets around the tree. The user is able to will it so that the seed does not react to foreign chakra but decide to control how it works or who it attacks with correct timing, however since its not pre-programmed as the former, the user won't be able to use other elements apart from earth during this and he'll only be able to use 2 other moves per turn. Should more that one seed grows into trees at a time to assault a target, then they all amount to S-rank.
Note: 2x per battle.
Note: Last until the trees are destroyed or two turns, whichever is shorter
Note: 2 turns inbetween usage
Note: No doton the turn after this ends

‡ Pending ‡ Hall Monitor got this

□ Approved. Edits made. □
 
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Tsuki

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Reference for Sneaky Jet:


(Mākyuriaru Dasshu) - Mercurial Dash
Type: Supplementary
Rank: D
Range: Used at short
Chakra: N/A (+10 in said turn to sustained technique)
Damage: N/A
Description: While already sustaining a jutsu that lasts for multiple turns by providing it with a portion of chakra each turn and serves the purpose of granting the user some form of movement such as gliding or flight or others (example: "Sneaky Jet"), the user is capable of applying "Mercurial Dash" to increase their speed for a brief moment with said sustained technique. This short-lasting increase in speed would allow the user to evade medium-scaled attacks by increasing the sustained technique's gliding/flight/etc's speed by simply increasing the amount of chakra used to sustain it for that one turn. This extra-added chakra is solely used to increase the power of movement that the sustained technique provided in the first place, increasing its speed. Because activating this technique has no effect in itself and is simply an increase in the amount of chakra given to the sustained technique providing an evasion with the help of a brief moment of increased speed, applying this would be instant and with no time consumption whatsoever, though, would still count as a move. "Mercurial Dash", in itself, does not have a particular elemental affinity and can therefore even be used by animal summons regardless of what they specialize in. When applied, the user, with the jutsu which he/she uses for movement (the sustained technique) will be able to overcome suction effects up to the sustained jutsu's rank (example: "Sneaky Jet" can withstand A-rank and below suction effects). This ability does not increase the sustained ability's damage points. "Mercurial Dash" increases the user's speed level by +3 only during its brief moment in effect.

‡ Pending ‡ Cool technique. Just gotta check if it's similar to a Ray custom Scaze has.
 
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Flash

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(Fuuinjutsu: Norowareta uta) - Sealing Arts: The Cursed Poem
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is a simple technique that allows the user to release a huge burst of elemental chakra from any of his seals. The user will begin by channeling his chakra into any of his own seals in the area, and give it an offensive power. Anytime with the next three turns, the user will release the elemental ckara within the seal to make it explode outwards, from any part of the seal. A simple example would be to blow up chakra from the user's own FTG kunais after he has thrown it towards the opponent. The chakra can only be channeled into one seal at a time (to avoid this technique being abused). Alternatively, the user can also put a time delay (that would activate after one turn minimum) on the seal, which would release the chakra should anyone else try to channel chakra into the seal. The chakra would be released in two forms. The first, as a giant outburst, similar to a giant bullet of wind. The second, in the form of a thin and long rod of elemental chakra.
Note: Can release basic 5 elements only.
Note: Can only be used 4x
Note: Can only release chakra from the user's own seals.
Note: No Fuuinjutsu above A-Rank in the same turn.

‡ Declined ‡ Still trying to work out what part of this is supposed to be Fuuin.


(Senjutsu: Ainshutain no riron) - Sage Arts: Einstein's Theory
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: If there is good in this world, then there will be bad as well. If there exist right, then there is a possibility for wrong as well. Nature has its own way of maintaining the balance. They say, every action has an equal and opposite reaction. Understanding this concept has enabled the user to come up with a technique, that would give back the nature, what the user took from it. When the user accumulates natural energy into his body (when entering Sage Mode), his chakra pool increases. At the same time, the nature's chakra pool will decrease equally. The nature has its own way of collecting energy and adding to its chakra pool. Using this technique, the user will aid the nature in refilling its own chakra pool. The moment the user gathers natural chakra into his body, he will release some chakra simultaneously back into the nature. This chakra will spread all over the surrounding area and will pull out chakra from any and all foreign chakra, and add it to the nature's chakra pool. What this means is that, should the opponent use a certain jutsu, the technique will suck out chakra from this jutsu and add to its chakra pool. However, not all chakra can be sucked out at once. The technique sucks a total of 60 chakra points worth of chakra in total, with a maximum of 15 chakra per jutsu. So if the target uses 4 jutsus within a span of two turns, this technique will end in two turns. Since this is a supplementary technique, and happens simultaneously as the user gathers his Sage chakra, it can be performed in the same time frame. However, it will still consume one jutsu slot in that turn.
Note: The technique will activate/apply only after the user runs out of Sage Mode to respect the boosting/debuffing rules.
Note: Should the user use any chakra boosting technique while this technique is active, he/she will be able to either boost his own technique or debuff the target's technique, and not both.
Note: Can only be used thrice.
Note: Can only be used by Sage Mode users.
Note: Can only taught by Flásh

‡ Pending ‡ Knew I was in for some weird shit when I read the first two lines. Leaving this for Pervy.


Silly nk, making it seem more complicated. Ok, so everything should have an equal and opposite reaction in theory but in this case it just doesn't work the way you want it. For example, say nature is a cup of water, you drink from the cup (absorb energy) and become hydrated and full of water, just because you spit some of the water back into the cup, it wont forcefully pull moisture out of other things. In that same sense, you putting some chakra back into nature wont pull chakra out of others cjs, natural energy doesn't work that way. Nature creates it's own energy in a similar was to us, through a nature process, from the sun, water, nutrients, it creates a flow. It will replenish it's energy in the same way. Same as a ninja can replenish his chakra through eating and resting. Sorry it's a decline. But i thought you were going in another direction where you release the chakra back into nature to gain some form of control over you living surroundings, if that was possible it would be cool. Though may infringe on wood release. Sorry got carried away

(Ninjutsu: Hantarapusodi) - Ninja Arts: Hunter's Rhapsody
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Once the user has felt what is feels like to "sense" a target, he can apply the same to one of his techniques as well. The user can activate this innate ability, that allows one particular technique of his (on the field or his next technique to be released) to "sense" the target and change their trajectory to avoid any obstacles and reach the target accordingly. This technique, can be performed passively as it contains no offensive or defensive ability as a standalone technique, and neither does it boost any technique when combined. So for example, if the user is hit by a sandstorm and cannot see anything, he can still fire off a jutsu in any random direction. The jutsu will "sense" the foreign chakra source (the target) and re-direct itself towards the source.
Note: The technique can only be applied on one parent technique.
Note: Can only be used thrice.
Note: Can only be taught by Flásh

‡ Declined ‡ Not happening fam.
 
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ZandaT

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(Senpo: Doragon no ken) Sage Art: Dragons Fist
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: (60 or +15 to physical body attacks)
Description: The concept of the Dragon's Fist is quite simple, requiring a sage's concentration instead of molding chakra, and is primarily used with close combat techniques, but can be alternatively released as a stand alone attack. While in sage mode the user manipulates the natural energy surrounding them focusing that energy into the base section of each limb, elbows down, knees down, causing the natural wind currents dwealling on the battlefield to react around those areas. The user's targeted limbs will become encapsulated in rotating whirlwinds that are shaped like dragon heads at the arms while just encompasing the legs as a whirlwind, all natural, and thus goes by natural energy's S/Ws. These shredding whirlwinds are intangible, yet carry a physical force, effectively coating the user's limbs while boosting its power behind physical body attacks for the entire turn activated in. The alternative release of this move is a more focused one, the user soley focusing the natural energy around them into one entire arm, creating a dragon of natural whirlwinds that stem from the fist past the shoulder by a half a meter. The dragons mouth gaps at the fist as it sits around the arm in wait, and when the user's arm is thrusted forwards with a punch of lethal intent, the dragon shoots fowards on a guided path towards the enemy within the bounds of short range. The focused release carries the same intangible propertise as its alt. release and thus scars the enemy with cutting whirlwinds as they are pushed in the same direction of the dragon until they are ultimately forced down into the ground.
NOTES
►Can be used 4x per battle
►Supp. usage lasts the entire turn
►Focused release can only be used along with tai or nintaijutsu
►Cuts SM by 2 turns
►Owned by ZandaT

Declined - as much as i'd love to approve something like this, what you've done is essentially just combined frog kata with shape manipulation using fuuin. Just it can be used move and not as strong. Which i'm afraid i can't allow. Also kyle made a jutsu that release sage chakra round your body parts like this long ago, back in the forgotten days of nb. Or it may have been jake.



(Ototon: Hz hanmā)Sound Art: Hz Hammer
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Hz Hammer, aka the jutsu better known as Can't Touch This, is a sound body enhancement technique that uses high frequency ultrasonic sound waves emitted from the user's body during its duration of activation. Carrying no destructive properties whatsoever, like the majority of high frequency sound waves used by soundusers, this jutsu is triggered by the user after surging their sound chakra throughout their entire body which they release outwards as repetitive omnidirectional soundwaves that travel up to mid.range away from the user. These repetitive propagating waves of sound are special in characteristics, being that they are linked to the user, and when these non-visible waves make contact with an opposing structure they bounce back towards the user who is now alerted and aware of the trajectory and speed of the opposing thing entering their perimeter acting sort of like the inner sonar skill. This is the first step of Hz Hammer, a process of alertion that matches the speed of the sound waves for the time being, but what makes this technique different from other Ototon techniques is the sound waves relation to the body and how it helps the body to react to the opposing threat. Similar to how automated doors work, a system that uses ultrasonic waves to detect motion and then trigger the doors movement, this jutsu does the same but instead of a door these recoiling waves of sound not only alerts the user of the threats presence, but also triggers the body's movement in a direction away from the path of the following recoiling sound waves keeping the path of the initial. A process much do-able due to the fact that these high frequency traversing sound waves weaken dramatically as they traverse to the point that they lower in hertz so much that they become near destructive, in terms of classification, but carry enough destructive force to only push the user in an alternate direction when returning to them as the emitting and recoiling waves clash. This allows the user to avoid attacks able to interact with sound, regardless if they are aware of them or not, as the body moves out of the way of opposing threat whether it be taijutsu movements, small scale jutsu attacks (like rasengan, chidori, anything body size, etc.), and bukijutsu with medium coverage since the max distance of being pushed by the sound is mid.range from the starting point. Although the user is alerted based on the speed of hindering sound, their body reacts at the speed of destructive sound, the downside to this jutsu being the fact that the user can still be beaten to the punch when facing opponent's with speeds that are more than double that of the user's current one.
NOTES
►Can be used 5x per battle
►Has a one turn cool down
►Owned by ZandaT

Leaving for another mod

‡ Pending ‡ Just gonna leave this for someone else.

( Futsu no hibun) Buddha's Inscription
Type: Supplementary
Rank: D
Range: Short
Chakra: N/A (+5 to active Expansions per turn)
Damage: (+10 to Expansion damage)
Description: An activated passive ability only known to a few specialist of the clan, Buddha's Inscription is a technique that allows its users to funnel more chakra into their limbs during expansions in order to bestow a special trait along with a boost in power. The additional chakra funneled through the limbs causes special red lined markings to appear on them as the thickness and weight is increased while the muscles are activated with concentrated chakra. This increase in size and power boosts the dimensions of the limbs in Akimichi related moves by 1m as the overflow of chakra in the limbs becomes visible, coating the limbs, while also making them hard like reinforced iron. This chakra coating is considered special due to the fact that it allows the user's limbs to interact with intangible elemental ninjutsu during battle without the reprocaution of residual damage to the skin, following the S/Ws of the user's base flow of chakra as it takes on the rank of the Akimichi techniques used afterwards.
NOTES
►Counts as 1 of the 3 moves per turn
►Must be used along with an Expansion technique, and ends along with it
►Requires Akimichi specialty
►Owned by ZandaT
Declined - for one, no passive <_< and on top of that you're just adding more chakra to get bigger and add more power, you'd just use a stronger expansion jutsu to start with with. On top of that the chakra lines ect just seems like a rip of a curse mark allowing you to hit fire and such which i just can't allow.
 
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Negative Knight

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New Cycle: 24/12/2016 - 30/12/2016

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

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(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.

Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses

♪ Declined: Love the name. However, this is very very similar to Loki's fiendfyre jutsu imo. ♪
□ Pending. Leaving all for Vex. □
Resubmissions



(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.

Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses

♪ Approved ♪

(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: This is a passive technique designed to allow damage boosts to apply to absorption-type Dark Release techniques. Since absorption type techniques are often “N/A” in damage, through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become capable of absorbing techniques one rank higher than usual. This can apply to either passive or active boosts but can only be applied to one per usage. The damage boost in question must at least be +10 damage or higher for this technique to work.

Note: Can only be used four times per battle
Note: Cannot be used on Forbidden Ranks

♪ Declined: You don't give any rationalization or reason for the boost, it just 'happens'. How would you accomplish this with dark release? ♪

(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction

Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: This is a passive technique designed to allow damage boosts to apply to absorption-type Dark Release techniques. Since absorption type techniques are often “N/A” in damage, through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become capable of absorbing techniques one rank higher than usual. Boosts which raise the rank or damage (effectively things which increase their scale) will instead be redirected into strengthening the 'pull' of absorptions. What this essentially means is absorption-type jutsu will have a greater level of suction power and will be capable of drawing in techniques more strongly than before. This will also increase the effective range of absorptions by one range, allowing them to draw in techniques that are mid-range away rather than the usual limit of short. This can apply to either passive or active boosts but can only be applied to one per usage. The damage boost in question must at least be +10 damage or higher for this technique to work.

Note: Can only be used four times per battle
Note: Cannot be used S Rank or above techs
Note: Cannot be used with: Dark Release: Downfall, Coven of Witches, or any Dark jutsu which mentions 'Lord of the Outer Night' in its description

♪ Approved, made minor edits. ♪

New submission



Fuuin/Meiton: Ochiru - Sealing Arts/Dark Release: Downfall
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user does one handseal and creates a violet barrier which spans across the battlefield with a mid-range radial reach. The unique characteristic of this barrier is that, along with Dark's ability to track chakra, will suspend any kind of matter/energy based element in mid air and bring it down abruptly to the ground, rendering it outside of control from the original user. Of course, operating in such a distinct manner would also mean that it follows the S&W scheme of the "Absorption" ability of Dark Release (S-ranks for elements weak to Dark, A-rank for neutral and B-rank for elements strong to Dark). Once the object in question hits the ground due to the abrupt drawing, the dark chakra will absorb the spiritual energy (physical too if the element is that of energy based) and store it to the barrier. The user needs to have physical contact with the barrier in order to draw the absorbed chakra in his dark mark as a Dark fuel for later purposes. The user can also adjust the position as he wishes as long as it is within the medium range area.

Note: Lasts for four turns and can only be used twice, with a one-turn cooldown
Note: The opponent is unable to re-gain control of any effected technique/object as long as the barrier is still intact.
Note: The barrier will only affect jutsu composed of foreign chakra and so it will have no effect on the user's own techniques.
Note: Can only be taught by Klad

♪ Approved, nice jutsu. ♪

‡ All Pending ‡ Leaving for Vex.
 
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Penguin

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Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity to fight against the wildlife that called it come. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elements, or twenty points of added durability for reference. The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight or in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu

Declined - just pick out random sharks, explain they live deep in the ocean now all shark jutsu get a boost of yours. DNR.


Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu. The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu

‡ Approved ‡ However I won't be approving any further variants of Shady's Pitvipers.
 
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Sasori

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(Asutarosu) Astaroth
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: A rather tall, demonic oriented puppet— whose frame is more expansive than that of any ordinary puppet or human because of its height of around 15 meters; implying that it is one of Sasori’s more distinguished puppets. As far as aesthetics go, Astaroth is a puppet that possesses a brownish hue, and was crafted after a demonic spawn from Purgatory itself. Astaroth is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Located on top of its head, are two sets of sharp edged horns adjacent from each other with one lesser pair of horns directly in front of it. Some of its more essential features include: its extensive, crimson shaded whips connected by a hilt; sprouting from Astaroth's whip hilt are two distinct whips most suitable for lashing out at target. More of its noteworthy features include: A massive yet rudimentary axe that it is capable of utilizing while in battle; more importantly there is a Fūinjutsu tag locating on the crevice of its blade containing a special that can be called upon as wanted. Sprouting from its dorsal side are a pair of expansive wings—with unique flaps located on its surface.

Abilties:
First off, Astaroth is capable of utilizing any Basic puppetry technique as long as it is within its capabilities. The wings located on its back are capable of targeting an enemy from behind or in front by expanding themselves; not only can they be used for attacks it is also possible for the user to manipulate them to close in on Astaroth, therefore providing a shield for itself that can sustain up to B-Rank attacks. Moreover, the wings serve an ulterior purpose which involves manipulating each flap located in its wings. While chakra is connected to its wing via a method the user will pump chakra into them triggering forth a reaction. With help of the chakra the wings are capable of lifting Asatorth into the air allowing for it to activate a sort of flying mode, that requires -10 chakra each turn. Only the initial takeoff will counts as a move. Onwards, there is a rather large axe that it holds in its left hand that can be used for rudimentary strikes equivalent to C-rank. It is only when Astaroth makes use of the sealing tag on the weapon does its potential come to fruition. Once the seal has been activated through the usage of chakra it begins to coat— the axe in a magenta colored barrier. This barrier—surrounding only the blade has a special property derived from its malleable property. When the blade comes into contact with a physical substance; that is when the Barrier comes into action—to then utilize its bouncy like properties and repel said attack back into the opposite direction. This ability is only able to work on Attacks up to A-rank, and can only be used four times, with a turn cool down each time. More importantly, there is Astaroth signature ability: It's whips. While it cannot be told from simply looking at it; there are special abilities of these whips. Both whips will normally be used in conjunction with each other, and are equal to a S-rank tool.

Even though they can be used together—it is also possible for them to be used individually at the same time, and when doing so the damage is split between them. They can be used for alternate purposes such as: slashing a target or coiling around them. Each whip holds the ability to extend up to Long-Range. While in action, it may appear that the user is not actually in control of the whips and their direction, and that is true for the most part because the wielder does not control them all the times. Located inside of the hilt of its whips are a special Fūinjutsu tag that affects each whip. Whenever it is wanted it is possible for the user to simply lash out their whips which will cause for the sealing to passively activate. Once activated the whips will be directed towards any foreign chakra with or against the user's volition. Upon being directed towards a target the user can choose to entangle the target with a binding of the two whips or choose to simply strike them. Additionally, there are two more distinct features of these whips—one that manipulates Astaroth Electrical generator concealed in its abdomen. The electrical generator does produce strong enough currents to coat its whips in electricity, but it does give them a sort of shocking or zap effect with each contact made upon a target, this is something that adds to its overall lethality. Lastly, there is another sealing tag located, on the hilt of the whips. This sealing tag is to only activate once the user bunds a target with their whips, and upon doing so will cause for the tag to activate; therefore activating a sealing technique that drains a target's chakra by -50 each turn active while also paralyzing them with an influx of electrical currents. If desired the user can submerge Astaroth whips underground for a surprise strike.

Note: Can only be taught by Sasori
Note: If simply using the whips for a basic strike/restriction without help of a Fūinjutsu tag, they require a Turn cool down each time.
Note: If using the chakra absorbing restriction method—let it be known that it must be stated that the user is using The whips for that purpose and can only be activated four times.


Declined - too long. If it needs to be this long, you've added too many abilities, or too much filler.
Appearance:

(Būmu) Boom
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40 (-30 for each bomb)
Damage Points: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of bombs that Sasori is capable of utilizing throughout a battle. Boom can also extend its body parts up to Mid- range in order to make using bombs more convenient. Also, bombs can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. Boom itself is also a rather thick and rounded puppet due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of Boom in order to replicate the effect of a bomb. All of the Bombs are essentially metallic balls with sealing tags on them.

Cracker: This is one of Boom’s most rudimentary bombs available in its arsenal. The Cracker bomb is simply a bomb that will in a way explode when it has made contact with a surface. The user is capable of catapulting this bomb up to Long range. When this bomb goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This bomb works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface.
Timer: The user is capable of placing this bomb underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the bombs to finally go off or to go off when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this bomb works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets bomb contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra.
Implosion: The implosion Bomb can also be planted underground or anywhere else on the field. When this bomb activates it swirls in on anything nearby and sucks it in. The bomb can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion bombs sucks in everything up to Short-range of it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning/sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded.
Homing: This bomb stays true to its name. The homing bomb does just as it says— it tracks enemy’s location and explodes once it has made contact or come within range of its target.Though with this bomb it is only capable of following enemy’s up to Mid-range, and even when it has made contact with a target it doesn’t have the ability to cover everything up to Short-range, but instead only explodes on the person or object. Inside of this bomb is a sealing tag that contains an explosion attracted to foreign chakra that controls the bomb to go after it. Also, there are Chaka blasters on it enabling it to fly Mid-Air as it travels towards the enemy.
Flammable Oil Bomb: Now this is a bomb that only has four sides to it. Once the bomb goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other bombs this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire.
Barrier: Out of all Boom’s bombs there is one however that is not in fact a bomb. The barrier bomb is one that the user can use in the in the air or underground/on the ground. This sealing tag contains a defensive sealing barrier which is crimson in color and provides defense of anything short range of the user and defends against equal elemental blasts. It is also possible for this bomb to be used in an offensive way which is to catch the enemy inside of the barrier where it will then close in on them crushing, and if doing so for that purpose it can be propelled up to Mid-Range.
Final Explosion: The last bomb in Boom’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in Boom is a large quantity of explosives that are specifically for setting off inside of Boom. Once the user activates Boom’s last ability the user will catapult boom up to Long range at a target, and once it has reached the target will go of releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as Boom will be destroyed in the process.

Note: Each bombs counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two bombs can be used at once; except for any combination with Final Explosion.
Note: Each bomb requires a turn cool down after each usage.
Note: If using the same bomb twice at once then it requires a two turn cool down.


Declined: first, this puppet requires a proper description in regards to its general appearance. Then, change the term from "bombs" to "exploding spheres." Next, limit where each type of exploding sphere can be released from the puppet and lastly, remove the barrier-type. Overall, this particular puppet is close to being approved.



(Imada umarete inai) Unborn
Type: Puppet
Rank: A
Range: Short
Chakra Cost: 30 ( If summoning)
Damage Points: NA
Description: Unborn is an infant sized puppet that would appear to be no older than a year old. Due to its small structure and size there are not many hidden features inside it. It is draped in an amber shaded cloth covering its entire body frame. Taking consideration in how Unborn was crafted it just goes to prove how this puppet is not based upon offensive fighting. Unborn’s most distinguishing feature would have to be its wide circular hole in the middle of its chest. Judging from the structure of the opening— one would assume that it served the purpose of a holster. The main purpose of this puppet would be how the user or more specifically Sasori will utilize it by sending his heart container into Unborn. More importantly, Sasori will attach Unborn to his core body so that it can act as a sort of attachment to his puppet body. While Sasori has Unborn attached to his body it will be physically attached or more so clinging to the user's body. More specifically, Unborn will be placed directly over Sasori’s heart container. Unborn’s appearance while on the user can be quite similar to that of a child clinging to their mother. It's hands will be more so positioned on the user's shoulders clinging on to it. Essentially, it is a protective carrier for Sasori's core. Whilst Sasori's container is concealed inside Unborn is free to crawl around the user's puppet body positioning itself as it pleases. The only limitation to this is that if the user was to maintain control over their current puppet body they will have to remain in contact with the puppet.

Furthermore, Unborn while equipped with a host will hold Sasori's heart container inside of it. Unborn serves as a protective holster while attached to Sasori and serves the purpose of protecting his core. In order to ensure protection of the heart— a special metallic lid will slide over the heart container concealing it inside. While concealed inside Sasori's heart will be provided the most upmost protection. On to the puppets only offensive capability which would be its innate ability to release a narrow scaled flash beam aimed at a target. This flash is emitted from the puppets eyes, and Sasori can position Unborn it so that it can be expelled from just about any angle. This flash beam is capable of being extended up to Mid-Range and can be prolonged for one entire turn. It will require a one turn cool down after each usage.

Additionally, located along its dorsal is a Fūinjutsu sealing tag that the user can utilize as they please. Once triggered with a surge of chakra the seal will spring forth a spherical and pink barrier that will conceal Unborn inside of. With the barrier it allows for the user to aid the puppet in defense. Along with being able to provide protection its allows for the user to manipulate said Barrier to hover into the air up to Mid range into the surrounding vicinity. This specific seal can only be utilized three times and each time lasting only one turn. Seal requires a turn cool down each time. Let it be known that this barrier is capable of sustaining up to A-rank damage. Lastly, located on the outer surface of its feet are chakra blasters that can be used to propel the puppet into air allowing it to sustain flight. Each time it has been activated it takes -5 chakra and can be sustained as long as a move is spent each turn. As a last resort, the user can expel the puppet up to Mid-range away with the help of its chakra blasters, and if deciding to abandon their original body— the user can choose to activate another Fūinjutsu tag— this time calling forth a rudimentary doll that Unborn will place itself inside of, spending one move in order to do so. This puppet doll wields all of the user's scrolls and can be utilized as if it was Sasori's core body itself.

Note: Can only be taught by Sasori.
Note. Unborn can take up to A-rank Damage.
Note: Can use all basic puppetry.
Note: All ranked ability or chakra associated ones count as a move.

Declined - enough protective puppets like this exist really. Also as you're sasori you'll have to summon all additional puppets. An seal of invisibility has been done too

‡ All Pending ‡ Leaving for Pekoms.
 
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Erzo

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(Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: C-Rank
Range: Short
Chakra: 15
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of all five elements (not freeform, but the listed jutsus in the jutsu section). When using these elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into them, allowing the jutsus themselves to be bigger in size, flames to be stronger, Earthen constructs to be sturdier/sharper, Water jutsus bigger in size, or more compact (depending on his choice), Lightning/Wind waves and blasts to be bigger and sharper. This ability came from his skill which allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-ranks. Luckily the illness only halted his ability to learn more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned twice per battle, each time lasting four turns. After using him for four turns, the user must wait one turn before being able to summon him again. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.


Declined: the Olm won't be permitted to use all five of the basic elements, especially when the D-rank techniques would passively become equivalent to A-rank. Overall, grossly overpowered for the Olm's rank and far too versatile, elementally.


I clarified things as per your instructions.
Also going to repost this, just in case:

(Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.


Approved: edits annotated in pink. Also, there is room to update this Olm.


(Olm Kuchiyose no Jutsu: Omo Ese) Olm Summoning Technique: Lord Ese
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Lord Ese is roughly 100 years old and was once a great leader, now acting as an adviser for both Olms, and those who summon him. He has no unique abilities, other than his natural ability which allows him to disperse any chakra which comes within 1 meter of him, making it harmlessly disappear (other than the users so that he can summon him close by). However with physical attacks, this means the chakra would disperse from the object, but he could still be hit with the momentum of said object. The user would normally summon him in non-threatening situations to avoid this, so this ability goes unnoticed, however he would be able to survive and aid (verbally/telepathically) in situations where the user would require him to do so. He can't be used as a 'barrier' to defend the user, due to his size (30 cms long), and also because it is not his purpose. His main use comes in the Ninja world, Lord Ese knows all the routes which are perfect for ambush, safe travels, sleep, eat, and so on. Another unique ability of his is the ability to recognise chakra, allowing him to identify an opponent who's presence he has been around. This works well due to the fact that the contract has six signers, so he could have information on an opponent one signed has had, and give that information to another signed who may have summoned him. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Can be summoned twice, lasts a maximum of four turns each time.

‡ All Pending ‡ Leaving for Pekoms.


Declined: essentially a distorted replication of the nullification ability inherent to Yin-Yang Release, and more specifically, the Truth-Seeking Ball technique. Making it so that the Olm is passively unaffected by any chakra-based attack is simply too unreasonable. In regards to the chakra recognition trait, there'll need to be clear limits—in terms of usage and range. Beyond its dispersion ability, the Olm ought to abide by standard restrictions for its rank and ergo, be summonable once.

 
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BusinessManTeno

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(Ototon: Gekido nakigoe tsuchi) Sound Style: Raging Cry Of The Earth
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-50 to user)
Description: This is one of the stronger techniques of the sound style created by Asch the bloody incorporating both the destructive and non destructive part of the sound style. The user will do a set of three handseals while channeling a mass pool of sound chakra into his hands. He will then lift his hands high as he swings them down to slam his hands on the ground. As he is swinging his hands on the ground it releases a very powerful screech that channels into his opponents ear that distorts the opponents perception, not only busting their ear drums but making them extremely dizzy, not able to properly stand without stumbling. Once the user hands slam down on the ground he will spread his sound chakra in long range in all direction of him (except about 3 meters around to protect him). Once he does this, the destructive sound waves will violently erupt from the ground, not only creating a violently force from the sound wave but sending earth shrapnel from the broken earth. This would not only cause massive bone breaking damage but also cut the opponent up. Though this technique is strong, it does come with a cost. The loud screech in the start of the move would have a delayed reaction onto the user due to him being prepared but it would begin once the move ends. This would cause the user to not only go deaf for three turns but would causes the user to lose focus, not allowing him to use any jutsu that requires great focus for three turns as well

Note: Can only use once
Note: No Genjutsu or Elemental Jutsu S rank or higher for 3 turns
Note: This technique can only be used in the last turn of the user using it

‡ Declined ‡ DNR.



(Kame Kuchiyose: Gaia) Turtle Summoning: Gaia
Type: Summon
Rank: S
Range: Short
Chakra: 40 (-20 per turn)
Damage: N/a (+20 to users earth jutsu)
Description: Gaia is one of the two grand summons, being even above the boss summon thus requires a little bit more chakra than the average summon. Gaia is said to be the mother of all the turtle summons thus have a mental link to all of them. The user will smear blood on its palm than slap his hands together summoning Gaia beneath him. Gaia is a very huge turtle that ranges the maximum size of a boss summon (100 meters) and 30 meter radius in width. Just like all turtles she has an extremely hard shell leaving her immune to A rank techniques that strike the shell and able to tank one S rank. Gai has several unique properties about her. One of them being that she is connected to the earth, making one believe she is earth herself. She has a mini forest on her back with the trees reaching 25 meters high (Meaning her actual height is actually 75 meters with 25 meters being trees) This helps the user hide shall he wish to catch his opponent off guard. Due to her huge size she is able to communicate via mentally with the summoner as long as he is on her shell. The second thing is she is always pooling chakra into the ground up to 5 meters around her whole body (The chakra output is equal to her rank but she isnt able to use jutsus). Thus allowing her to sense anything from the earth around her. But the most unique thing is her ability to combine her more powerful earth chakra with her summoner. Due to the user being on her back he has to pool his earth chakra through her before it gets to the ground. By doing this, the user gains +20 to all earth techniques (Excluding forbidden rank) as long as the user is on the turtles back. Gaia isnt very fast and her face, legs and tail are still vulnerable to (Not giving the immunity from the shell) to regular attacks. She also cant use jutsus, only aid the user.

Note: Last a max of 4 turns
Note: Due to her being an aid, she requires a bit more chakra causing -20 per turn shes on the field
Note: The trees on her back can be used for wood jutsus (shall somebody sign the contract with wood style)

(Kame Kuchiyose: Helios) Turtle Summoning: Helios
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Helios is one of the two boss summons on the contract, being bright reddish brown in color ranging 50 meters tall and 20 meters with the standard shell where it allows the summon to be immune to A rank jutsus and one S rank jutsu. Helios has a very deep and slow voice thus requires patience when listening to him and like other turtles he is very slow. Helios body is extremely hot making it that if anybody even touch his shell (excluding a small patch on its back) They will suffer from 3rd degree burns. He is so hot that he is totally immune to both water (His body will evaporate it, this is excluding large water sources such as oceans etc) and Fire (Since fire would not burn his body due to the extreme heat. Two unique things about Helios. He is able to use all fire jutsus without handseals from his mouth while doubling the dimension of the jutsu. Meaning if a jutsu is short range, it will travel mid range. If a jutsu is 10 meters wide, it would become 20 meters wide. Thus making him a master at fire. His specialty is a similar concept to the son. He will send a massive amount of earth chakra into his shell (excluding the small 5x5 patch on his patch) Causing his shell to shine dangerously bright. Similar to the sun, those who are caught in this blinding light, will cause the retna in their eyes to burn thus making them blind for two turns while also causing a mild omni-directional heat wave that would cause 1st degree burns, making it that all the damage the opponent take for 2 turns to be doubled due to the pain

Note: Can be summoned once
Note: Stays on the field for 4 turns
Note: Using fire jutsus uses one of the users 3 turns per move
Note: The solar flare technique will take off one turn off its life span, thus used as a final resort technique

‡ Both Declined ‡ Lmao, you just threw together a bunch of abilities for both of these summons. You even invented a rank above boss summon in an attempt to justify these excessive abilities. These immunities need to go, that +20 to earth is completely baseless, doubling the dimensions of his future jutsu? Wew.
 
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(Fūinjutsu: Kyōshin) – Sealing Technique: Resonance
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+400 Maximum)
Damage: N/A
Description: Resonance is a unique application of Fūinjutsu created for those who possess multiple individualistic personalities; each with its own very unique set of beliefs, memories, emotions, and attributes. In its purest essence this sealing technique brings to life one’s own multiple personalities by enabling a form of organization and structure. A personality is generally defined as the individual characteristics which defines one; their memories, beliefs, ideas, personal skills, mannerisms, and habits. It has been shown throughout the series that various forms of Ninja Arts are capable of controlling, manipulating, transferring, and even changing memories. It has also been shown that chakra, Fūinjutsu, emotion, and memory all play intimately and are connected with one another. The most striking example of this is Minato Namikaze’s use of his chakra to seal his own personality within Naruto when he sealed the Nine Tails; this is at times called a ‘consciousness imprint.’ Karin Uzumaki noted that chakra carries the ability to reflect emotion and personality; she described Naruto’s chakra as warm while Sasuke’s was cold. There also exist techniques such as the Loss of Memory Technique which allows the user to block memory sets with their chakra. Fūinjutsu is also capable of sealing metaphysical phenomena such as chakra, souls, memories, and even emotions. With this in mind it is reasonable to extend the ability to seal entire personalities away into a vessel. Thus, Resonance is a seal which seals the users multiple personalities. It grants structure to chaos within one’s own mind; organization to a torrential storm of personalities, emotions, and beliefs.

Resonance is applied to one’s own personality; as such the seal must be stated in the user’s personality section of their biography. Resonance can seal up to seven individual personalities. These personalities are listed within the user’s biography. Each must have characteristics which are distinct from one another. For example, one personality can have a tendency toward violence and bloodshed while another can be prone to kindness. The user is granted great versatility with the customization of each personality, each being a cosmetic choice. Personalities can be named differently and even possess different perceived genders. This means that while the body’s physiological gender will remain static the personality can operate differently to the body; essentially the personality believes it is the opposite gender to the body. Personalities can also have distinct memories, skills, emotions, motivations, thought patterns, movement patterns, and mannerisms. The possibilities are nearly limitless in regards to defining traits of a separate personality. Personalities can also be structured into hierarchies with one typically dominant over the others; although this is largely a cosmetic feature. The inner workings of the seal itself are simple. The seal treats the user’s own body as the vessel for the sealed personalities. All of the user’s personalities are sealed by Resonance, including the original personality along with a portion of the user’s chakra before the seal is performed. Each personality, now sealed by Resonance, will be able to communicate with each other in an environment granted structure. This environment is much like Minato and Kushina’s communications with Naruto. Each happened within his imagination and mind allowing for numerous forms to be created. The user is able to shape the environment to take the appearance of anything the user so desires and all occurs within his or her mind. While sealed the personalities will be able to communicate with each other and watch each other, much like how Minato’s consciousness imprint was able to watch Naruto’s growth and development throughout his life. In terms of usage the seal possesses two release states. They are as followed:

Partial Release; The first state is a partial release state which is performed passively. Through this method the seal will be partially opened allowing for the fluid transitioning between separate personalities. It offers no true combat benefits and is purely a cosmetic ability which is inherent to the biography that Resonance is used on.

Full Release; The second state is a full release state which is performed at the cost of a move, but instantaneously, exempt or within the same timeframe. This second application is the combat-favored variant allowing for numerous benefits associated with the release of the user’s personalities. This state can be used for as many personalities as the user possesses, up to seven. As previously mentioned each personality is fully sealed with a portion of the user’s chakra, each laced with the personality’s essence of existence. Between all seven potentially sealed personalities a maximum of 400 chakra can be stored in Resonance. This chakra is split between each personality; each personality requiring a minimum of 50 chakra stored. The amount of chakra stored per personality is stated within the user’s biography in the personality section. When fully released the chakra will flow from the vessel of the user’s body back into his or her chakra network along with the personality; this effectively creates a full body surge equivalent to the quantity of chakra released. In addition to this the user will experience a refreshing surge of energy as their body is replenished and a personality is released; this is largely a cosmetic feature but can numb relatively moderate levels of pain and grant clarity to the mind.​

‡ Approved ‡
 
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(Ninpou: Davinci's Angou) - Ninja Arts: The DaVinci Code
Type: Attack/Defense/Supplementary
Rank: N/A
Range: Short/Mid/Long
Chakra: -
Damage: -
Description: Through the usage of this technique, the user becomes capable of expanding his usage of ink release to unparalleled levels. It enables the user of drawing constructs and anything within the realm of ink release, without the usage of a brush or scroll. It enables the user to draw with his entire being acting as a brush. This allows the user to draw with his nose for example, albeit less detailed and basic constructs. However, by expending more chakra (5) the user become capable of manipulating the ink in order to achieve perfect and complex drawings. By building on the usage of chakra in order to aid the ink user, the technique enables the user to draw through the usage of chakra alone. For basic usages the user would spend 10 chakra points, however for complex ones 15 chakra points would be needed. This ability becomes useful when the user lacks the ability to properly draw or move. The technique does not end on making the user a living brush, it also extends to techniques used by the user. In order to achieve this the user would release/add ink into the technique he is using, allowing the two to mix, without actually hindering the effects of the initial technique. The ink mixed with the techniques can then be used once deemed necessary by the user. For each type of element the ink would react in a specific manner.

When used with water release and water based attacks, the ink would give the water a different colour, depending on the colour of ink used. Once the user wishes to use the ink, it would separate from the water, removing the colour change and allowing it be used normally with the added twist of the ink creation becoming more viscous, adding as a result +20 to the ink technique used. If the ink had some special properties the water would gain them. If the water had some special qualities, like stickiness, the ink technique would gain them as well. If the combined water and ink hits the target the attack would have a +20 damage bonus.

When used with fire release and similar, the ink would not have any visible effects on the fire itself, but rather on the area surrounding it. The ink would quickly evaporate while still moving along with the fire, it would produce a coloured shroud around the fire. Once the user wishes to use the ink the techniques would have a twist added to them. They would not be in their normal ink like state. Instead they would be in a form more close to a gas. The technique would lack all of its physical damage powers, instead having that damaged converted to burning damage. In addition to that, if the ink had some special characteristics, such as poisonous, those abilities would persist while also existing if the fire/ink combo hits. The fire/ink combo would also get a +20 due to the burning ink.

When used with lightning and similar, the ink would have no effect on the lightning, harmlessly blending with it. However, once the user wishes to use the ink, some unique properties would occur. If the ink is used to create animals or creatures that have the ability to move, they would move at 2 times the speed. This is due to the lightning 'exciting’ the ink in a sense. Somewhat similar to the raikages lightning armour. When used with techniques that lack mobility the ink created would gain the ability to affect techniques one rank higher than they normally would. This is due to the ink moving extremely quickly while still maintaining the shape of the construct. This vibration/movement essentially gives the ink a +20 boost.

When used with wind and similar, the ink would have no effect on the wind. Once the the user wishes to use the ink, he would be incapable of forming complex forms, only basic structures. However the wind would push the ink forwards, increasing it’s speed and subsequent damage by +20 points.

When used with earth, the ink would make the earth technique become slippery, preventing any foreign contact with it from being maintained. The user can however dictate if the slippery trait would affect him or allies. Once the user wishes to use a technique, it would become filled with earth particles that not only boost the technique, but also give the technique further blunt force damage. This translates to a +20 damage boost. Furthermore, the ink can be spread on the field or other structures on the field, allowing the user to use ink release techniques from anywhere on the field.

The technique is passive, however it is limited in its usage. Adding ink to elements can be used five times for each, however only five times per battle. Essentially this allows the user to use 'elemental ink' 25 times per event, but only five times per a single battle. For 'elemental ink' it costs 10 chakra points to mix ink with the desired element and 15 additional chakra points to use the ink. In other words, a D rank ink to be used with an element would cost 10 for mixing, 25(10 + 15) for using, and the additional cost of the element it is used with. This results in the technique being quite a chakra requiring beast. However, no usage limit exits on the ability to manipulate ink without a brush. In regards to elements that belong to one branch but have different states, then they would succumb to the gains of the state. For example, mud would be treated like water while ice would be treated like earth.

Declined - first of all you didn't fill out the template fully, so that's enough to decline it, secondly this just isn't the way we have seen ink release to work, and i'm pretty sure you can't release in from your body unless you're B, only draw stuff and give it life? I dunno, will let Nk check it next time

(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. Initially it has no active effects, laying dormant until a shadow based technique is used. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used four times, lasting for three turns in dormant state. After activation, the technique can essentially last indefinitely much like most illusions if not broken.

Declined - no to the dormant, it can be used with a nara technique and last while the nara jutsu does as the medium for the gen. And needs a drawback and only useable 3 times, apart from that, nice



(Kage: Erebus) - Shadow Arts: Erebus I have a rogue on wow by this name
Type: Supplementary
Rank: -
Range: Short
Chakra: -
Damage: -
Description: Legend has it that Erebus was born of chaos itself, tasked to be the primordial representation of darkness. Erebus, the creator of light and death themselves was one of the mightiest deities. This technique, discovered by the ancient Naras, allows the user to tap into the direct powers of the father of creation. The technique demands such a great amount of studying that all who have tried to master it have lost their minds and in some cases their lives. As such, the scroll containing information on the technique was hidden for centuries. It was only when Vayne discovered the scroll did this technique become possible. It is rumoured that in order to master the technique the user must actually lose a portion of their mind…

Damn story mode filler <_<
The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. This has been interpreted by some as portions of Erebus himself becoming a part of the users subconscious. Erebus would grant the user an ability attributed to primordial darkness itself. It changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user. The strength of the form depends on the amount of chakra used. The user can use additional chakra 4 times per battle and 8 times per event in order to have a strength increase to the form. The amount of chakra that can be added is limited to 20, translating into a two rank increase. A ranks and above can only have the increase used thrice per event.

I really like it but not sure if its in the powers of Naara, reminds me of rogue which is cool. But hmmm... Nk can check this

✦ Declined, just like the first check, this is auto declined for not filling the template out fully. This has no rank, chakra information nor damage. How did you ever think this was being approved? And i havent even touched the abilities yet. You go through an elaborate and long explanation to say that you make a shadow version of Hozuki jutsu. All this talk about Erebus and primordial gods and shit needs to go or be heavily altered. You keep referring to this like it's a weapon "Erebus grantsthis, it allows that" but you spend more time saying what it allows you to do than you do explaining what Erebus actually is. Rewrite this without all the filler and primordial stuff and cut to the point and fill the template out correctly, this also needs a usage and duration limit. ✦
 
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ᴍᴏᴏғʏ

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Summoning Animal: Leviathan
Scroll Owner: ᴍᴏᴏғʏ
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Background Information: Eunice aphroditois (colloquially known as Leviathan for cosmetic purposes) is an aquatic predatory polychaete worm normally dwelling at the ocean's floor around the Kaijuu Ocean. An ambush predator, the animal buries its long body into an ocean bed composed of gravel, mud, or corals, where it waits for a stimulus to one of its five antennae, attacking when it senses prey. Armed with sharp teeth, it is known to attack with such speed that its prey is sometimes sliced in half. This translates to having the ability to easily swim and/or burrow/move through mud-like substances or even gravel/coral without being hindered. Leviathans can inject a toxin into their prey, which stuns or kills it. This is commonly done to catch much larger pray and eat it at twice the ordinary speed of the summon. (Decided by checker.) Leviathans are not commonly restricted to just dwelling on the ocean's floor as they can be summoned outside of the water to aid the user in combat. Each body segment has a pair of fleshy protrusions called parapodia that bear many bristles, called chaetae, which are made of chitin. Polychaetes as a class are robust and widespread, with species that live in the coldest ocean temperatures of the abyssal plain, to forms which tolerate the extremely high temperatures near hydrothermal vents. The basic annelid form consists of multiple segments. Each segment has the same sets of organs and, in most polychates, has a pair of parapodia that many species use for locomotion. The structure of chitin is comparable to the polysaccharide cellulose, forming crystalline nanofibrils or whiskers. In terms of function, it may be compared to the protein keratin. Chitin has proved versatile for several medicinal, industrial and biotechnological purposes. The Leviathan's widespread teeth are quite tough and sharp, easily slicing through the densest of coral and prey. Through enhancement of chakra, some Levaithans are able to play on equal terms with Shikotsumyaku, easily slicing them in half. All Leviathans are able to communicate with the summoner through mental link or selective screeches, moans & grunts learn by the summoner before-hand.

Special Traits:

- Polychaete: As a species, selective Leviathans have grown a high tolerance to extreme heats or even extreme colds. This is exclusively dependent on the section of the ocean they have been summoned from. If they are summoned from the Abyssal Plain, the Leviathan will carry extreme resistance, (Some even immunity, up to checker to decide) to cold. While others, if summoned from around hydrothermal vents will carry extreme resistance (Some even immunity, up to the checker) to heat.

- Chitin: Through the manipulation of their Chitin, some Leviathans have evolved to become arthropods which translates to having exoskeletons. Not only that but others have advanced their manipulation of Chitin to the point of applying for medicinal purposes. (Exclusive to Medical Shinobi)

- Antennae: Antennae are connected to the first one or two segments of the Leviathan's head. They vary widely in form, but are always made of one or more jointed segments. While they are typically sensory organs, the exact nature of what they sense and how they sense it is not the same in all. Functions may variously include sensing touch, air motion, heat, vibration (sound), and especially smell or taste. Antennae are sometimes modified for other purposes, such as mating, brooding, swimming, and even anchoring the arthropod to a substrate. With the molding of physical and spiritual energies, Leviathans have adopted the ability to sense chakra through their Antennae with limited potential. (Up to the checker to decide upon submission.)

- Toxin: Leviathan can learn to apply and/or utilize their natural Toxin in more advanced manners through the Poison Ninjutsu techniques. This can only be acquired if used by a Medical Shinobi that has specialized in Poison Ninjutsu. (Meaning that only Medical Shinobi with Poison speciality can call forth said summon.)

- Medical Applications: Aside from being able to be taught Poison Ninjutsu, Leviathans can also be taught regular Medical Ninjutsu applications. This is not only limited to Chitin's medicinal applications but also water's natural preference to healing and substance as a medium with the aid of yang chakra. (Through Medical Ninjutsu, extent of abilities to be decided by checker.)


Declined: first and foremost, this species cannot be arbitrarily referred to as leviathans when such a designation could be used as the basis for a mythical contract. In addition, if the species is essentially aquatic, then most of the animals will necessarily have to be submerged within a water source or something similar, excepting certain worms that have peculiar attributes (e.g. an affinity for Doton). Next, the worms' teeth won't be permitted to be at the same level as Shikotsumyaku bone. Yes, their sharp teeth can handle many materials and objects, but making them comparable to that KG is too much. As for the antennae, you'll need to narrow down the capabilities of the sensory organ given that you merely copy-pasted from the general Antenna wiki page. Finally, having checked with LoK beforehand, these animals cannot have access to Dokuton and more broadly, medical Ninjutsu, although you've more or less completed Scorps' curriculum. You might be able to submit a personal summoning as one of your three allotted med CJ, but it'd have to be cleared directly by LoK.

 
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-Haku Yuki-

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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~

Jutsu based off of the above, ink to snake training is also there.

Futon: Kuchiyose no Jutsu: Mega Rayquaza)- Wind style: Summoning jutsu: Mega Rayquaza
Type: Summoning
Rank: F
Range: Short
Chakra: 50
Damage: 90
Description: The user will focus a vast amount of chakra into Rayqauzas body, by doing so Rayquazas body will change in a blinding flash of light, he gains a face plate and streamers of light seem to emit from this triangular face plate, he also begins to emit a armor of wind that defends him from lighting jutsu up to S rank, and takes reduced damage from F rank lighting jutsu but makes him weaker to fire style ninjutsu to the point where an A rank fire jutsu could kill him if the summoning isn't undone after he is hit. By doing this Rayquaza gains +20 damage to his wind style jutsu and gains an extra 3 turns of the field from the users chakra. Finally while in this form Rayquaza has access to a special move he calls "Dragon ascent" It is as strong as an F ranked wind jutsu and by using it the summoning is undone after it is executed. Rayquaza will fly high into the air absorbing as much wind chakra as possible and surrounding his body in it, until he begins to shine with pure green chakra, he then charges at the ground at speeds so fast a 3t sharingan can only barely make it out as a blur. Rayqauza smashes into the ground with this wind causing a crater as deep as Manda and as wide as a planetary devastation (that pain used on 6 tails Naruto.) This jutsu is said to be so strong that it could even break through F ranked Earth Jutsu, it is capable of hitting up to mid range but the shock wave of wind that comes from rayqauzas hit will reach long.
Note: The user can chose to summon Rayquaza in this form but it takes up the chakra from the original jutsu aswell as this one.
Note: No wind jutsu Above A rank for 2 turns After rayquaza preforms dragon ascent
Note: Dragon ascent counts as one of the users 3 jutsu
Note: No other summoning can be used while Rayquaza is mega and after Rayqauzas summoning time runs out No summoning the turn after.
Note: After Dragon ascent is preformed Rayquazas summoning ends
Note: Can only be used once per battle.
Note: User risks getting hit from the attack aswell since he cannot ride with rayquaza into the air for dragon ascent without suffocating.

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Declined: F-rank summoned animals aren't allowed and extending its turn limit wouldn't be approved either.

 
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Method

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Shikotsumyaku: Hone to ya| Dead Bone Pulse: Bone & Arrow
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Though seen to be a simple jutsu, it is actually an advanced technique created by the Kaguya clan. The user begins to channel their chakra across their back allowing them to manipulate their bone structure. Similar to "Dance of the Camellia" the user is able to create a large bow which protrudes & reveals itself from their back, the size is as the user desires, being able to reach up to two meters in length & can have a very specific design to it, simply a cosmetic trait. The string is made of a reinforced tissue & the entirety of the weapon, though flexible, carries a steel like density. The user is able to create long arrows made of their own bone from any part of the body accessible or even external sources of bone, though the easiest course allows the user to manipulate their forearm & create the arrows almost instantly. Without the need to place them himself, the arrows form & adjust themselves to sit against the bow as they extend from the user's wrists, preferably the wrist holding the string. The creation of the arrows is a passive ability though a maximum of 6 arrows can be produced each time this technique is performed & must wait for the munition to deplete before using again. They can be formed one after another almost instantly, allowing the user to fire a barrage of arrows in quick succession with little effort. With the aid of the bow & the slender structure of the arrows, they can travel at incredible velocity compared to other arrows or projectiles of the sort(including kunai & shuriken), making it extremely difficult for some to keep up with. Due to their immense speed, density & quick rotation, the arrows are able to effortless pierce through solid objects that carry a thick body. Each arrow is divided from the total damage of an A rank.
- Can be used three times.
- Must use all arrows before reuse.
- Taught by Method.

‡ Declined ‡ Clashes with Sniper Arts.

Shikotsumyaku: Shinda hone no seicho| Dead Bone Pulse: Dead Bone Growth
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: An all purpose Kaguya technique created to augment both offensive & Defensive capabilities of a Kaguya to an incredible scale. The user begins to channel chakra across their skeletal structure, manipulating their bone to create minuscule spikes that extend & protrude through the skin & merge over the exterior creating a thin layer of bone, this takes on an armor like effect, covering the user's entire body or a selected part of it. The bone though high in density is made flexible around the joints to leave the user's movements unhindered. Even though thin, the density of the bone is extremely high, Thus the user gains a high physical resistance to matter based techniques of A rank & below (of elements that are weak to Shikotsumyaku; B-Ranks for elements that are neutral to it). While this technique is active the user also gains an increased immunity to basic Taijutsu related techniques of A rank & below, & a high resistance to B rank Chakra infused Taijutsu techniques; not including Elemental based versions. It offers no defensive abilities against non-matter based elements. Dead Bone Growth does not increase the user's strength while active, but does increase the damage output of their taijutsu based attacks by +10. This is due to the density of the bone being stronger than steel itself, making it very difficult for opponent's to defend against head on.

Due to the incredible rate a Kaguya is able to regenerate bone tissue, any damage that is caused to the bone is able to be repaired in mere seconds, if not instantly, all depending on the amount of damage the bone takes. To perform this the user must utilize one of three moves a turn to repair the bone. The user is able to sustain the technique by offering +10 chakra each turn. The user is able to perform Elemental jutsu of A rank & below while this is active. The image below depicts a similar look but the bone covers the entire body unless otherwise stated.

- Can be used twice
- Cannot use Kaguya techniques of A Rank & above for the following turn
- Taught by Method
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‡ Approved ‡ You left certain parts ambiguous so I had to clarify them for you.

(Meiton: Shi no Kenpeidzuku) - Dark Release: Pride, the Imperious
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will focus their chakra throughout their body to release pulse-like waves of meiton chakra in every direction. These pulses will continually be emitted from the user’s transformed body and will span up to short-range in every direction (five meter radial reach) around the user. The purpose of these pulses is two-fold: to absorb chakra and slow down movement. Of course this will work differently on people and techniques. Anyone within range of the pulses will lose 50 chakra every turn they’re within the vicinity of the technique (fifty on the initial exposure and fifty every turn thereafter). Techniques will instead lose a portion of their chakra and drop by a single rank upon making contact with the waves. The reason these waves also slow down movement is due to their semi-tangible nature. While they do not exhibit the solidity of Outer Night, they’ve reached an equilibrium between solid-like matter and intangibility. If anything, they can be likened to liquids for their fluid-like nature and thus moving through the waves of chakra is akin to wading/walking through water. Moving through the pulses will slow down people, tangible objects and solid techniques to a half of their original speed due to this resistance.

Note: Pride abides by the debuffing rules
Note: Lasts for the duration of the turn it's used in, and can only be used three times per battle
Note: Cooldown time of two turns in between uses

‡ Pending ‡ Leaving for Vex.

♪ Approved, made minor edits. ♪
 
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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.

Bio

Took out Leaf Storm

(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 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
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Approved

(Hebiātsu: Sunēkukofin) -Snake Arts: Snake Coffin
Rank: A
Type: Offensive
Range: Short- Mid
Chakra Cost: 30
Damage Points: 60 (+ 20 if explosion version used)
Description: The user will release a torrent of snakes from their sleeves that go straight for the opponent. The snakes will wrap around the opponent completely covering him in a ball of snakes. The snakes will than squeeze and sink in size till the squeeze down the opponent completely similar to sand coffin. The user can also use an alternative version of this by having the snakes hold explosion tags in their mouth. When the snakes covered the opponent in the ball the snakes make sure their mouths are in the inside of the ball. They than open their mouths in the inside and have the tags go off exploding in basically point blank range of the opponent inside the ball. The snakes scales will be strong enough to keep the explosion in the inside of the ball but after will basically deflate and die.

Declined - seems alot like cannon technique of oros shooting snakes from arms
Note: Usable by Snake Users
Note: Usable 4 times a match while the explosion version is usable 2 times a match
 
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