Custom Jutsu Submission - III

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Luther

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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.
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 S-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
-Cant be used on forbidden rank techniques or armor.

Approved.
Raiton -Ishiki-teki rippuru kōka.: Lightning Release: Coin Ripple Effect.
Type: Supplementary
Rank: F
Range: Short - Long
Chakra: 50(-20 per turn to maintain)
Damage: 90
This technique core principle is based on the basic phenomena of ripple effect, with deals with cause and effect in this case the coin is the focal point of the causation. The user of this technique performs the boar and tiger hand seals in quick successions and then uses three standard metallic plate of coin to strike the surface either beneath his feet or the opponents feet. In the case of it being used against an opponent the metallic coins bring up a massive amount of focused ration chakra which encompasses the opponent in the shape of a tetrahedral sphere with his body being at the centre of it, the intense amount of raiton is great enough that it can be comparable to the heat exhumed from a crematorium which is capable of melting bare fleshes and skins. These metallic coins are laced with the user chakra and unless broken stick to the opponent surface area on the ground regardless of his movement, that is to say if the target was to move from point a to point b through evasive techniques he would still be encompassed by the tetrahedral shaped sphere of lightning until it is broken. The users can also use this on himself following the same marking principles of the coin tagging which encompasses him in his own tetrahedral shape, albeit this time the lightning is unfocused and can only be used as repelling force for defensive purposes following basic elemental advantages and disadvantages or to provide a chakra surge to the user if need be, since the chakra signatures are his own he can at will decide to discontinue the sphere which he himself is encompassed by.

-Can only be used twice
-The tethraderal spheres last for maximum of four turns.
-Can only use lightning while active

Declined it's way too OP, and a single coin of metal holding such an effect without fuuin wouldn't be possible.




Binturong no jacob: Jacob of the binturong
Type: Offensive and defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Jacob is the co-head of the binturong family and is also the largest in the group he is nearly the same size as gamabunta albeit a few inches shorter in height, he is a very outgoing person and often makes jokes even sometimes at the behest of sakazuki his summoner. His nick name is called ‘’light’’ a moniker given to him by his fellow family members because of his cheerful attitude towards people. Morally he is a just person who sees fighting and spilling of blood in the shinobi world as wrong, albeit his is not under any illusions of the ninja and ninja system himself and the need to survive. For a heavy person he is very versatile and agile and has twice the speed of a sage Unofficial when running at full pace allowing him to create sneak up attacks or launch strong combinations with his summoner, he is a wind master and is capable of performing s rank wind attacks and below with no hand seals/hand gestures. He is impervious to all elemental techniques a rank and below and taijutsu based attacks a rank and below excluding NB tai or eight gates based techniques and has two large katanas strapped to his back every time he is summoned. Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 30 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he is able to detect foreign chakra being built up allowing him to deal with techniques such as the swamp of the underworld with rather great ease. His biggest feat is his genjutsu abilities which surpass any of those members in the family, he is able to by the performance of the ox hand-seal cast generic genjutsu based attacks s rank and below limited to mid-range in distance on the opponent. He is capable of using taijutsu nb tai excluded and kenjutsu based attacks through the aid of his sword and as other binturongs is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to non verbally communicate with his summoner through non verbal eye contact which is particularly useful on spy missions or when in the ninja world and unlike the other binturong he has a very noticeable pigmentation on his skin which allows him to move in a surreptitiousness manner and sometimes blend in with the surrounding environments.

Note: This summoning can only be used by sakazuki
Note: Last for four turns
Note: Each ability counts for a single move in the turn
Note: Genjutsu casting can only be used Four times in a battle.


Declined: too many abilities—pick either Fūton or Genjutsu, not both and neither coupled with "chakra detection."

 
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Matt

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(Koton: Utsuwa no Gureiru) - Steel Release: Vessel of the Grail
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique seeks to eliminate the most crucial flaw in donning a suit of armour as a defense. While armours are proficient in guarding the user against small-scale physical attacks, they become all but useless against heat or lightning-based elements as well as large scale physical attacks. Heat and unfocused electricity can still conduct into a metal armour meaning the user is still susceptible to being burned/paralyzed. Similarly, they are almost powerless in defending the user’s body from the impact force of large-scale techniques. Thus this technique deals with transforming the user's body into steel while an armour is being worn. After donning a suit of armour, the user will apply their koton chakra to both their body and the metal chassis they’re clad in. The user will then transform their body into steel to take on the durability of the armour they’re wearing. This ability can be used in the same time-frame as an armour’s creation by focusing the excess chakra into it during it’s construction. Their steel body will have the exact same functionality as Steel Release: Glory of Galahad while the sole exception of their durability reflecting the armour they’re wearing and not the aforementioned technique. They will also become capable of using techniques only usable during Galahad (since their body is made of steel) with their duration becoming linked to the armour instead. Once the armour the user is wearing expires or is destroyed, the body will revert to it’s original state. While this is active, the user can only use Steel, Fire, Earth, CE based on those elements and non-elemental abilities.

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

(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The celerity of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon ect.

Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle two turns between each use
Note: Only steel earth and fire jutsu in the same turn and following (doesn't include nin gen tai ect)
Note: No jutsu above A rank in the turn after this is used.
Note: Cannot use any new techniques in shard form

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Approved - made edits.
Lowered the rank, toned down the speed

(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: A
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards in the shape of bats that initially scatter outwards in every direction at the user's current speed. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The celerity of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon ect.

Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle, two turns between each use
Note: Cannot use any new techniques in shard form

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(Koton: Ureigoto no Hanran) – Steel Release: Scourge of the Rebellion
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal, the user will open up a portal above the battlefield to let forth a rain of bats made of steel. The swarm of winged creatures will descend on the battlefield extremely quickly and as a single "mass", granting them enough destructive force to crush whole armies or boss summons under their collective bulk. The bats can assume any aerial formation, from mimicking the rotations of hurricanes and tornadoes to swirl around a target to assuming the shape a giant sword. To enhance this ability, all of the bats possess the passive ability of fusing together as well as the capability of merging into the user's existing steel techniques to increase their size. Individual or smaller groupings of bats can even target specific people, pursuing them at the speed of a shot arrow and attacking them with their sharp teeth and hooked claws. Also, the bat's steel wings are as sharp as blades to deliver cutting damage if needed. The total mass of bats add up to S rank and will be divided accordingly, where as a single bat would be like that of a single basic shuriken.

Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses
Note: No steel above A-Rank in the user's next turn

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All approved - made edits on the last one
 
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Zaphkiel

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(Fūinjutsu: Kohitsuji no Kyūsoku)- Sealing Arts: Lamb's Respite
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The first of the Kindred set, Lamb's Respite begins with the user blessing the ground under their feet (or any surface they can establish physical contact with, for that matter) through a simple tap of a hand or foot. From that point a grand seal will spread itself across the ground in all directions up to 5m from the user, who will act as the epicenter. The seal, circular in pattern, carries various Kanji on its edges preaching of protection and vitality but the most prominent seal which lies in the middle says the word 'quiet' which is represented by the symbols "静か". The speed of the seal in its formation and execution is quite commendable as the technique is meant to be used during the time frame of an incoming attack, being purely defensive in nature. As soon as the pattern reaches its 5m max radius a controlled barrier filled with dense chakra bursts from the seal and takes the shape of a semi dome with its peak stretching exactly 5m high. Similar to Multiple Infinite Embraces, this sphere-like barrier carries immense pressure inside its form that can greatly affect those caught within, where it restricts opponents from molding chakra for techniques above A ranked. But unlike its inspiration, the barrier doesn't push down on its target(s) but rather pushes in from all sides. This causes whatever caught to be totally immobile, with people and objects literally being frozen mid poise. To the outsider it would appear time has ceased within the bubble. It is capable of affecting multiple targets at once which includes people and objects, as well as physical techniques that are capable of being affected by chakra and pressure such as Doton and Suiton and similar elements. Energy based and otherwise intangible attacks such as Wind, Lightning, and Fire aren't affected much by this barrier in that they aren't able to frozen. Instead they'll move at a slower pace, as much as half their original speed while inside. This includes techniques by the user as well. The second half to the technique, where after it has frozen its targets, is where there is a reverse in its nature and the barrier pushes everything away from its epicenter in something like an explosion. Using the same chakra and pressure, the barrier is capable of pushing all the objects caught within its body as far as 10m back from the user but in doing so it isn't able to directly harm them. The technique was created with the sole purpose of preventing sneak attacks and speedy techniques/foes, able to buy the user time in most cases.

Lamb's Respite can be kept active for a max of three (3) turns, costing -10 chakra per turn for upkeep but during its execution the user is unable to perform any other techniques. It also can only be activated three (3) times in total, with a two turn cool down between uses.

Declined - not a fan of jutsu that are just a rip of a cannon technique just changing it from pushing down to crushing.

Resubmitting , as it wasn't checked, with minor changes.

(Fūinjutsu: Genkai-Ten)- Sealing Arts: Breaking Point
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: (+10/+20 to techniques)
Damage: (≤30)
Description: A very strategic seal, Breaking Point is one designed solely for the purpose of lengthy battles with its unique accumulative boosting mechanic. The technique is foremost mentioned on one's biography as reference while the seal itself is applied to a unique weapon of the user (such as a CW) in the namesake of one of the basic five elements (preferably the primary/secondary specialties). With the Kanji for snowball "Yukidama, 雪玉", the seal refers to the effect one minor change can have in the long run if left uninterrupted- like a snowball rolling down the side of a mountain. The seal works by latching onto the user's chosen weapon and only comes into play when said weapon is being channeled with the specified chakra type (i.e if the seal mentioned to affect Wind techniques then when said weapon is channeled with Wind the seal activates). Once activated, the kanji letters immediately begin a faint glow as they start to seal tiny amounts of the user's chakra into the weapon itself. This strain is translated as +10 chakra cost to all techniques of the specified element should they be used through the weapon, if used from the body or another medium the seal won't seal away any chakra chakra. Although costing extra energy to perform, the technique is not boosted as the chakra is being sealed away within it as mentioned. This means, the technique(s) gain no damage boosts whatsoever. However, rather than boosting the technique's damages, the seal stacks the trace amounts of elemental chakra over the turns. The seal is capable of sealing 10 chakra points of the chosen element per turn, which means even if the user had performed 3 jutsu of the chosen element through the weapon in one turn all, three will cost +10 more but only 10 points will actually be stored in the seal. Once the seal has stored more than 20 chakra points (two turns) or more the user is then able to initiate the second phase, where this chakra is then refunded for the sake of one critical strike, or the "breaking point". This refund is translated to pure damage added to the next technique of the chosen element. For example, should the user store the maximum of three stacks of Wind chakra (30 chakra points/3 turns), on the fourth turn these stacks can be spent on the user's next Wind technique to provide a whopping boost of +30 damage for that one technique. The same is also true should the user store the minimum of two stacks; +20 damage to a technique of the preferred element on the third turn. The maximum amount of chakra that can be stored and released by Breaking Point is 30, after which the seal goes dormant according to the amount of turns it had been active (in the case of providing the minimum of +20 damage the seal would go inactive for 3 turns afterward, for +30 it goes inactive for 4). The seal can also be applied mid battle with three hand seals (Ram, Tiger, Boar) and maintaining contact with an applicable weapon.

Note (s):
- Damage boost can only be applied to techniques up to S ranked.
- Can only be activated once a match but thrice an event.
- Once the stacks are spent all techniques of the chosen element, used through the weapon, will become weaker by 20 damage points corresponding to the amount of stacks spent. For example, two stacks spent would make the chosen element when performed afterward weaker for two turns.
- No other seal can affect the weapon during the same time in which this seal is active due to the meticulous chakra control it carries.

Declined - i just don't see it as unique enough, seal chakra and unseal it for a power boost, been done before.
 
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Pervyy

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New Cycle: 10/1/2017 - 17/1/2017

RULES
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5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
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Luther

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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 S-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
-Cant be used on forbidden rank techniques or armor.

Approved.
Raiton -Ishiki-teki rippuru kōka.: Lightning Release: Coin Ripple Effect.
Type: Supplementary
Rank: F
Range: Short - Long
Chakra: 50(-20 per turn to maintain)
Damage: 90
This technique core principle is based on the basic phenomena of ripple effect, with deals with cause and effect in this case the coin is the focal point of the causation. The user of this technique performs the boar and tiger hand seals in quick successions and then uses three standard metallic plate of coin to strike the surface either beneath his feet or the opponents feet. In the case of it being used against an opponent the metallic coins bring up a massive amount of focused ration chakra which encompasses the opponent in the shape of a tetrahedral sphere with his body being at the centre of it, the intense amount of raiton is great enough that it can be comparable to the heat exhumed from a crematorium which is capable of melting bare fleshes and skins. These metallic coins are laced with the user chakra and unless broken stick to the opponent surface area on the ground regardless of his movement, that is to say if the target was to move from point a to point b through evasive techniques he would still be encompassed by the tetrahedral shaped sphere of lightning until it is broken. The users can also use this on himself following the same marking principles of the coin tagging which encompasses him in his own tetrahedral shape, albeit this time the lightning is unfocused and can only be used as repelling force for defensive purposes following basic elemental advantages and disadvantages or to provide a chakra surge to the user if need be, since the chakra signatures are his own he can at will decide to discontinue the sphere which he himself is encompassed by.

-Can only be used twice
-The tethraderal spheres last for maximum of four turns.
-Can only use lightning while active

Declined it's way too OP, and a single coin of metal holding such an effect without fuuin wouldn't be possible.




Binturong no jacob: Jacob of the binturong
Type: Offensive and defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Jacob is the co-head of the binturong family and is also the largest in the group he is nearly the same size as gamabunta albeit a few inches shorter in height, he is a very outgoing person and often makes jokes even sometimes at the behest of sakazuki his summoner. His nick name is called ‘’light’’ a moniker given to him by his fellow family members because of his cheerful attitude towards people. Morally he is a just person who sees fighting and spilling of blood in the shinobi world as wrong, albeit his is not under any illusions of the ninja and ninja system himself and the need to survive. For a heavy person he is very versatile and agile and has twice the speed of a sage Unofficial when running at full pace allowing him to create sneak up attacks or launch strong combinations with his summoner, he is a wind master and is capable of performing s rank wind attacks and below with no hand seals/hand gestures. He is impervious to all elemental techniques a rank and below and taijutsu based attacks a rank and below excluding NB tai or eight gates based techniques and has two large katanas strapped to his back every time he is summoned. Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 30 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he is able to detect foreign chakra being built up allowing him to deal with techniques such as the swamp of the underworld with rather great ease. His biggest feat is his genjutsu abilities which surpass any of those members in the family, he is able to by the performance of the ox hand-seal cast generic genjutsu based attacks s rank and below limited to mid-range in distance on the opponent. He is capable of using taijutsu nb tai excluded and kenjutsu based attacks through the aid of his sword and as other binturongs is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to non verbally communicate with his summoner through non verbal eye contact which is particularly useful on spy missions or when in the ninja world and unlike the other binturong he has a very noticeable pigmentation on his skin which allows him to move in a surreptitiousness manner and sometimes blend in with the surrounding environments.

Note: This summoning can only be used by sakazuki
Note: Last for four turns
Note: Each ability counts for a single move in the turn
Note: Genjutsu casting can only be used Four times in a battle.


Declined: too many abilities—pick either Fūton or Genjutsu, not both and neither coupled with "chakra detection."


Ninpou: Gōi - Ninja Art: Accomplice

Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(depends on the familiar)
Damage: N/A
Description:
A brother technique of " " albeit it works in a reverse manner. Unlike turning an active armor into a separate sentient entity, the user would be able to wear a sentient or non-sentient familiar like an armor. Same with Outcast, when the user wills it, the sentient familiar splits to bits of itself and converge around the user, forming a fitted armor around him. For example, earth would split to million bits(dust), water splits to mist, etc., and form back around the user as a armor. The armor would have the same ability, strength and durability the familiar has and it would also require the same chakra needed to sustain the familiar, to sustain the amor.
An alternative usage of this ability is instead of the user choosing the familiar to form an amor around him, he may will it that they merge with him thus the user's body become's more or less the property of the familiar itself. The characteristic however, is only noticeable on the outer appearance of the user. His skin becomes more like earth spear technique if he merges with earth familiar, His skin becomes blinding like an active flash bomb when he merges with lightning familiar etc. The user's body also gets the strength and durability of the familiar.

Usable 3x per battle
Can only be used on S-rank and below
The armor takes the duration of the familiar and also the user spend the chakra that is needed to sustain the familiar in the first place.
2 turns inbetween usages
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

Declined - reforming the armor would take a unique skill and knowledge of the original jutsu and how it was formed. Imagine a lego toy, if you broke it, how would you know how it goes back together?

Binturong no jacob: Jacob of the binturong
Type: Offensive and defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Jacob is the co-head of the binturong family and is also the largest in the group he is nearly the same size as gamabunta albeit a few inches shorter in height, he is a very outgoing person and often makes jokes even sometimes at the behest of sakazuki his summoner. His nick name is called ‘’light’’ a moniker given to him by his fellow family members because of his cheerful attitude towards people. Morally he is a just person who sees fighting and spilling of blood in the shinobi world as wrong, albeit his is not under any illusions of the ninja and ninja system himself and the need to survive. For a heavy person he is very versatile and agile and has twice the speed of a sage Unofficial when running at full pace allowing him to create sneak up attacks or launch strong combinations with his summoner, he is a wind master and is capable of performing s rank wind attacks and below with no hand seals/hand gestures. He is impervious to all elemental techniques a rank and below and taijutsu based attacks a rank and below excluding NB tai or eight gates based techniques and has two large katanas strapped to his back every time he is summoned. Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 30 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he is able to sniff kunai explosives or traps or other suspicious items allowing him not to be cut unaware by underground attacks or any sabotage However he is not a sensor and can not sensory or chakra detection techniques to notice his opponents chakra, he also can not use any genjutsu unlike other binturongs and can only help release his user from it through physical contact or chakra transfer however this is limited to only low ranked techniques: b ranks only. He is capable of using taijutsu nb tai excluded and kenjutsu based attacks through the aid of his sword and as other binturongs is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to non verbally communicate with his summoner through non verbal eye contact which is particularly useful on spy missions or when in the ninja world and unlike the other binturong he has a very noticeable pigmentation on his skin which allows him to move in a surreptitiousness manner and sometimes blend in with the surrounding environments.

Note: This summoning can only be used by sakazuki
Note: Last for four turns
Note: Each ability counts for a single move in the turn
Note: Genjutsu casting can only be used Four times in a battle.

Declined - the red is OP

Reduced the rank and reworded.
Raiton -Ishiki-teki rippuru kōka.: Lightning Release: Coin Ripple Effect.
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-10 per turn to maintain)
Damage: 80
This technique core principle is based on the basic phenomena of ripple effect, with deals with cause and effect in this case the coin is the focal point of the causation. The user of this technique performs the tiger hand seal sand then uses ten standard metallic plate of coin to strike the surface either beneath his feet or the opponents feet. In the case of it being used against an opponent the metallic coins bring up a massive amount of focused ration chakra which encompasses the opponent in the shape of a tetrahedral sphere with his body being at the centre of it, the intense amount of raiton is great enough that it can be comparable to the heat exhumed from a crematorium which is capable of melting bare fleshes and skins. These metallic coins are laced with the user chakra and unless broken stick to the opponent surface area on the ground regardless of his movement, that is to say if the target was to move from point a to point b through evasive techniques he would still be encompassed by the tetrahedral shaped sphere of lightning until it is broken. The users can also use this on himself following the same marking principles of the coin tagging which encompasses him in his own tetrahedral shape, albeit this time the lightning is unfocused and can only be used as repelling force for defensive purposes following basic elemental advantages and disadvantages or to provide a chakra surge to the user if need be, since the chakra signatures are his own he can at will decide to discontinue the sphere which he himself is encompassed by.

-Can only be used twice
-The tethraderal spheres last for maximum of three turns
-Can only use lightning while active

Declined - lightning and melting flesh isn't an aspect we see in the series so i'm reluctant to allow this.
 
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Jᴀʏ

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(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor, like many other sharks, can use an innate absorption ability with water, causing the mist to absorb the chakra of enemy techniques neutral to water up to A-rank (more or less depending on elemental S/Ws). This absorption ability can only be used thrice per battle. Castor's last ability deals with the mist as well. Castor is capable of refracting light off the mist to turn it completely dark or blindingly bright at his leisure, due to all of his time living in the mist with the other schools of shark. This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

Note: Cannot summon other sharks while Castor is on the field
Note: Castor although being summoned in water can and will immediatley manipulate it into a plethora of mist.
Note: Lasts five turns in mist, or three turns without.
Note: Can only be taught by Jᴀʏ

Declined remove absorbtion and make it 4 turns.

(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Taek having realized he was a member of the Sage Transformation began to learn a plethora of techniques from his cousin. Soon thereafter Taek would realize there not many long range applications of his kekkei genkai, so he developed a basic yet incredibly useful technique. Taek would begin by channeling chakra to the heels of his feet, manipulating his flesh to create a surplus of tendrils to escape and tunnel into the earth, from there he's given a multitude of options. For one, the tendrils are capable of detecting and stopping techniques launched from below, they can also travel towards the opponent wrapping the tendrils around his leg or hardening the tendrils forming on large tendril to escape the ground and pierce the opponent from any direction. Taek begin to realize the complete freedom he had to manipulate said tendrils. Taek is capable of releasing these tendrils and controlling them remotley, meaning he doesn't have to stay in one place while controlling them.

Note: Although Taek does not have to stay in one location while he's controlling the tendrils, he must stay on the ground while manipulating the tendrils.
Note: The tendrils are only capable of doing two of their abilites per turn, however each ability will consume a moveslot (either, attacking them, or defending against attacks from below.)
Note: Can only be taught by Jᴀʏ

Declined - reduce the range. You would have to stay in one location or move slower so the tendils can move with you. Needs drawbacks too

(Senninka: Chokkan) - Sage Transformation: Holy Boast
Type: Defensive | Offensive
Rank: B | A
Range: Short - Mid
Chakra: 20 | 30
Damage: 40 | 60
Description: Taek decided to create a simple technique he could use for defense, when attacked Taek create appendages all throughout his body releasing an omnidirectional blast of chakra from all directions. Although this blast of chakra is capable of causing damage it's main purpose is for defense, the blast of chakra even when in contact with techniques above it's caliber exerts a lot of force on techniques meaning the technique is even capable of slowing down other techniques. This omnidirectional blast is capable of reaching to mid range at A rank, and short range at B rank. When in contact with physical attacks above it's rank it will still cause damage lowering it's rank, however the force exerted is incapable of knocking the attack back. This very simple technique has been responsible for saving Taek's ass a number of times when in battle.

Note: A rank technique is capable of being used four times per battle, while the B rank technique is capable of being used five times per battle.
Note: Can only be taught by Jᴀʏ

Declined - been done before just only difference is you say ut's a sage technique.
(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor's last ability deals with the mist as well. Castor is capable of refracting light off the mist to turn it completely dark or blindingly bright at his leisure, due to all of his time living in the mist with the other schools of shark. This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

Note: Cannot summon other sharks while Castor is on the field
Note: Castor although being summoned in water can and will immediately manipulate it into a plethora of mist.
Note: Lasts four turns in mist, or three turns without.
Note: Can only be taught by Jᴀʏ.

Approved

(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: F
Range: Short - Mid
Chakra: 50
Damage: 90 (-10 recoil DMG upon attacking and defending.)
Description: Taek having realized he was a member of the Sage Transformation began to learn a plethora of techniques from his uncle. Soon thereafter Taek would realize there not many long range applications of his kekkei genkai, so he developed a basic yet incredibly useful technique. Taek would begin by channeling chakra to the heels of his feet, manipulating his flesh to create a surplus of tendrils to escape and tunnel into the earth, from there he's given a multitude of options. For one, the tendrils are capable of detecting and stopping techniques launched from below, they can also travel towards the opponent wrapping the tendrils around his leg or hardening the tendrils forming on large tendril to escape the ground and pierce the opponent from any direction. Taek begin to realize the complete freedom he had to manipulate said tendrils. Taek is capable of releasing these tendrils and controlling them remotley, meaning he doesn't have to stay in one place while controlling them. However the user is slower when controlling the tendrils, because the tendrils must move with him. The tendrils can be used for defense above ground as well, the user can simply raise the tendrils to block, cut or sever physical attacks launched at the user. Because the tendrils are composed of an incredible amount of the user's own body this technique is considered forbidden. The user suffers from -10 recoil damage upon defending and attacking. The tendrils can fuse together as well as split apart at the user's will. This technique although incredibly dangerous is very powerful.

Note: Although Taek does not have to stay in one location while he's controlling the tendrils, he must stay on the ground while manipulating the tendrils.
Note: The tendrils are only capable of doing two of their abilites per turn, however each ability will consume a moveslot (either, attacking them, or defending against attacks from above/below.)
Note: User moves at -1 lvl speed when using this technique.
Note: Can only be used once.
Note: Lasts five turns.

Note: User cannot use S rank techniques the next turn after this jutsu is activated.
Note: Can only be taught by Jᴀʏ.

Declined - how many tendrils? What rank are each of them? And 5 turns for an F ranks? Not enough drawbacks for such power scale either

(Kemuri: Gurei Mamushi) - Smoke Ninjutsu: Grey Viper
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique allows one to modify their taijutsu style to accomadate for using the Body of Smoke Technique. Due to the user's body now being composed entirely of smoke, the user is awarded with much greater level of flexiblity. For one the user can increase the range of their melee attacks but soldify the point of contact (aka the fist) by manipulating the smoke within the actual limb (the arm) to stretch and or expand. This ability also allows ones body to twist turn and move in ways impossible for those with a normal human body. However due to elemental S/W the user is still affected by wind techniques and as such the flexibity of the user is actually a disadvantage as there is a larger target. The second and most useful part of this technique would be shape manipulation of the actual smoke. The user can change the shape of the smoke and the density in order to create constructs that are only limited by the users imagination, and logic of course. The user can create anything from a hook to a snake head, the size of these constructs are however limited to an area of 10 meters, these constructs do not cause additional damage and as such do not consume a move slot.

Note: Passive activtation upon activating the Body of Smoke Technique, and as such must be placed within the user's biography, as well as the first post in the fight.
Note: User is still at the mercy of Wind Ninjutsu and Weather Effects.
Note: The range of taijutsu attacks are increased by five meters.
Note: Can only be taught by Jᴀʏ.

Declined - clashes with the restrictions of the cannon smoke body technique.
 
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Sasori

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(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra Cost: NA (+10-40 to affected jutsu)
Damage Points: NA
Description: There once were a pair of demon possessed manacles found in a desolated and rundown village. These manacles were once worn by a demonic creature— that it wore till its death. Due to its death while wearing the manacles it imbued them with strange and powerful aurora. In fear of being possessed the villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the demon inside of them.

Abilties:
These demon possessed manacles whenever worn automatically made a connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu. Upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori

♪ Declined: The background for the weapon simply won't be approved. An explanation saying that a weapon was given to the user from a demon or god or whatever just doesn't fly. Remove the paranormal portion. The ability itself is pretty unique, just add a usage limit and you should be good to go. ♪


Leaving for NK/Vex, but more so the latter.


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

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

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

Specifically, puppets treated with Golden Teak are strong and dense, capable of resisting Taijutsu and Kenjutsu (sans chakra)Up to B-Rank, and cannot be destroyed by such means. The material has a heightened resistance to Fire Release. Strictly speaking, only the puppets' defensive/Offensive abilities (Chakra Shield/ Senbon etc. and Nothing that's just purely an elemental technique) are reinforced with the wood, and serve to play on a higher ground with these natures. When going against the Fire element the puppets Offensive/Defensive abilities are increased by One Rank. The pungent smell of the treated material is worked into the puppet itself, and serves as a major defense against animals and insects. A puppet treated with this wood will repel Inuzuka ninken and Aburame bugs, and keeps them from entering Short-range of the puppet.Causing Any Inuzuka/Aburame that does enter short range of the puppet to be reduced in strength by One Rank

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

Fūinjutsu training:

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

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


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


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

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


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

Reworked entirely
(Fūin geijutsu: Shinseina enjo) Sealing Arts: Divine Aid
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA or 60
Description: This is a Fūinjutsu tag that will be applied directly on one of the user's puppets. Imbued inside of each tag is one of the five elemental natures that can be called upon by the user. With this tag it can be passively placed upon one of their puppets as along as it has been stated along with the summoning of said puppet or in the user's biography. When the user activates this seal it coats, said puppet in a thick layer of whichever elemental the user decides. The aurora can be utilized to give a puppet offensive or defensive capabilities. The main purpose of this technique will be to act as a shield or offensive attack; which can be done by using the seal to expel a skintight barrier infused with whichever element was selected, in order to block an attack (up to and including a single A-rank attack). Each time it is activated the aurora can span up to short range of the puppet or be placed skin tight around it. On the other hand this technique can be used as an offensive attack by slamming into targets hitting them with the blunt elemental force of whichever element was chosen. Also, each usage only lasts one turn unless counteracted. When using this technique in battle only when activating the seal does it cost a move.

Note: Can only be taught by Sasori.
Note: Can only be used four times.
Note: Only four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal once applied, per event.
Note: The element must be determined at the moment it is applied.


Approved: edits annotated in pink.


(Reddo himitsu tekunikku: Gyarison) Red Secret Technique: Garrison
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: NA
Description: Sasori starts by swiftly pulling out a scroll and with his other hand opens his chest compartment holding his one hundred chakra threads. The scroll he held would be the one for his One Hundred Puppet collection. Almost immediately as the scroll was pulled out the puppets would all rush from the scroll and the chest compartment already open would attach a single chakra thread to each of the puppets in one fluid motion. With the puppets scattered about he would begin to go on the defensive. Each puppet itself is not very strong so the entire collection fixes that with sheer numbers. Now that the puppets are on the field the user causes for each of the puppets to spread out their arms and from them four different parts would open up. In just a few seconds each of the puppets will use the basic puppetry move known as the Chakra shield to release a bluish color otherwise known as chakra from their arms. After this has been done all of the puppets the swarm in on the user and anything up to short range of them if wanted. All of the puppets then form a sort of dome around the user. They act as a sort of meat shield or in this case a puppet shield from all directions. With the shield of puppets to protect themselves from incoming attacks the user can survive up to a certain amount of damage. The puppets individually don't have much endurance but they make up for it with numbers. Considering that the wall is made out of several layers of puppets the incoming jutsu is weakened and slowed down due to the array of puppets presents. In the process though majority of the puppets are destroyed. The chakra shield is not the main part of the defense but instead is a side piece for the large array of puppets.

Note: Can only be used once.
Note: Can tank up to any damage of any S-ranked technique.
Note: User cannot use the set of puppets for the remainder of the battle.
Note: Can only be taught by Sasori.


Approved~

 
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Never

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Approved CSC :

(Kuchiyose : Bānakuru-wan) - Summoning : Barnacle Bay
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user can either do the normal summoning method or bite their thumb, wipe it on the summoning tattoo and then slam the ground. These are Acrothoracica type barnacles and they are summoned into the ground where they burrow into it, creating thousands of little slits in the earth all up to the max of Mid-Range all around the user. This summon uses its tendrils by sticking them out of their burrowed homes and anything that brushes passed they sense, sending the information back to the contract signer(s) of the disturbance in that area, their tendrils can be damaged but they usually retreat into their burrows if anything damaging starts to spread across the ground (like fire) and when it has dispersed they reappear. These barnacles disallow the opponent from using any jutsu using chakra that come from the ground up to A-Rank in their vicinity because they now have complete control of the earth stopping any chakra from above the surface.

Any Earth Techniques that travel above the ground by the enemy will prompt the Barnacle bay to extend their tentacles so that they slightly touch the earth tech, this plants more Acrothoracica barnacles in the Earth techniques causing them to have a debuff within the technique, this weakens all Earth techniques used by the opponent by 1 rank, meaning D-Rank earth techniques cannot be used at all while they're on the field. Earth techniques used by the user that come from the ground have extra Acrothoracica type barnacles all over it's hard surface allowing for a range of combos with Barnacle Arts Techniques.

- Can only be Summoned Once per battle, thrice per event
- Lasts 4 turns on the battlefield.
- If the Opponent uses an S-Rank Earth Jutsu For Example from the ground it is weakened to an A-Rank.
- User can still use Jutsu from the ground

‡ Pending ‡ Leaving all for Pekoms.


Declined: the first bolded sentence is too much, and not necessarily logically reasonable. Allowing "any" earth technique traveling aboveground to be weakened doesn't explain how the barnacles would be ready to make contact with whatever it is. If it's a projectile or descending from the sky, there's no reason for the barnacles to be able to consistently touch the technique in time. Also, you have a Dark Release bio, so this additional ability and "thrice per event" would minimize a weakness to earth techniques beyond what I'm comfortable allowing. Now, the second added ability simply has little to do with interference and depending on other customs, could become problematic. "Grudge Leech" is, somewhat, a good approach for one additional interference ability. Consider, for example, Acrothoracica-type barnacles producing a mist or possibly even ash. Both would obscure vision, maybe even the Sharingan, but also compel the opponent to adjust.

Approved CSC :

Added a completely different ability

(Kuchiyose : Bānakuru-wan) - Summoning : Barnacle Bay
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user can either do the normal summoning method or bite their thumb, wipe it on the summoning tattoo and then slam the ground. These are Acrothoracica type barnacles and they are summoned into the ground where they burrow into it, creating thousands of little slits in the earth all up to the max of Mid-Range all around the user. This summon uses its tendrils by sticking them out of their burrowed homes and anything that brushes passed they sense, sending the information back to the contract signer(s) of the disturbance in that area, their tendrils can be damaged but they usually retreat into their burrows if anything damaging starts to spread across the ground (like fire) and when it has dispersed they reappear. These barnacles disallow the opponent from using any jutsu using chakra that come from the ground up to A-Rank in their vicinity because they now have complete control of the earth stopping any chakra from above the surface.

Barnacle Bay can utilise the " " Technique using one of the three moves allowed in a turn and from the ground they will quickly grow and sprout a up to and including A rank in power from the use of D.E.V.A, the shell head acting like an egg as a D.E.V.A. is spawned onto the field the sprouted goose barnacle shrinks and retreats back into the ground. The D.E.V.A can only be a B-Rank one and is capable of creating up to two with one use. This can only be used once each time the Barnacle Bay is on the field.

- Can only be Summoned Once per battle, thrice per event
- Lasts 3 turns on the battlefield.
- If the Opponent uses an S-Rank Earth Jutsu For Example from the ground it is weakened to an A-Rank, but the Barnacles will be dismissed.
- Usage Restrictions of "D.E.V.A" apply to Barnacle Bay and not the User
- User can still use Jutsu from the ground, but will have to control the barnacles to move from the area he intents to use earth from beforehand.

Approved - made alot of edits

Updating :

(Meiton : Kyūnyū gurin) - Dark Release : Inhaling Grin
Type: Defensive / Offensive
Rank: B (A)
Range: Short
Chakra Cost: 20 (-10 per turn)(-40 to enemy per hit)
Damage Points: 40 (60)
Description:
The user activates their dark mark whilst holding a Close Combat Weapon, usually a sword (alternatives like spears and axes can be used); the blade of the sword goes a very dark purple as it radiates with Dark Chakra and then becomes self sustaining. The user can then use their blade to slash through oncoming elements or when clashing with another weapon absorb elements channeled through the blade (according to strengths and weaknesses) to absorb the spiritual and physical energies of it, this is essentially the Swordmaster's Inhaling Maw alternative except if the blade also makes contact with the opponent it saps some of his chakra directly like (Meiton: Dassui Fureru) Dark Release: Draining Touch. When the chakra is absorbed by the blade it is channelled straight into the user's palms so that Dark release techniques can be used, the blade will be ready to be used once again.

A-Rank : After absorbing a jutsu the user can throw it back straight after absorption, The Dark radiating through the blade will be immediately converted into blue flames after absorption expelled as a wave of Blue flames in the shape of a crescent setting anything it touches alight. Since Dark release amplifies the chakra absorbed the Blue flames will be more powerful as usual. This has a two turn cooldown.

- Dark Coating around Blade lasts for 5 turns unless chakra is absorbed through it, then the cooldown will reset.
- Has the same absorption power as B-Rank Inhaling Maw
- Can only be taught by LonelyAssassin

Approved - made edits

Updating :

(Meiton : Ismuth no Ankā) - Dark Release : Ismuth's Anchor
Type: Defense/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to thrown back technique due to Explosive Kunai)
Description:
The User channels a large amount of Dark Chakra into a Kunai/Shuriken or Small Projectile that they hold, the Kunai itself has an aura of purple that surrounds it when thrown. The Kunai is throw into that of an elemental technique, it goes by the elemental strengths and weaknesses of Dark Release, the Kunai will pass into the jutsu and essentially absorb some of it - but it will also pull it, because Kunai throws are quite fast the Technique will need to catch up to the kunai in order to be absorbed. But, the Kunai would drag the jutsu back towards the opponent, essentially throwing it back into their face. The Kunai will change from purple aura to blue flames, signifying that it has caught a technique - and upon impact with it's target the kunai will explode into a small pool of blue flames just before the thrown back technique hits their target. This can be used on Shadow Shuriken Clone jutsu, the shadow cloned kunai will be attracted to the Dark Kunai because of the chakra it contains and so this essentially works for any chakra contained tool.

- Must be taught by LonelyAssassin
- Must wait a turn to be used again.
- Can be used 4 times.

♪ Update Declined: The original is fine. You're absorbing part of the jutsu, so a damage boost would be illogical, despite the explosive kunai. ♪
 
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Klad

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Fuuton: Seinaru Keimusho - Wind Release: Sacred Gale
Type: Supplementary
Rank: B-rank
Range: N/A (Depends on other technique)
Chakra: 20
Damage: N/A
Description: Sacred Gale is the manifestation of a potent, but harmless wind. This technique is always used right after another one is performed, preferably that of matter based element's. For this reason, this technique is considered passive and fits in the other technique's time frame, even though this counts as one of user's three moves in a turn. Through the formation of only one handseal, the user will form an adaptable wind coat around the body/object, which will take the form of a medium sized tornado around said object. Because of the fierce rotations and the nature of the tornado, no one would be able to see what is inside the wind's layer with naked eye. The true nature of this technique comes in controlling the arc/direction of techniques. With this technique, the user is able to make his own other techniques travel in curved arc, turning arc, wrapping arc and any movement which stands true to the versatility of wind. Best used on user's own projectile based techniques where they are not controlled any longer, the user can apply this wind tornado around them and thus take control of their travel pattern and arc. Alternatively, Sacred Gale works exceptionally well with techniques which only travel in a linear pattern, giving them the chance to change their nature to basically a homing attack. Of course, the speed of the technique when Sacred Gale is used on remains the same, as it is not designed to give speed boosts. This technique is also used on the user himself, however, he already needs to be a mobile object, thus already moving. Sacred Gale only lasts for as long as the user focuses on it and cannot be used in the same turn again.

Notes:
Sacred Gale only works on matter based techniques. This is because they provide a real solid material where the wind can adapt on and carry them, unlike energy based techniques where their solidity clearly lacks. It can be used four times a battle with one turn cooldown. Can only be taught by Klad

Declined - you having to perform a handseal to use this technique would make it ACTIVE, not passive. Also this has been done before.



Hebi Ninjutsu: Chimei Miryoku - Snake Arts: Lethal Allure
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: Lethal Allure allows the user to have a single, medium sized white snake to emerge from any part of his body and act as a sort of protection. The snake is 150cm long. Due to his hardened skin, he can deflect any lower rank based projectiles or techniques thrown against the user and can extend to the edges of short range in order to attack any target while still being in tact with the user. An unique aspect of this technique comes in whenever a punch, kick or any other physical attack is directed towards the user, this snake will coil around it and effectively stop their momentum whilst simultaneously grabbing a hold of their limb. This will lead to the snake stream his poison inside the opponent by biting the grabbed body part of them. This poison will deteoriate the opponent's health and worse their physcial performance to the point that they can't perform Taijutsu attacks in the same turn and next. The snake will continue on biting the opponent indifinitely unless he does something about it and gets rid of it. In the second turn, if the opponent still hasn't done something about the snake, the poison will affect his chakra usage performance, making him unable to use any A-rank or above technique. In the third turn, the target will find death.

Notes:
Can only be used twice in a battle and the snake will last four turns externally. This means that once emerged, he can freely travel from one body part of the user to the other in a fast manner. It requires two turn cooldown to use again. Whilst the snake is active, the user cannot have any other snake summon or peform any other snake techniques. Can be deactivated at will and can only be taught by Klad

Declined - how does the poison work? How does this snake work on EIG tai or elemental tai?

Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand through any means, the user can channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of light blue flames will come out from the "Release" mark which will fill the whole medium range very quickly. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 3m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, however they will need to come out from the mark first so they travel to the desired location, although it's a fast process. The size and volume is up to the user as long as they are within the medium range reach.

Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
Can only be taught by Klad

Declined - this clashes with existing techniques
 
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Drackos

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(Bakuton: Tei’i) – Explosion Release: Imperial Majesty
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (60)
Description: Imperial Majesty is a highly versatile Explosion Release technique to be used while Vestments of Divine Imperials is active. Applying the user’s explosive energy state he or she will produce explosions at any point on their body enabling them to be propelled against the air in the direction of their choosing. The explosions are highly versatile in nature allowing for the user to shape and manipulate them upon creation effectively negating recoil and preventing damage by angling the explosions outwards while also determining their width. The explosions, as previously mentioned, will propel the user against the air allowing for the user to take evasive measures in order to avoid techniques within logical reason and speed. Alternatively, this technique can be used to propel the user and then be sustained enabling for a limited form of flight/levitation by setting off a small chain reaction of explosions at the chosen location on the user’s body. The chain of explosions used to sustain this technique is maintained by passively draining the user’s chakra over time. When Imperial Majesty is used offensively or defensively the user can instead apply the propulsion against a living body or opposing technique, respecting elemental weaknesses and strengths. The explosion will act to propel the user in the opposite direction of the targeted body inflicting A-Rank damage. Imperial Majesty can be used four times per battle.



‡ Approved ‡ Nice technique.
Updating these two:

(Bakuton: Tei’i) – Explosion Release: Imperial Majesty
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (60)
Description: Imperial Majesty is a highly versatile Explosion Release technique to be used while Vestments of Divine Imperials is active. Applying the user’s explosive energy state he or she will produce explosions at any point on their body enabling them to be propelled against the air in the direction of their choosing. The explosions are highly versatile in nature allowing for the user to shape and manipulate them upon creation effectively negating recoil and preventing damage by angling the explosions outwards while also determining their width. The explosions, as previously mentioned, will propel the user against the air allowing for the user to take evasive measures in order to avoid techniques within logical reason and speed. Alternatively, this technique can be used to propel the user and then be sustained enabling for a limited form of flight/levitation by setting off a small chain reaction of explosions at the chosen location on the user’s body. The chain of explosions used to sustain this technique is maintained by passively draining the user’s chakra over time. When Imperial Majesty is used offensively or defensively the user can instead apply the propulsion against a living body or opposing technique, respecting elemental weaknesses and strengths. The explosion will act to propel the user in the opposite direction of the targeted body inflicting A-Rank damage. The user is also able to utilize Imperial Majesty without being within Vestments of Divine Imperials. In this case the user is simply limited to producing propulsion from either or both of their feet, effectively limiting their flight paths to a single direction: vertical or slightly diagonal but still upwards. Imperial Majesty can be used four times per battle.

Declined - keep the original

(Bakuton: Retsuri’ten Hōritsu no Hikari) – Explosion Release: Celestial Avulsion, Law of Light
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The second of the techniques awakened during Avenger’s maddening rampage; it represents the absolute laws of light. This technique can only be used while Vestments of Divine Imperials is active. Celestial Avulsion, Law of Light is considered an advanced application and variant of Imperial Majesty revolving primarily around the usage of explosions in order to propel the user against the air, targets, or techniques. Celestial Avulsion, Law of Light acts as the opposite of Venerable Augustus, Light of Heaven. Instead of the user consuming energy at irrational rates the user will instead expel energy. Reflecting this, the technique is initiated through focusing Explosive chakra throughout the user’s explosive form. The immediate result is a dramatic omnidirectional S-Rank Explosion spanning short-range from the user’s position. This explosion reflects the avulsion of matter and energy from the user’s explosive form much like the formation of a Neutron Star. As this occurs the user’s body will begin to react with interactions with physical matter and opposing forces allowing the user to produce explosions from their body which propel them at their volition. This propulsion operates exactly like Imperial Majesty – they are highly versatile and can be created anywhere on the user’s body allowing them to propel them against the air in the direction of their choosing. Due to the sheer amount of energy the explosions will propel the user’s sprinting speed thrice their base. These explosions can be produced through two separate methods. The first is by passively producing the explosions against matter or opposing forces. This method allows the user to propel themselves at the aforementioned speed and produce a sustained form of flight. This cannot be used to evade techniques throughout its duration aside from the turn it is activated in. The second method is by actively producing explosions from the user’s form. These explosions mirror the speed of the passively produced Explosions but will also possess S-Rank strength. Like the explosions created in Imperial Majesty this technique allows the user to produce explosions that can be used to propel themselves against opposing techniques or targets, respecting elemental strengths and weaknesses and can be actively used to produce propulsion to evade techniques as well. Celestial Avulsion, Law of Light will last until Vestments of Divine Imperials expires. When Vestments of Divine Imperials expires the user will suffer from the sheer quantities of energy expelled. This results in a decrease of three levels in the user's base speed. The user will be unable to use S-Rank or above techniques or A-Rank or higher Explosion Release for 3 turns.

‡ Approved ‡ Made edits
(Bakuton: Retsuri’ten Hōritsu no Hikari) – Explosion Release: Celestial Avulsion, Law of Light
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The second of the techniques awakened during Avenger’s maddening rampage; it represents the absolute laws of light. This technique can only be used while Vestments of Divine Imperials is active. Celestial Avulsion, Law of Light is considered an advanced application and variant of Imperial Majesty revolving primarily around the usage of explosions in order to propel the user against the air, targets, or techniques. Celestial Avulsion, Law of Light acts as the opposite of Venerable Augustus, Light of Heaven. Instead of the user consuming energy at irrational rates the user will instead expel energy. Reflecting this, the technique is initiated through focusing Explosive chakra throughout the user’s explosive form. The immediate result is a dramatic omnidirectional S-Rank Explosion spanning short-range from the user’s position. This explosion reflects the avulsion of matter and energy from the user’s explosive form much like the formation of a Neutron Star. As this occurs the user’s body will begin to react with interactions with physical matter and opposing forces allowing the user to produce explosions from their body which propel them at their volition. This propulsion operates exactly like Imperial Majesty – they are highly versatile and can be created anywhere on the user’s body allowing them to propel them against the air in the direction of their choosing. Due to the sheer amount of energy the explosions will propel the user’s sprinting speed four times their base. These explosions can be produced through two separate methods. The first is by passively producing the explosions against matter or opposing forces. This method allows the user to propel themselves at the aforementioned speed and produce a sustained form of flight. This cannot be used to evade techniques throughout its duration aside from the turn it is activated in. The second method is by actively producing explosions from the user’s form. These explosions mirror the speed of the passively produced Explosions but will also possess S-Rank strength. Like the explosions created in Imperial Majesty this technique allows the user to produce explosions that can be used to propel themselves against opposing techniques or targets, respecting elemental strengths and weaknesses and can be actively used to produce propulsion to evade techniques as well. Celestial Avulsion, Law of Light will last until Vestments of Divine Imperials expires. When Vestments of Divine Imperials expires the user will suffer from the sheer quantities of energy expelled resulting in their death.

Declined - shouldn't of been approved in the first place how it stands but 4th gate custom speed is a no, keep the original.

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

♪ Approved, made an edit. ♪



‡ Pending ‡ Leaving for Vex.
Removed size limitation because it was just too small.

(Fūinjutsu: Mukei Hogosha) – Sealing Technique: Ethereal Guardian
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed. Constructs are at max 20 meters in height.

♪ Update Approved, minor edits made. ♪
 
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-Albel-

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(Meiton : Kindan no hen'i) - Dark Release : Forbidden Mutant
Type: Supplementary / Offence / Defence
Rank: S
Range: Short - Long
Chakra Cost: 40 (-20 per turn)
Damage Points: 80
Description:
After using Inhaling Maw twice or Ultimate Inhaling Maw once to absorb the physical and spiritual energy of a technique the user bites their thumb and wipes it on one of their dark tattoos as a sort of sacrifice and then claps their hands together, they will then open their hands and expel dark chakra from their marks on both their palms and creates the shape of a man using the chakra. All over the dark purple body there seem to be Absorption Tattoos that resemble those on a Dark user's palms, except from two light blue eyes there seem to be no other features. The mutant has the capability of absorption from the body being made up of dark chakra and will be capable of tanking damage(absorbing) attacks following the S/W of dark, F-Ranks for elements weak to it, S-Ranks for those Neutral to it, and A-ranks for those that are strong against it. Once its body has absorbed the damage stated above it will begin to start taking actual damage.

The Mutant is self sustaining, leeching chakra from the user and using 1 out of 3 of the user's turns the Mutant can use "Dark Release : Inhaling Maw" but a more powerful version at A-Rank. The Forbidden mutant is capable of performing strong fist Taijutsu that the user knows(excluding EIG) with +10 internal damage bonus and will run at the same speed as the user, as well as using all Dark jutsus the user knows up to and including S-rank. So the mutant can run around and jump in front of jutsu for you to keep you alive, or get close and personal to sap chakra from the user with it's passive "Dark Release: Draining Touch" ability whenever it touches them, or simply help with keeping the enemy at bay by helping attack.

The Forbidden Mutant's end game is that if it successfully absorbed a jutsu during it's life it can at any point suddenly grow a light blue and will explode into a fiery maelstrom of blue flames. Depending on how many jutsu the Mutant has absorbed it will effect the range of the explosion, if it absorbs the equivalent of an A-Rank technique it's a short range blast radius, S-Rank is Mid-Range radius, Higher than S-Rank is Long-Range radius. The user can be harmed by the end game if not careful.

- Must be taught by Albel
- Seals on the body are purely cosmetic
- Lasts until Defeated or Until the User Wills.
- Can only be used twice per battle
- Only one Forbidden Mutant on the field at a time.
- The user himself can not use any other release based dark jutsus in the same turn after Forbidden Mutant is made, and none above A-rank the following turn.

♪ Update Declined: Tone this down severely. It won't be allowed to use any custom dark release techniques, use custom Tai, or run at the user's current speed. Obviously, if the mutant is to use an ability, absorb a jutsu, etc. It would count as one of your moves per turn. If the entity is hit with an attack of F rank by an element weak to dark, then it would disperse. ♪

New Submission:

Meiton: Nekuromansā no Gisei - Dark Release: Necromancer's Sacrifice
Type: Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A (+20 to specified techniques)
Description: Necromancer's Sacrifice is a technique in which helps in amplifying the user's other attacks through the use of earlier absorb chakra by any dark absorption based technique. The user will focus the dark chakra in his dark mark and bring out a controllable amount of light blue flames that they will place on themselves or their own weapons or whatever it is they so wish. This can be done because it only coats the outer layer leaving whatever it is they have coated to remain unharmed from the flames. The flames can be big enough to cover the user's entire body and will take the shape of any object's frame. Because of the brute and sheer power the blue flames have, any Taijutsu technique done by the user will gain +20 damage. This also applies to Kenjutsu techniques if the user applies the flames to his sword/other weapon directly. Simply put, the user always needs to have contact with the object he will use these flames on, and they will gain the twenty damage boost. For this reason, objects need always to have solidity so the flames can maintain. Since the flames' size can be manipulated, the user can choose to only coat his limbs as to give more practicality to his attacks.

-Needs a one turn cool down so therefore can not be used in consecutive turns.
-Being that the flames are that of the released version of Dark anything that is coated with them will gain the S/W of the release version of Dark.

♪ Declined: This clashes with Nakiri's Satan Flame taijutsu. ♪

Permission from Klad to submit this as it may be a bit similar to Torment of the Undying.
 
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[koton: Kudaketa hōyō] - Steel Release: Shattered Embrace
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a technique that can be used in two ways. It can be used on existing steel techniques or being releasing from the ground. What this does is, the user will release their chakra into existing steel they control or one devoid of chakra, and in doing so will take control of the steel and cause it to break down into thousands of blades of steel near on instantly like the shattering of glass and from their control the blades through their hand gestures or through their weapon. These blades will move in a large swamp or smaller swarms depending on how the user wishes to control them using them to strike what they want. If they chose to use it from the ground they will form the blades of steel in the ground and then cause them to shoot up from within the ground in a huge swarm to attack which they wish. As long as the user controls these blades they will only be able to use steel and elements that make up steel and it will take up one of their three moves per turn. Not only this but the technique will always be A rank, even if they use this to break down one of their S rank techniques.

Note: Usable once every two turns, being able to control the blades for up to 3 turns.
Note: No jutsu above S rank while active
Note: takes up one of the users three moves per turn to control.

Declined - I'd like you to specify the range of "non-chakra" steel that can be manipulated through this. I will allow it if you say inactive steel release techniques that you produced, but I won't allow you to manipulate for example the swords and kunais of an opponent. Thousands of blades should be lowered for an A rank and you need handseals for at least the ground usage, as well as make a restriction about how further from a target can you actually materialize/break apart into the blades of steel. You also have to define the size of the blades, can't have you run around breaking steel apart into the molecular level. Finally, where's the excitement and uniqueness of the technique? You go on about an ancient sushi blade forging skill in your boost technique and then you present me a generic weak description for your manipulation technique? Make it awesomer.

[koton: Rūnfōji] - Steel Release: Rune Forge
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: This is a simple technique which can be applied when forming a steel release technique or once it has already been made. It will happen within the same time frame of the creation of the technique is used to begin with. This applies a skill seen through out history that many blacksmiths have used, in that to make a blade stronger, they will fold the steel to reforge, keeping the blade extremely sharp while increasing it's density, such as in sushi knives. This applied in RP terms is that the steel in a technique releases more steel within itself but folds and compresses into itself. This means that the steel is harder without losing it's shape/shapness/form, and in doing so makes the technique +1 rank stronger up to S rank, where as S rank and above will gain +10 damage. For example, if the user used the S rank steel release technique to create a sword, they would infuse more chakra into it using this technique, applying more steel and controling it with fire chakra to create the folded steel effect, making the sword stronger, giving the sword +10 damage.

Note: Only useable 4 times, can only be used on a technique once and can only be used once per turn.

Approved with Edits

[koton: Shinpi-tekina] - Steel Release: Mystic
Type: Offensive/Supplementary
Rank: A
Range: Short - mid
Chakra: 30
Damage: 60
Description: This is a unique steel cj that brings out the users true potential in close combat. It's based off several skills that combine to make a unique mode of sorts. It's based on the principle that metals can be coated in an element and remain coated until their duration runs out, this will apply to the users steel body. The user, while having turned their body to steel, will release a full surge of wind chakra through their body and down towards their feet. In doing so they will release currents of wind that push out from under their feet and go up around them towards their head. What makes this unique is the currents will remain flowing and the user will release shards of steel shrapnel from their feet which will be carried up around them through the wind release and be pushed into the air. This wind will continue to flow around the users body so that the shards of steel will never actually hit the user, and when they reach 2m above the user they will then fall down to the ground short range around the user. Though these currents of wind will push items with lesser force up and away from the user while the steel will shred through anything it comes into contact with (within rank and elemental reasoning). For example if an opponent were to try and punch the user while this is active, their arm would be pushed up off target and shredded by all the blades. This will flow around the users entire body including their arms as they move around. A unique ability of this mode, is one that enhances the users tai combat and range, although the mode is short range, through movements the user can release pulses of the wind/steel in a direction of their choice, for example via punching in a certain direction. This can reach a maximum of mid range and will count as one of the users three moves per turn and be A rank in power.

Note: Useable 3 times, lasting up to 4 turns, with two turns between uses.
Note: Due to steel being released from the user while active the user is only able to use steel release and elements that make up steel.

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Declined Simplify the wording. You want a secondary layer of "armor" that acts as a wind current around your body carrying shrapnel of steel that detaches from your Steel Body, and adds shredding damage to anything that steps too close to you. I need you to clarify the range of this current, which I'm assuming is the "2 meters above", and expand that to also 2 meters in front and behind? The wind is always circling and conveying around you so why bother describing the descent and ascension of the steel and the wind, unless you mean it to be single usage, or have breaks between windows of effect? Or do you mean that it's constantly pushing steel upwards and then just falls harmlessly around you, short range away from you? Just make it a round or a cylindrical vortex of wind currents, it's simpler. I wonder if this is required to be Steel, since it seems as just a Wind technique that utilizes already existing Steel, but at the very least it has to be named Steel/Wind.
 
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RuckenTM

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(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) Fire Release: Uchiha Hidden Explosive Tags Technique
Type: Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), summoning a torrent of flames which can be manipulated and exhaled through the ring-hole and index thumb, but momentarily unleashing a volley of kunais each single stringed tagged with many paper-bombs, and done with one hand. Manipulated as like, "(Katon: Hōsenka Tsumabeni) - Fire Release: Phoenix Sage Flower Nail Crimson" the stream is released as; A) a thin yet powerful jet streamline, becoming incredibly fast also while being able to spread across the field very quickly with a multitude of paper-tagged kunais hidden through the gashing line of flames. This results (using their chakra to keep the paper tags sustained) in katon coated Kunais to emerge via flames (if not countered with a solid elemental interaction) afterward, resulting in an additional explosion there then-after. B) an invasive large fireball that spans in size height and length but slowly as it increases onward. Meanwhile, Paper-bomb tagged Kunais embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released scorching (as the kunais within simply flow circularly slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectory.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion.

Note:
~ Can only be used twice per match.
~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.
~ User must be katon specialist.

Depiction:
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Declined - how can the tags not be incinerated by this, that doesn't make sense, and the control to try and create a chakra like shield around that many tags would take too much skill.
Resubmitting from Archive: [ ] — This CW is to be tied to the Bladed Hat Combat CFS that's to be re-submitted [ ]

(Kamisori en no Bōshi) — Razor Rimmed Hat
Type: Weapon
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The Razor Rimmed Hat is a customized barber's bowl hat with a short spherical crown and elongated circular brim with bladed edges. The hat's material is incredibly strong, durable, and lightweight, being virtually indestructible and has a look and texture akin to leather. The entire hat is also very reactive to chakra, allowing different functionalities. As a result, the hat became a perfect weapon to fight with.

Abilities of the Razor Rimmed Hat

Chakra Blades
Due to the material the hat is made out of, this weapon is able to have chakra flowed through its entirely naturally. By naturally channeling their chakra into the hat, the user can perform certain techniques. Additionally, the blades on the brim of the hat are naturally reactive to chakra, and when chakra is infused, the razor edges will begin to spin rapidly, which creates a glowing buzz-saw like effect. The color of the glow will match the user's chakra. Due to the intense chakra control, the spin of the blades is on par with the rotational power of the Rasengan. Besides that, the blades of the hat can also be infused with the Basic 5 Elements.Katon — When infused with Fire Chakra, the blades of the hat increase in heat. It also adds the effect of causing intense burns on anything it makes contact with.

Remove mention of the rasengan.

Fūton — When infused with Wind Chakra, the blades of the hat increase in sharpness. It also adds the effect of perfectly slicing through anything it makes contact with.

Raiton — When infused with Lightning Chakra, the blades of the hat increase in speed. It also adds the effect of numbing anything it makes contact with.

Doton — When infused with Earth Chakra, the blades of the hat increase in durability. It also adds the effect of petrifying anything it makes contact with.

Increasing it's durability wont work, the pretrifying is fine.

Suiton — When infused with Water Chakra, the blades of the hat increase in mobility. It also adds the effect of absorbing the chakra of anything it makes contact with and decreasing it’s rank by one.
No to the absorbing.
When applying elemental chakra, the strength of the blades increase in rank and damage, and also become affected by standard Strengths and Weaknesses.

Hat Call Back
As the hat naturally reacts to chakra as well as familiarizes itself with the wearer's chakra, it has a tendency to return to its rightful place. The hat can naturally detect the chakra of the wearer, seeing it as a sort of homing beacon, wanting to go back to the wearer's head. If foreign chakra makes contact with the hat, whether through techniques or by another person, the hat rejects it by having the blades spin rapidly, freeing itself from whatever made contact with it before flying back to the user. Should someone besides the user forcibly try to keep hold of the hat, it will drain 50 chakra from the person each turn. This chakra drain can’t be used to restore the user’s chakra, it simply goes to waste. As a final ability, whenever the hat is thrown, the user is able to passively have it return to their side with a thought and/or hand gesture.

Note: Must be listed in the user's bio in order to utilize
Note: Can only usable by Bladed Hat Combat practitioners
Note: Only one elemental chakra infusion can be made at a time
Note: User needs to have completed Rasengan Ninjutsu for proper chakra control
Note: Can only infuse elemental chakra if the user completed training in nature
Note: Once an elemental chakra infusion is made into the hat, it remains until the hat returns to the wearer.

Declined - give a few reasons above as to why.
Depiction of the Razor Rimmed Hat: [ ]

Leaving for nk
(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) - Fire Release: Uchiha Hidden Explosive Tags Technique
Type:
Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), summoning a torrent of flames which can be manipulated and exhaled through the ring hole and index thumb, but momentarily unleashing a volley of kunais each single stringed tagged with many paper-bombs, and done with one hand. Manipulated as like, "(Katon: Hōsenka Tsumabeni) - Fire Release: Phoenix Sage Flower Nail Crimson" & "(Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique", the user combines the ability to stream chakra upon a multitude of paper tags through a medium for protection and while exhaling fire-infused chakra upon them for resistance. They thenrelease it as;
A) a thin yet powerful jet streamline, becoming incredibly fast also while being able to spread across the field very quickly with a multitude of paper-tagged kunais hidden through the gushing line of flames. This results (using their chakra to keep the paper tags sustained) in katon coated Kunais to emerge via flames (if not countered with a solid elemental interaction) afterward, resulting in an additional explosion there then after.

B) an invasive large fireball that spans in size height and length but slowly as it increases onward. Meanwhile, Paper-bomb tagged Kunais embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released scorching (as the kunais within simply flow circularly slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectory.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion.

Note:
~ Can only be used twice per match.
~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.
~ User must be katon specialist.

Contact me about this, tired of rechecking it.

(Kamisori en no Bōshi) — Razor Rimmed Hat
Type: Weapon
Rank: N/a (A-class)
Range: N/a (Short-Long)
Chakra Cost: N/a (30)
Damage Points: N/a (60)
Description: The Razor Rimmed Hat is a customized barber's bowl hat with a short spherical crown and elongated circular brim with bladed edges. The hat's material is incredibly strong, durable, and lightweight, being virtually indestructible and has a look and texture akin to leather. The entire hat is also very reactive to chakra, allowing different functionalities. As a result, the hat became a perfect weapon to fight with.

Abilities of the Razor Rimmed Hat

Chakra Blades
Due to the material the hat is made out of, this weapon is able to have chakra flowed through its entirely naturally. By naturally channeling their chakra into the hat, the user can perform certain techniques. Additionally, the blades on the brim of the hat are naturally reactive to chakra, and when chakra is infused, the razor edges will begin to spin rapidly, which creates a glowing buzz-saw like effect. The color of the glow will match the user's chakra. Due to the intense chakra control, the hat spin of the blades is on par with the specialized chakra/advanced ninjutsu. Besides that, the blades of the hat can also be only infused with the Basic 3 Elements. Which are;

Katon — When infused with Fire Chakra, the blades of the hat increase in heat allows moisture deprivation upon its location of spin (mid-range limit). It also adds the effect of causing intense burns on anything it makes contact with.

Raiton — When infused with Lightning Chakra, the blades of the hat increase in rotation allowing them to pull in targets upon close range. It also adds the effect of numbing anything it makes contact with.

Doton — When infused with Earth Chakra, the blades of the hat increase/decrease in weight upon the user's will. It also adds the effect of petrifying anything it makes contact with.

When applying elemental chakra, the strength of the blades encounters become affected by standard Strengths and Weaknesses.

Hat Call Back
As the hat naturally reacts to chakra as well as familiarizes itself with the wearer's chakra, it has a tendency to return to its rightful place. The hat can naturally detect the chakra of the wearer, seeing it as a sort of homing beacon, wanting to go back to the wearer's head. If foreign chakra makes contact with the hat, whether through techniques or by another person, the hat rejects it by having the blades spin rapidly, freeing itself from whatever made contact with it before flying back to the user. Should someone besides the user forcibly try to keep hold of the hat, it will drain 50 chakra from the person each turn. This chakra drain can’t be used to restore the user’s chakra, it simply goes to waste. As a final ability, whenever the hat is thrown, the user is able to passively have it return to their side with a thought and/or hand gesture.

Declined - the above is just weird, the hate is just a chakra hat not knowing shit about anything. You want it to come back have it as a effect that you pull it back with your chakra. And no to draining chakra. And costs, turn limits and drawbacks for the effects.

Note: Must be listed in the user's bio in order to utilize
Note: Can only usable by Bladed Hat Combat practitioners
Note: Only two elemental chakra infusions can be made at a time
Note: User needs to have completed Ninjutsu for proper chakra control
Note: Can only infuse elemental chakra if the user completed training in elemental nature
Note: Once an elemental chakra infusion is made into the hat, it remains until the hat returns to the wearer.

Depiction of the Razor Rimmed Hat: [ ]
 
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Zaphkiel

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(for reference)
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:


Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.


Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.


Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.


Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.


Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.

(Fūinjutsu: Kuroana) – Sealing Technique: Black Hole

Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long / N/A
Chakra: 30 / N/A (+10 chakra to applied techniques)
Damage: 60 / N/A
Description: Black Hole is a versatile Sealing Technique based on the principles of the Black Barrier in Sealing Technique: Spiritual Acquiescence. This technique enables two separate applications but each follow the same principle. Both produce a barrier with the exact capabilities found in the Black Barrier; namely the creation of a barrier based on the Barrier Shatter Technique. The barrier is completely black, as if it absorbs all visible light. This gives it the appearance of a cosmic black hole. Much like its variation in Spiritual Acquiescence this technique creates a barrier enabling it to absorb opposing barriers, much like a black hole. As such it can absorb opposing barrier techniques S-Rank and below regardless of their nature. The first application of Black Hole allows the creation of independent barriers as free standing and manipulated constructs, shaped to the user’s liking with the versatility of Sealing Technique: Ethereal Guardian. This allows for the creation of numerous constructs and weapons within the confines of the user’s imagination. These creations are formed within short-range of the user but can extend to long-range with the user’s manipulation should they be sustained or simply launched as a projectile. These barriers possess A-Rank durability and act neutral to all elemental natures. However, as previously mentioned, these barriers are capable of absorbing S-Rank opposing barrier techniques. The second application of Black Hole allows the user to infuse additional chakra into their techniques allowing for the creation of the barrier around their form. Due to the versatility in its shape the barrier is able to actively shape itself to fit the technique it is shaped around. When used in this method the technique it is applied to will gain no durability or offensive increase. It simply gains the ability to absorb S-Rank opposing barrier techniques. This technique can be used five times per battle and cannot be used in consecutive turns.

Declined - the red makes this so OP. I can't allow it.

(for reference)
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s current speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. The user is only able to create familiars at a maximum of twice their current size, exceeding no more than that. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed.
(Fūinjutsu: Mukei Tōitsu) – Sealing Technique: Ethereal Unity
Type: Defensive, Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra to applied technique)
Damage: N/A
Description: A supplementary technique designed to be used in conjunction with Ethereal Guardian. This technique is loosely based on the principles of the Combination Transformation Technique. With an additional infusion of chakra the user manipulates their body and their created familiar to perform a transformation akin to elemental transformation techniques. This in essence allows the user to become their familiar for the remainder of its duration. Because of this the user’s body will inherit the defensive strength of the Ethereal Guardian and gain its unique abilities; ranging from its physical defenses and durability to its mobility. Ethereal Unity lasts as long as the Ethereal Guardian will remain on the field. When used in the same turn that Ethereal Guardian is used this transformation will take one instance of the timeframe allowing both techniques to be used simultaneously. Alternatively the user is able to apply this technique to a Guardian already existing on the field after creation regardless of its location causing the Guardian and user to become one for the remainder of the duration. When used in such a way the Guardian will disperse and instantly cause the user’s body to transform. This technique can be used twice per battle. Upon expiration this technique will cause the user’s body and familiar to seamlessly separate and revert the user to his or her original form.

Declined - can't allow this, because it would allow you through this combination to clash with alot of existing things.

.
 
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Nathan

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(Meiton: Seihai no Hason Shita Negai) - Dark Release: Holy Grail's Corrupted Wish
Type: Offensive/ Defensive/ Supplementary
Rank: S
Range: Mid - Long (Creation) Short - Long (Absorption & Release)
Chakra: 40 (-10 Chakra per turn to (Maintenance)
Damage: 80 (-10 per turn for 5 turns if direct contact is made)
Description: The user starts by clasping their hands together, almost as if in prayer, and gathers a massive quanity of Dark Release Chakra into their hands, before raising one, or both of them to the sky, and releasing this Dark Release Chakra, in it's rawest form, into the sky above the battlefield (Max of Long Range distance between user and Grail). Once the Chakra has reached a suitable height/ distance from the user, the Chakra, which is still in a raw state, is suddenly drawn together, combining together to create a massive stationary orb in the sky. This orb, otherwise known as the "Holy Grail", is able to suck in, steal and absorb Chakra from any and all sources of raw or energy based Chakra, including Chakra within the bodies of Shinobi, and Jutsu that either have no solid, corporeal or tangible form, like Fire and Lightning Release. The power of this absorption is dependant on the range the target is from the Grail itself, with targets at Long Range losing 10 Chakra per turn, Mid Range 20 Chakra, and Short Range 30 Chakra per turn. This not only helps constitute it's presence on the battlefield, which requires 10 Chakra per turn, this also has the benefit of weakening Jutsu that are within range of the Grail, and allows the user/ the Grail to take the accumulated Chakra and repurpose it in the form of an offensive Dark Release Jutsu. In the case of the Grail, any surplus in Chakra is accumulated, condensed and released in a ceaseless discharge of liquid-like energy from the Grail itself. On the first turn that the Grail begins to convert surplus Chakra into the liquid-like energy, it begins to engulf Short Range of the ground/ surface directly beneath it, on the third turn, Mid Range, and on the 5th turn, Long Range. Direct contact with this dark red liquid-like substance causes intense burns on living targets, combustion on flammable materials, etc, resulting in 80 Damage instantly if direct contact is made, with the lingering burns and pain resulting in an additional 10 damage per turn for 5 turns. If the Grail itself is somehow destroyed, it immediately releases all Chakra stored within into the liquid discharge, and violently releases it in an omnidirectional blast, completely engulfing the entire battlefield with the destructive liquid from the Grail. Naturally, despite being it's creator, the user is just as susceptible to both the absorption of Chakra, and the released form of the Grail than their opponent is, meaning they must be careful in it's usage, as well as factors such as their distance and position in relation to the Grail.

Note: Can only be used twice per battle/ NW Event.
Note: Lasts for four turns, and cannot not be deactivated by the user.
Note: Whilst active, the user is only able to use elements that are solid in nature (Earth, Water, advanced elements or custom elements that are akin to solids).
Note: Once this technique is over the user is unable to use B-rank and above dark and the elements that make up dark for two turns.
Note: Cool down of two turns before re-use.
Note: Can only be taught by Nathan.


Declined - this is way beyond the limits of dark release. Dark releases uses the marks on your hand to release and absorb chakra. But to make an orb of "dark charka" is just way beyond the limits of the kg. DNR
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-

Training:

(Bakuton/Raiton: Keijika Koushoku) - Explosion/Lightning Release: Corporeal Eradication
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: With this technique, the user creates a series of sub-molecular explosions that causes a visage of disintegration that happens around a target or targets. To begin with this technique, the user will initiate this technique by perform a set of three handseals, and releases it throughout the air. The Explosion Release Chakra then becomes monoatomic with the hydrogen molecules within the air. Once this step is complete, the user will then weave a final hand seal in order to set off a series of sub-molecular explosions that travel throughout the atmosphere and eventually detonates all around the area. As previously stated, this technique ignites at a sub-molecular level and gradually increases to a monomolecular grade within a fraction of a second. The explosions vibrate at a high enough frequency to disturb the bonds between sub-molecular particles akin to Dust Release Techniques and essentially cause the targeted matter to disintegrate to sub-molecular dust. This works by adding the users profound use of Lightning Chakra in tandem with this technique to cause diffusion in the electromagnetic force cause the electrical field between particles i.e. the Weak Force making it disrupt causing a form of negation. This technique is barely visible to the naked eye, but is see-able by the fact that it does emit a slight brown/orange hull.
Notes:
- Can only be used once per-match.
- Once used the user is unable to use explosion or sound above B-rank for two turns.
- Can only be taught by Nathan.

Declined - this is beyond the limits of explosion release.
 
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Method

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

‡ Declined ‡ Similar to something Noni made.
If required, to resubmit if it is not too similar & more creative.

I did not bold the sub below as a majority of the description has changed, including the name.

Raiton: Kirin no giman| Lightning Release: Kirin's Deception
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+10)
Damage: -
Description: An advanced Lightning technique which requires the user to perform a single handseal & channel chakra across their entire body right after having performed a Lightning jutsu that is released from their self & which can also linger within a short range distance. after performing the handseal, the user's body begins to violently vibrate & emit a bright light while turning into a state of pure lightning, they then merge with the Lightning technique performed prior, being sucked into it. The process is almost immediate. The jutsu containing the user is unhindered, travelling at the same speed & allowing the user to move around within the body of the jutsu itself almost instantly while still having full view of their surroundings. The user is free to move between currents or multiple projectiles if they are within short distances of each other, the distance being roughly 1 meter. The user has a unique but limited control over the lightning jutsu, requiring them to channel more chakra into the technique to do so, the ability allows the user to alter the form of the lightning into whatever they desire; with a limit on size depending on the jutsu itself. With this the user would be able to shape the lightning into various objects, i.e an orb of lightning could burst apart, turning into hundreds of miniature birds to avoid incoming jutsu. Currents such as those created through Nagashi could turn to large snakes, with much more of a fluid motion but wrapping themselves around the target to constrict movement, staying within the realms of Nagashi's purpose. Streams could take on forms of humanoid figures, animals or anything similar to run toward the target, aiming to target a certain part of the opponent. The objects available are limitless in possibility, however the form is the only thing controllable, the user is unable to maneuver the jutsu in any other direction other than the intended path of travel. While inside the Lightning jutsu the user is unable to perform other jutsu, & can only do so after completely removing themselves from the lightning & is able to reach up to 5 meters after being released. When overpowered, the user is forced out of the lightning & takes a part of the damage from the collision.
- Unable to use other techniques while active.
- An additional 10 chakra to alter form of jutsu

Declined - dnr, can't allow this.


Meiton: Yūwaku no mottomo kurai tatchi | Dark Release: Seduction's Darkest Touch
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: -
Description: The user must first absorb chakra equivalent to S rank through the required means. This technique is able to effect any sentient being; whether it be elemental sentient, clones, summons, Custom Weapons or even humans. to perform it requires the user to release a burst of Dark chakra within a short range distance or have some type of contact with their target; whether it be directly or through a medium. The Dark chakra enters into it's target, spreading across their chakra network as it soon after begins to corrupt & alter it into pure Dark chakra. The chakra begins to manifest around the exterior after having corrupted the chakra network, consuming the entirety of the target into a dark purple entity made of pure Dark chakra, called Dark Nymphs, which then falls under control of the user. The mentality of the Nymph changes to a gruesome, vicious mindset, with nothing more than a lust for violence. It carries no fear or sense, simply attacking it's target unless ordered otherwise by the user. It's appearance resembles the "Stage 2 Jinchūriki Cloak", though in a Dark purple colour & red eyes.

Nymph Clones — After being corrupted, turning into pure dark chakra, the clones become S rank, able to move at speeds slightly slower than those without Leg Weights (extremely difficult to follow but still able to notice & able to react with focus) & strike opponents with normal strength. Lacking any mental or physical restrictions such as fear or muscles they are very difficult to predict. Due to their lack of sense, they are left only able to perform aggressive Taijutsu strikes & after three turns, explode into a dark blaze of fire that covers a short range distance. This can be performed beforehand though requires 1 of 3 moves.

Nymph Summons — This does not effect giant summons such as Gamabunta; the largest the user being able to corrupt would be similar to Sasuke's Hawk when battling Danzo. Unlike clones, Summons being pure life forms simply have their chakra network altered to dark chakra & have dark chakra manifest around them, taking on a more fiendish appearance though it being purely cosmetic. When corrupted, the summon falls under the user's command, able to perform Dark release versions of their original techniques, though within reason. The opponent is unable to reverse summon as the connection is blocked by the dark chakra coating, the summon however only lasts on the field for three turns & any moves performed are 1 of 3 of the user's own.

Nymph Elemental — This includes any elemental being created that is controlled or has control over itself; strengths & weaknesses apply. After corrupting an elemental, it follows the same process as usual & has Dark variants of it's original techniques, within reason. Though any being that requires chakra to sustain itself draws it from the dark chakra within & reduces in rank by one. After three turns, explode into a dark blaze of fire that covers a short range distance. This can be performed beforehand though requires 1 of 3 moves.

Nymph Weapons — Slightly more restricted & simple in abilities, when a Custom Weapon based on a sentient ability; such as Samehada, is corrupted, it shuts off from it's wielder, unwilling to perform any ability & if it requires chakra to stay active, it siphons twice as much each turn due to Dark Releases natural ability to absorb chakra. This last for two turns & then reverts back to it's original self.

Nymph Humans — Due to the advanced nature of the human body & chakra network, corrupting them is far more complex. The user is only able to perform this on humans through direct contact. After contact is made the user's Dark chakra spreads across the target's body as normal, though to completely take over the body takes up to 6 turns, each turn corrupting 1/6th of their chakra. The opponent is able to perform a full body surge of equal rank to remove the Dark chakra, strengths & weakness apply. If within the 6 turns nothing is done, the opponent is consumed by the Darkness & morphs into a Nymph, though the difference being they are not entirely made of chakra just as the summon. The user has full control of the opponent but only for two turns & they can only perform Dark release blasts from their body that equal A rank; counting as 1 of 3 moves each turn & Taijutsu.

Notes:
- Can only create one type of Nymph each use
- Can be used three times
- Must wait three turns after each use ends
- Can only perform A rank & below Dark, Lightning & Fire jutsu for the next turn
- Strengths & Weaknesses apply to all Nymphs
- Taught by Method

Declined - this is way beyond the limits of dark release.

Doton: Jiwari no fuzoku |Earth Release: Jiwari's Appendage
Type: Supplementary
Rank: B
Range: Mid
Chakra: 20
Damage: -
Description: This technique requires the user to first perform three handseals & continue to channel chakra into a body of mud & manipulate it to create multiple tendrils that shoot out from the mud & restrict their target. Having an adhesive quality, the tendrils are able to stick to or wrap around the target for greater restriction. The user has full control over the tendrils & can manipulate them to perform various maneuvers while travelling & while gaining a hold over it's target; this can range from lifting them up, pulling or pushing them back. The user can create up to 10 tendrils all adding up to B Rank & each can reach up to Mid range. A minimum of 2 tendrils to lift a human while the entire jutsu would be able to restrict moderate sized Summons.
- Can be used 4 times
- Taught by Method

Declined clashes with mud c.e cj
 
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Pyro NB

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Approved CSC: [ ]
(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind she was born without a mouth but granted the ability to communicate telepathically to those she trust. She has also been Keji's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Keji speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Keji
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Approved - nice to see a tai summon


(Jūkenpō: Shi no bōryaku) Gentle Fist Style: Death Scythe
Rank: A
Type: Attack/Defense
Range: Short
Chakra: 30
Damage: 60
Description: Utilizing their ability to expel chakra from any and all tenketsu in their body the Hyuga releases chakra from any point and by utilizing their advanced chakra control to shape this chakra into one or more scythes (division rules apply). These scythes can extend up to 3m in length and 1m in width; however, this technique was designed to be used in a swift fashion. When used swiftly the opponent will only see glimpses of the user's chakra but if used in an extended fashion the scythes become visible to the opponent.

Notes:
~Has a 1 turn cool down between uses
~Can only be used by Hyuga bios
~Can only be taught by Keji
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Declined - needs better wording, like from the sounds of it, up close no one would be able to react to this
 
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Hijirigen: Heisei - Holy Illusion: Ataraxia
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
An antithesis of illusion that causes pain, mind torture and disorder. With a twist, the user would channel chakra into the brain and cast an illusion on his opponent or himself, virtually removing the reality of pain from his own existence albeit in real life pain would still be felt as normal, thus why the genjutsu has a sweet twist where it can't be broken with pain but other genjutsu breaking means. The genjutsu makes it seems the user has a rapid increase in "endorphins" production from the pituitary gland in the brain. The increment of endorphins, which is as a result of pituitary disorder, would cause two distinct effects:- "Insensitivity to pain" which means that the sensory nerves that responds to pain are all dead due to excess endorphins thus the painful stimulus is not even perceived. With this variation, the target is not able to describe the intensity or type of pain he is going through. The second variation is the "Indifference to pain" which means that the sensory nerves that responds to pain are only petrified and numb due to little over-saturation of endorphins thus the target can perceive the pain stimulus, but lacks an appropriate involuntary response to it. In other words, they would not flinch or withdraw when exposed to pain unlike the normal reflexive response to pain. The genjutsu aims to create a false sensation of serenity and relief, bringing pain down to the barest minimum or completely removing the sense of pain altogether. The genjutsu however, has a great drawback which puts the life of someone trapped within the genjutsu in danger. Since it brings false relief thus it give false sense of security. This means, the opponent or the user is prone to being affected and severely injured which they could have been alerted to via pain. But because they are unable to feel pain, they can't gauge the extent of damage they have received thus for example, one affected by this genjutsu may suffer severe blood loss from a cut due to him not feeling pain, though he still has his sense of touch intact and he might feel the touch but the inability to feel pain could bring negligence and sense of security.
Requires body contact with the target or the Tiger handseal to cast up to mid-range.
3x per battle
No other genjutsu can be layered on the genjutsu while active
2 turns inbetween usage

‡ Declined ‡ This is beyond the limits of Genjutsu.

Ninpou: Shōkan - Ninjutsu: Redemption
Type: Supplementary
Rank: D-Forbidden
Range: Short-Mid
Chakra: 10-50
Damage: N/A
Description:
This jutsu is specifically useful to address chaos and destruction converting something that is suppose to bring about stress to something fun. With this, one is able to turn a physical impact into a malleable one through the infusion of one's chakra. Elaborately, the user would infuse his chakra into an explosion, be it normal, elemental or a kg type, while instantly forming a malleable barrier around it. This turns the normally destructive explosion into an elastic explosion. The resulting impact would be nothing less than a harmless repulsion which is similar to one bouncing off a trampoline or one been hit by a large balloon. However, the explosion would still push away the target like normal albeit harmless but the target would be pushed away at double the speed of a kage ranked ninja that only someone with higher reaction or tracking speed is able to adjust or exploit the sudden push to his advantage. Despite the speed of the push though, the target is only pushed away one-range farther. The amount of chakra used to infused the explosion depends on the magnitude of the explosion while explosion from a freeform tag counts as a d-rank magnitude by default.
S-rank infusion can only be used 3x while 1 forbidden rank infusion can be used
When S-rank infusion is used, the jutsu can not be used in the next turn
When forbidden rank infusion is used, the jutsu can not be used for 4 turns

‡ Declined ‡ This doesn't feel logical nor would it be fast enough to stop techniques in the way you want it to.
Removed the "indifference to pain" altogether.

Hijirigen: Heisei - Holy Illusion: Ataraxia
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
An antithesis of illusion that causes pain, mind torture and disorder. With a twist, the user would channel chakra into the brain and cast an illusion on his opponent or himself, virtually removing the reality of pain from his own existence albeit in real life pain would still be felt as normal, thus why the genjutsu has a sweet twist where it can't be broken with pain but other genjutsu breaking means. The genjutsu makes it seems the user has a rapid increase in "endorphins" production from the pituitary gland in the brain. The increment of endorphins, which is as a result of pituitary disorder, would cause a single distinct effect:- "Insensitivity to pain" which means while in the genjutsu, the sensory nerves that responds to pain are all dead due to excess endorphins thus the painful stimulus is not even perceived. With this, the target is not able to describe the intensity or type of pain he is going through.
The genjutsu aims to create a false sensation of serenity and relief, bringing pain down to the barest minimum or completely removing the sense of pain altogether. The genjutsu however, has a great drawback which puts the life of someone trapped within the genjutsu in danger. Since it brings false relief thus it give false sense of security. This means, the opponent or the user is prone to being affected and severely injured which they could have been alerted to via pain. But because they are unable to feel pain, they can't gauge the extent of damage they have received thus for example, one affected by this genjutsu may suffer severe blood loss from a cut due to him not feeling pain, though he still has his sense of touch intact and he might feel the touch but the inability to feel pain could bring negligence and sense of security.
Requires body contact with the target or the Tiger handseal to cast up to mid-range.
3x per battle
No other genjutsu can be layered on the genjutsu while active
2 turns inbetween usage

‡ Declined ‡ This is more in-line with the limits of Genjutsu but now it clashes with existing illusions, most notably one that belongs to Lili. However while her version makes sense, this one is paradoxical. If the opponent sustains enough pain to break this illusion, then it's overall effect is rendered useless.

Ninpou: Shōkan - Ninjutsu: Redemption
Type: Supplementary
Rank: D-Forbidden
Range: Short-Mid
Chakra: 10-50
Damage: N/A
Description:
This jutsu is specifically useful to address chaos and destruction converting something that is suppose to bring about stress to something fun. With this, one is able to turn a physical impact into a malleable one through the infusion of one's chakra. Elaborately, the user would infuse his chakra into an explosion, be it normal, elemental or a kg type, while instantly forming a malleable barrier around it. The user is simply greeting the explosion with chakra that does not interact with the explosion in a traditional way but rather spread around the explosion as a thin layer of gelatinous chakra which expands as the explosion expands. This turns the normally destructive explosion into an elastic explosion. The resulting impact would be nothing less than a harmless repulsion which is similar to one bouncing off a trampoline or one been hit by a large balloon. However, the explosion would still push away the target like normal albeit harmless but the target would be pushed away at double the speed of a kage ranked ninja that only someone with higher reaction or tracking speed is able to adjust or exploit the sudden push to his advantage. Despite the speed of the push though, the target is only pushed away one-range farther. The amount of chakra used to infused the explosion depends on the magnitude of the explosion while explosion from a freeform tag counts as a d-rank magnitude by default.
S-rank infusion can only be used 3x while 1 forbidden rank infusion can be used
To be able to use this, explosion must be perceived by the user and explosion must originate from at least 2meters away from the user.
When S-rank infusion is used, the jutsu can not be used in the next turn
When forbidden rank infusion is used, the jutsu can not be used for 4 turns

‡ Declined ‡ Something like this isn't possible.


Ninpou: Kinji - Ninja Art: Approximate
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(-5 per turn)
Damage: N/A
Description:
A passive ninjutsu that spans a period of time when activated. When activated, it affects the user's jutsu that are boosted by at least 5 additinal damage. Should the user's jutsu be affected that it drops a rank via elemental/jutsu interraction, the added damage of the jutsu immediately rounds up the jutsu to immediate next rank but loosing the added damage in the process. The process at which this works is simple, while this ninjutsu is active, every other user's technique that the user makes, would have an additional coating of the chakra though the chakra only comes to play if the technique in question has a damage boost of at least +5 damage. For example, say the user creates an S-rank earth golem boosted by 10 damage making it 90 damage strong S-rank. When this collides with S-rank water, it'll leave the golem at Strong A-rank, which is also 60 damage + added boost. The technique comes in by adding the chakra from the chakra coat to approximate the added boost, making the technique return to S-rank, a strong B-rank returns to A-rank, etc. This is however only possible if the technique is weakened and not destroyed completely.
Last 4 turns
3x per battle

‡ Declined ‡ This is illogical. DNR.


Pōkubōru - Poke ball
Type: Object/Supplementary
Rank: N/A
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description:
The user has a golf sized poke ball that he uses in place of summoning rites to call forth his summoning. Instead of the normal handseals, blood contract and slaming one's hand on a surface, the user would only need to throw or drop the poke ball to summon them. The poke ball already contains the user's blood though the user still spends chakra as normal when summoning. The summoning emerges from the poke ball as if the ball is spitting them out albeit its just cosmetic. The summoning is actually using the pokeball as a summoning medium similar to a solid surface across which a sealing formula spreads. There is a pokeball for each of the user's summoning and though this is just a passive object, the animal summoning is not thus one needs to post it alongside the summoning animal. The user is able to use the poke ball to call back the summoning thus hiding it and pausing its duration time. However, this does not extend the duration of the summoning animal. For example, say a summoning has 2 turns remaining, and the user's calls it back into the poke ball, the summoning's duration does not reset and when its called back into the field of play, it has only 2 turns left. When a summoning is called back into a poke ball, re-summoning the trapped summon is passive since the summoning is already active, only paused. The user has passive control over the poke ball as he can make it come towards him at will.
Poke ball is able to be thrown up to mid-range tops.

Declined been done before
 
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Updating jutsu [ ] for clarity, can't directly quote.

(Doton/Kugutsu: Kōka-ito) — Earth Release/Puppetry Technique: Hardened Threads
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra Cost: 15
Damage Points: -
Description: By focusing their earth chakra into their puppet strings, they can toughen them to the extent of using them like rope, either pulling something in with greater ease than regular puppet strings, or using it to connect to something and pull themselves to it. The effects of this jutsu is similar to rope, and can have an abundance of uses depending on the user's creativity and imagination.

Approved

Updating jutsu [ ] for clarity, can't directly quote.

(Raiton/Kugutsu: Miko no Mai) — Lightning Release/Puppetry Technique: Dance of the Shrine Maiden
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: -
Description: The user after performing three hand seals will shoot a weak, but incredibly potent bolt of lightning towards one of their puppets. The lightning spreads all throughout the puppet and drastically increases its speed in the middle of a battle. This turns the doll into a lightning entity of sorts, and as such makes it incredibly vulnerable to Wind Release attacks which will prematurely end this jutsu if hit. Effectively, this technique has the potential to double the puppet's speed, affecting everything that may come of it including Taijutsu strikes, basic Puppetry Ninjutsu, and so on. Although the puppet is capable of moving at twice its original speed, it cannot move faster than what the user can track (whichever number is lower). This jutsu will have no effect on armor-based puppets, or other special puppets that can potentially bolster the user's own speed.

While this can be used on other people, there is no real damage and effect in doing so, and should not be used for such a purpose.

Note: Lasts for three turns.
Note: Can only be used thrice.
Note: Can only affect one puppet at a time.


Approved - nice
New submission:

(Jiton: Fukuin Tei) — Magnetism Release: Evangelical Emperor
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Based on the canon technique Demonic Illusions, this is a passive technique that is applied to the user's genjutsu efforts. Using their own Jiton chakra to apply a genjutsu, the user is capable of creating illusions by altering the brain's magnetic fields, as opposed to the simple insertion of chakra. In this sense, it creates genjutsu through the manipulation of the brain via magnetic waves. Unlike the parent technique however, in theory this is designed to affect the whole body, and can be classed as a therapeutic jutsu. The technique itself is believed to have positive effects on the body, such as improve blood flow within the affected areas. Genjutsu performed using the magnetic fields as a medium will have a higher pain threshold to release the illusions. For example, an A-Rank release method such as piercing a muscle would be needed to break a B-Rank genjutsu. Additionally, if combined with the parent jutsu Demonic Illusions, it gains a rank in power.

□ Declined. Not sure if possible, but first of all, too powerful. S rank Genjutsu wouldn't be able to be broken easily, in terms of surges and pain, as well as it being a passive with no limit makes it too much. □
 
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(Rōringudanputorakku) Rolling Dump Truck
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Rolling Dump truck is a simple move used after the user expands their abdominal/torso area entering their Human Boulder form while the Multi-Size technique is active. Once in that form the user begins rotating in a single spot in order to swiftly build up speed, taking only a brief moment, before taking off at full speed towards their target area. Fully aware of the outside world while rotating, the user can use this technique to avoid certain jutsu of valid reasoning as they move on the field at increased speeds unrestricted by direction as a small fowl tail of dust follows behind them when used on certain surfaces. A special factor of the Rolling Dump Truck is the user's bounciness in this form and by quickly shifting their weight, first in the opposite direction to build energy before directing it towards the surface creating a form of bounce force, the user can effectively bounce their bodies off of solid surfaces towards any linear direction away from that same surface further utilizing their increased mobility during this move. Still heavy, the increased speeds of this jutsu makes the user a force to be reckoned with when contact is made with tangible targets like earth/water jutsu with a weaker strength or enemies alike, being able to either mow down their target as they roll over them, or crush them from above if the user bounced off a surface going upwards, but ultimately the form of attack is always left up to the user's creativity while maneuvering about the terrain.
NOTES
►Has a 1 turn cooldown
►Can be utilized after taking on a Human Boulder form, whether it be Super or Multi size form
►Owned by ZandaT

Declined - needs a usage limit
(Rōringudanputorakku) Rolling Dump Truck
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Rolling Dump truck is a simple move used after the user expands their abdominal/torso area entering their Human Boulder form while the Multi-Size technique is active. Once in that form the user begins rotating in a single spot in order to swiftly build up speed, taking only a brief moment, before taking off at full speed towards their target area. Fully aware of the outside world while rotating, the user can use this technique to avoid certain jutsu of valid reasoning as they move on the field at increased speeds unrestricted by direction as a small fowl tail of dust follows behind them when used on certain surfaces. A special factor of the Rolling Dump Truck is the user's bounciness in this form and by quickly shifting their weight, first in the opposite direction to build energy before directing it towards the surface creating a form of bounce force, the user can effectively bounce their bodies off of solid surfaces towards any linear direction away from that same surface further utilizing their increased mobility during this move. Still heavy, the increased speeds of this jutsu makes the user a force to be reckoned with when contact is made with tangible targets like earth/water jutsu with a weaker strength or enemies alike, being able to either mow down their target as they roll over them, or crush them from above if the user bounced off a surface going upwards, but ultimately the form of attack is always left up to the user's creativity while maneuvering about the terrain.
NOTES
►Has a 1 turn cooldown, and a 5x usage limit
►Can be utilized after taking on a Human Boulder form, whether it be Super or Multi size form
►Owned by ZandaT

Approved



(Ototon: Herukarusushīrudo) Sound Art: Hercules Shield
Type: Defensive/Supplementary
Rank: C-A
Range: Short-Mid.
Chakra: 15-30
Damage: N/a
Description: Hercules Shield is a sound ninjutsu that releases low frequency sound waves from the body outwards in a cone like shape, starting narrow from the body then expanding outwards in length and width, in order to seemingly create makeshift shields that extends from the body outwards. These shields of sound are translucent, compact, dense, and are able to push materials along their surface area off of the user as they expand outwards giving this defense its supplementary feat. The process of making these compact shields of sound is quite easy, allowing the user to use this jutsu as a swift enough defense in many scenarios, especially since the shields originate from the body itself. The user is not limited to a certain area of the body when creating these shields, in fact, they can create them anywhere with an ending length from the body and surface area of the shield itself all depending on the amount of chakra used when using this jutsu. A c ranked shield can extend up to 2m away from the body while also having a surface area of up to 2m, and from there every succeeding rank will increase the jutsu's limits by 2m with the total being 6m at a rank. The amount of shields created at once is up to the user, its size still adhering to its rank, but will ultimately split the effectiveness of the jutsu accordingly.
NOTES
►C-B rank can be used 5x, while A rank can be used 2x per battle
►A rank usage has a 1 turn cooldown
►Owned by ZandaT

Declined - i'm sure shields made of sound waves have been done before
 
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