Custom Jutsu Submission - III

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Deviation

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from old thread.

Summoning Animal: Giraffe (Giraffidae)
Scroll Owner: Kakashi
Other Users who have signed contract: N/A
Summoning Boss (If existing): N/A
Other Summoning Animals tied to contract: N/A
General Description of the Animal in Real Life:

Giraffes are one of the world's tallest mammals, and are part of the Giraffidae Genus, to which a few other species belong, including the Zebra-like Okapi. They are native to Africa, wherein they tend to prefer savannah and woodland areas. Giraffes are well known for their long necks, legs, and spotted patterns, and also possess small horn-like ossicones, which look like short, blunt antlers. These ossicones are used to protect the head in fights, the most brutal of which are referred to as "necking", which are bouts in which two male Giraffes use their necks as weapons in order to establish dominance. Giraffes are herbivorous, and typically subsist on a diet of branches, twigs, berries, leaves and other forms of flora, using their long necks to reach higher branches than other herbivoral animals can, giving them an advantage in their foraging of food.

Background and General Information in the RP:

The Summoning Animals of the Giraffe Contract made their home in the South-West regions of the Land of Fire, and North-East regions of the Land of Wind, where the combination of savannah and rain forest climates provide the Giraffes the perfect conditions to live. They are content enough to live their lives in peace, preferring to avoid conflict with humans and other animals, unless provoked. To ensure that they do not grow weak or complacent, the Giraffes engage in violent bouts with another, not only to establish dominance and which animal leads the Contract as the Boss, but to also settle arguments, matters of dispute, and other smaller matters that cannot be resolved in any other manner.

Those who sign the Giraffe Summoning Contract must receive either a tattoo or a scroll, through which they Summon the animals from the contract, like almost all other Summoning Contracts. Either one of these will be provided during training. An image of the tattoo is provided in the spoiler below.

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Pending, it's approvable but are you sure you don't want to have a special aspect of the contract to make it unique and better? Like how toads have oil? Snakes shed skin ect... If not i'll approve this.


Approved
 
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Jhin

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Link to sage mode training:

(Senjutsu: Kawaī hebi) - Sage Technique: Ravenous Snake
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique revolves around the general concept of absorbing natural energy from the environment, this jutsu takes the concept a step further. Requiring the user to stand perfectly still, unless they have the ability to absorb natural energy without doing so. The technique essentially allows the user to act as a tremendous vacuum for natural energy drawing a far larger amount than normal, completely draining the surrounding area of natural energy for three turns preventing others users of natural energy from utilizing their abilities that require natural energy. This technique can be combined with sage mode activation and acts in the same timeframe as the sage mode activation and allows the user to enter sage mode with an additional 3 turn duration. However the drawback is that entering this extended sage mode will make the transformation volatile, only allowing the user to perform two techniques per turn instead of the usual three as using multiple jutsu in quick succession will cause the natural energy to be overwhelming to the users body. Especially if they have an imperfect sage mode doing so would petrify them very quickly.

Note: May be used twice per battle.
Note: This technique can be used during sage mode to increase duration or while activating sage mode.
Note: May only be taught by Jhin

Declined - nice try but doesn't work that way. You draw it in as fast as you can anyway and bond it with your own chakra. Plus that wording you just know its to benifit oro xd

(Senjutsu: Hebi no jaaku) - Sage Technique: Treachery Of The Snake
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique revolves around the general concept of absorbing natural energy from the environment, this jutsu takes the concept a step further. Requiring the user to stand perfectly still, unless they have the ability to absorb natural energy without doing so. The technique was developed by Orochimaru, knowing that the unique cursed seals are powered by natural energy. Specifically his own usually, he developed a way to protect himself against others who would attempt to use this power against him. An Orochimaru bio doesn't need to be in sage mode to use this ability but others who use it will need to already be in their sage mode. By drawing the natural energy out of the opponents cursed seal using their own ability to consume natural energy the user will be able to not only extend the duration of their sage mode, but to cut the duration of the opponents curse mark activation. If used by normal users other than Orochimaru it will cut the duration of the opponents curse mark in half and add that duration to the users sage mode transformation, I.E An opponent with four turns left of curse mark will have two turns essentially taken away from him and the two turns will be added to the sage mode duration of the user. Orochimaru being the creator of the curse mark however is able to strip the full duration from the opponent and add it to his sage mode duration. In regards to stealing half the duration, if used on an opponent with an odd number of turns remaining it will always add up to the next substantial amount. I.E if the user has three turns remaining it will take one turn, if they have five it takes two turns from them.

Note: May be used twice per battle.
Note: May only be used on biographies with a curse mark activated.
Note: This technique can be used during sage mode to increase duration or while activating sage mode but only with Orochimaru for the activation variation.
Note: May only be taught by Jhin

Declined - would require contact with them to draw it out of their own seal, and if not used by oro then would require med knowledge as only med ninja can give cm in the rp

(Senjutsu: Shin Kusanagi) - Sage Technique: True Grass Mowing Sword
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is unique to Orochimaru and is based on natural energy. It functions in two variants but both focus on enhancing his sword of Kusanagi. The first version is performed during a technique of the sword of Kusanagi and enhances the blade with an aura of senjutsu to increase it's damage by +20. The aura of natural energy in this form is base natural energy and therefore invisible to those who don't possess the ability to sense natural energy. The second variant involves Orochimaru directly sacrificing his ability to use sage mode for a normal duration to enhance the sword with pure natural energy. However in this form the sword will take an aura of what appears to be snake scales. The enhancement level is the same boosting the attacks by +20 but this version is a self sustaining enhancement that lasts one turn per turn of sage mode duration Orochimaru sacrifices. Example Orochimaru would sacrifice 3 turns of his sage mode to have the self sustained enhancement to Kusanagi for three turns.

Note: May be used twice per battle.
Note: This technique can only be used during sage mode.
Note: The second variation will directly drain 2 turns from Orochimaru's sage mode.
Note: May only be taught by Jhin
Note: No jutsu above A rank in the turn following this

Approved - made edits
(Senjutsu: Hebi no jaaku) - Sage Technique: Treachery Of The Snake
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique revolves around the general concept of absorbing natural energy from the environment, this jutsu takes the concept a step further. Requiring the user to stand perfectly still, unless they have the ability to absorb natural energy without doing so. The technique was developed by Orochimaru, knowing that the unique cursed seals are powered by natural energy. Specifically his own usually, he developed a way to protect himself against others who would attempt to use this power against him. An Orochimaru bio doesn't need to be in sage mode to use this ability but others who use it will need to already be in their sage mode. By drawing the natural energy out of the opponents cursed seal using their own ability to consume natural energy the user will be able to not only extend the duration of their sage mode, but to cut the duration of the opponents curse mark activation. If used by normal users other than Orochimaru it will cut the duration of the opponents curse mark in half and add that duration to the users sage mode transformation, I.E An opponent with four turns left of curse mark will have two turns essentially taken away from him and the two turns will be added to the sage mode duration of the user. Orochimaru being the creator of the curse mark however is able to strip the full duration from the opponent and add it to his sage mode duration. In regards to stealing half the duration, if used on an opponent with an odd number of turns remaining it will always add up to the next substantial amount. I.E if the user has three turns remaining it will take one turn, if they have five it takes two turns from them.

Note: May be used twice per battle.
Note: The user must make physical contact to drain the cursed mark.
Note: Users other than Orochimaru must have medical knowledge to use this.
Note: May only be used on biographies with a curse mark activated.
Note: This technique can be used during sage mode to increase duration or while activating sage mode but only with Orochimaru for the activation variation.
Note: May only be taught by Jhin

Approved- you really wanna steal curse marks lol

(Senjutsu: Shin Kusanagi) - Sage Technique: Constriction Of Jormungandr
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Designed to impede an opponent greatly. By focusing their natural energy in to the wind in a targeted radius up to twenty meters in diameter the user will cause the air molecules to become infused with large amounts of natural energy and control them in one of two unique ways. The first method involves the density of the wind and will allow the user to in essence create a zone of high pressure that will greatly inhibit the movement of the opponent as though they were very far underwater and under a great amount of pressure. Causing them to lose any active speed modifiers while in the zone reverting to their base speed, and reducing that base speed level by 3 levels. Additionally it will take them twice as long to form handseals and they will be unable to string four or more handseals per turn due to the crushing weight. The second seemingly more simple method involves pushing the wind molecules away creating more vacuum like conditions in a similar radius and has a different set of debilitating effects. While in the zone of low oxygen the opponent will be entirely unable to use fire release jutsu due to the lack of oxygen to fuel the fire, they will also suffer effects of vertigo and confusion to begin with suffering blurred vision that will cause them to lose 4 levels of tracking speed each turn they remain in the zone. After 3 turns in the zone the opponent will pass out due to a lack of oxygen in the body much like drowning. However both zones once placed can not be relocated and can be escaped by an opponent.

Note: May be used twice per battle.
Note: This technique can only be used during sage mode.
Note: Both variations drain a turn of sage mode upon activation, but are both self sustaining once used.
Note: May only be taught by Jhin
Note: No senjutsu techniques above A rank in the turn the zones end.

Declined - sorry but this clashes with a really old sage cj to control wind, check my cj thread to find it :)

(Senjutsu: Muki kansō) - Sage Technique: Inorganic Desiccation
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Essentially the ability allows the user to reach in to natural substances and pull the natural energy from causing them to become dessicated and damaged. When used against earth for example the earth would become seemingly older and barren causing it to crack and fracture in to dust. When used against water the liquid would become stagnant and begin to evaporate quickly as though subjected to heat, becoming a thick mist. Wind would simply halt becoming a gentle breeze and fire following suit would die out due to the lack of wind. Lightning would lose it's conductivity and diffuse in the air. Nearly all techniques carry some form of nature with them and removing this provides a powerful defense for the user of this technique but more importantly furthers his duration of sage mode. Techniques below B rank will not give the user any additional turns of sage mode, but B rank will provide one additional turn, and A rank will provide two additional turns. S rank provides the most giving three additional turns of sage mode. When used on techniques this can be performed at range with no physical contact, however the ability can also be used on human targets and requires contact to do so. Against foes with natural energy in their body it will directly rip the energy from them and transfer it to the user. With a single strike taking half the natural energy in their body, preventing the usage of sage mode, sage transformation, or any natural energy based techniques for three turns. If they're already in sage mode it will drain half the duration. For non users of natural energy, being struck will simply have a similar effect as the ability has on liquids, causing them to become slower and weaker in general they will lose five levels to their speed and suffer from blurred vision and hyperventilation for three turns. Due to the technique being natural energy based it's capable of defending from all techniques S rank and below that are not dual nature, such as lava or ice.

Note: May be used twice per battle.
Note: If used on an opponent without natural energy in their body, it will cost one turn of sage mode for the user to perform.
Note: This technique can only be used during sage mode.
Note: May only be taught by Jhin
Note: No senjutsu techniques in the turn following this, while the body adjusts to the stolen energy.

Declined - the thing with this is it wont work on elements created by a shinobi unless they are using sage mode. For example, a Kakashi bio releases a fireball, he doesn't infuse it with narutal energy and so there is nothing for you to pull out of it to cause it die out. Where as if you used this just on the normal ground, it would contain the energy and make it crumble, but not of earth released from a ninja's body.
 
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Osmon

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(Bakuton: Hoshi no Meshitsukai) – Explosion Release: Servant of the Stars
Type: Offensive, Defensive, Supplementary
Rank: B
Range: Short – Long
Chakra: 20 (-5 per turn)
Damage: 40
Description: The user will focus Explosive chakra into the surrounding surface creating a dragon resembling Earth Release: Earth and Stone Dragon. This dragon is shaped in the same manner as Lightning Release: Four-Pillar Bind using Explosive chakra to shape the earth into a stone dragon. The dragon itself varies in size slight; but at its maximum it is about half the size of the Earth and Stone Dragon itself. Because the earthen material it is composed of is infused with Explosive chakra it will detonate on contact with matter and opposing forces. However, should the user be aware of the interactions, the user can keep the dragon inert allowing it to prevent an explosion and detonate at the time the user decides. This requires the user be aware of an interaction, however. Because of its simplicity the Servant will remain on the field until it is destroyed, effectively lasting indefinitely. The dragon possesses a form of sentience beyond that of Earth Release: Stone Golems can be remain autonomous of the user’s concentration through a passive siphoning of the user’s chakra. Servant of the Stars can be used three times per battle and cannot be used in consecutive turns.

Declined - this is beyond blast release.

(Katon: Hoshikan) – Katon: Vessel of the Stars
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: Vessel of the Stars is the lesser version of the Royal Decree and, like its superior relative, is designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first. Unlike Royal Decree, the Vessel of the Stars simply increases the intensity of an explosion causing them to be far more violent and chaotic than without; although still able to manipulate their directionality. This effectively translates to an increase of one rank in strength, or +20 damage. Vessel of the Stars can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to.

Declined - been done before, people made gas to boost fire.

(Bakuton: Senkan) – Explosion Release: Vessel of War
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra within short-range of their location creating a familiar mirroring the user’s stature, appearance, and size. The familiar is composed purely of Explosive chakra being crimson, yellow, or orange in color. Although this coloration is largely cosmetic and can be changed through the use of external techniques which affect Explosion Release coloration. This familiar is powered by passively siphoning the user’s chakra and is granted a limited form of sentience; this allows the familiar to sustain independence from the user’s concentration. While it is a familiar composed entirely of Explosive chakra the energy will remain inert to the touch, even when coming in direct contact with an opponent. However, as a familiar composed of energy it can regenerate from attacks which do not kill it within elemental strengths and weaknesses. This effectively means the familiar cannot be weakened. Aside from these basic abilities the Vessel of War possesses two abilities. The first is its ability to act as an independent solider allowing it to utilize Explosion Release techniques, sans hand seals, up to and including S-Rank. The second ability of the Vessel of War is its unique purpose to serve as a vessel for the Emperor’s powers and abilities. When the Vessel of War is consumed through techniques such as Potentate Proclamation, Luminary’s Edict, or their variants it will retain its sentience instead of becoming homogenous with the user’s body. This allows the Vessel of War to continue using Explosion Release techniques from the user independent of his actions for the duration of Vestments of Divine Imperials. Vessel of War lasts for four turns and can be used twice per battle with a two turn cooldown in between applications. When this technique expires the user cannot use Explosion Release techniques above S-Rank for a single turn.

Declined - this is beyond blast release.
 
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Inch

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(Yoton: Ōkibona Yōgan-Hō)-Lava Release: Greater Lava Technique
Type: Offensive, Defensive, Supplementary
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-10 per turn)
Damage: 60/80
Description: Greater Lava Technique functions similarly to the element's D rank generic lava technique. As the name suggests, however, it is superior to the Lava Technique in every way. With this jutsu, the user will apply their desired affects without limiting their power, causing any lava created to be much more powerful and destructive as a result of this jutsu's higher rank. The user will focus their chakra in order to cause a basic structure (pillars, waves, etc) of lava to appear either within a short-range from the air around them, or up to a long range if they are able to use the ground as a source. The created structure can be made up of either liquid lava or solid lava according to the user's wishes. The user will then be able to freely use their chakra to move the jutsu up to a long range away, at a speed equal to twice the user's current speed. This can be accomplished by either granting the structure one large initial burst of speed or continued manipulation. One unique aspect of this jutsu is that the user is able to touch the sources of lava he creates and not be burned, similar to how many fire jutsu do not burn the user in spite of proximity. Of course, this technique contains many hefty restrictions though these depend on the rank used. When the jutsu is used as an A rank, the user will be unable to use it at this rank again on their following two turns. The A rank variation can only be used four times per battle. When the jutsu is used as an S rank, the user will be unable to use it at this rank again on their following three turns. The S rank variation can only be used three times per battle. At either rank, in order to continue the manipulation beyond an initial burst of movement, the user will be unable to perform jutsu outside of the Lava, Earth, and Fire categories. This includes manipulating the structure across multiple turns. A structure can last no longer than three turns.

Declined, spoke to others and a Greater Lava Jutsu will be made for the Canon list, though this one forming lava "from the air" is a stretch that's not possible.
 
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BusinessManTeno

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

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

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

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

‡ Both Declined ‡ Lmao, you just threw together a bunch of abilities for both of these summons. You even invented a rank above boss summon in an attempt to justify these excessive abilities. These immunities need to go, that +20 to earth is completely baseless, doubling the dimensions of his future jutsu? Wew.
(Kame Kuchiyose: Gaia) Turtle Summoning: Gaia
Type: Summon
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/a (+15 to users earth jutsu)
Description: Gaia is one of the two grand summons, being even above the boss summon thus requires a little bit more chakra than the average summon (Similar to ma and pa of the toad contract). Gaia is said to be the mother of all the turtle summons thus have a mental link to all of them. The user will smear blood on its palm than slap his hands together summoning Gaia beneath him. Gaia is a very huge turtle that ranges the maximum size of a boss summon (100 meters) and 30 meter radius in width. Just like all turtles she has an extremely hard shell leaving her immune to A rank techniques that strike the shell. Gaia has several unique properties about her. One of them being that she is connected to the earth, making one believe she is earth herself. She has a mini forest on her back with the trees reaching 25 meters high (Meaning her actual height is actually 75 meters with 25 meters being trees) This helps the user hide shall he wish to catch his opponent off guard. Due to her huge size she is able to communicate via mentally with the summoner as long as he is on her shell. The second thing is she is always pooling chakra into the ground up to 5 meters around her whole body (The chakra output is equal to her rank but she isnt able to use jutsus). Thus allowing her to sense anything from the earth around her. But the most unique thing is her ability to combine her more powerful earth chakra with her summoner. Due to the user being on her back he has to pool his earth chakra through her before it gets to the ground. By doing this, the user gains +15 to all earth techniques (Excluding forbidden rank) as long as the user is on the turtles back. Gaia isnt very fast and her face, legs and tail are still vulnerable to (Not giving the immunity from the shell) to regular attacks. The only downside to her is, even though she can withdraw into her shell, she isnt able to use any jutsu. Simply aid the user.

Note: Last a max of 4 turns
Note: Due to her being an aid, she requires a bit more chakra causing -10 per turn shes on the field
Note: The trees on her back can be used for wood jutsus (shall somebody sign the contract with wood style)


Approved~


(Kame Kuchiyose: Helios) Turtle Summoning: Helios
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Helios is one of the two boss summons on the contract, being bright reddish brown in color ranging 50 meters tall and 20 meters with the standard shell where he has basic C rank immunity due to his shell (this excludes anything other than the shell) Helios has a very deep and slow voice thus requires patience when listening to him and like other turtles he is very slow. Helios body is extremely hot making it that if anybody even touch his shell (excluding a small patch on its back) They will suffer from 3rd degree burns. He is so hot that he is immune to Fire (Since fire would not burn his body due to the extreme heat. Of course this excludes fire above S rank (Forbidden Ranked)). Two unique things about Helios. He is able to use all fire jutsus without handseals from his mouth. Thus making him a master at fire. His specialty is a similar concept to the sun. Once per battle he can send a massive amount of fire chakra into his shell (excluding the small 5x5 patch on his back) Causing his shell to shine dangerously bright. Similar to the sun, those who are caught in this blinding light, will cause the retna in their eyes to burn thus making them blind for two turns while also causing a mild omni-directional heat wave that would cause 1st degree burns, making it that all the damage the opponent take for 2 turns to be doubled due to the pain

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


Declined: the shell being able to shine so brightly seems like an arbitrarily chosen ability. Provided there is a preexisting Katon CJ along the same lines, I will consent to its inclusion. Otherwise, such an ability will continue to be associated with Raiton. Keep in mind that regardless, all abilities require a defined range.


(Kemuri: Aaiki Anemoi) Smoke Style: Alert Of Anemoi
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This is one of the simple, basic, yet effective techniques of the scorch style. Being more of an evasive part to the signature smoke body technique. The user will channel smoke chakra into their whole body while near instantly release it, causing their whole body to turn into smoke and disperse. The user will then quickly reform their body in what seem to be a tornado of smoke anywhere within mid range of his initial dispersing. This technique was designed to cover the weakness of the smoke body by not just turning your body into smoke but gaining distance. This technique is mostly used for a quick evade in tight spots.

Note: Can use a max of 4 turns
Note: Even though the user can only reform mid range, if there is non chakra infused smoke on the battle field, the user can choose to reform from said smoke thus being able to extend the range which they can reform
Note: This technique is not offensive in any way
Note: Cant use this technique back to back

Declined - For one it would be scorch/smoke style. But then i don't get what scorch has to do with this as a jutsu? Unless that's a typo. But apart from that it's just too close to the cannon list tech.
 
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Akuma

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(Fuuinjutsu: Adamseu Geulleobeu) - Sealing Arts: Rising Adam's Glove
Type: Supplementary/Defensive
Rank: A
Range: Short/Long
Chakra: 30 (+5 per turn)
Damage: -
Description: Initiated by taking out a small scroll, usually carried in the items bag or anywhere on the user's body. The user opens it and launches it into the air, performing a single-handed seal. Upon doing so, four medium sized gloves shoot out from the scroll at 4 diferent locations of the user's desire at high speed, being nearly instant. Once summoned, they do so and activate the effects automatically, requiring no further assistance, other than being summoned. Once in position, these hover in the air as they release an barrier from the palms around the area. The special barrier is invisble, the only features that may suggest something is going on are the actual gloves themselves, or any form of chakra sensory/barrier detection methods. The barrier inhibits all sounds and renders the inside invisible for an outsider. This means sound is not heard from the outside and vice-versa, the outside cannot hear sounds from within, anything going on inside is invisible, it can be used to hide from enemies or even to place it around the enemy themselves to fight without interruptions or to hide an enemy from allies, it all depends on the situation. Techniques themselves are not affect by the barrier from within, however like most barriers, it has a protective property, stopping A rank attacks from the outside before fading (or S rank sound, as it what it's strongest against), while being virtually enduring against B ranks and below. The gloves hold a critical part as being broken means the barrier weakens. One glove broken, renders the barrier to a B rank, with 2 gloves broken it becomes C rank, and if a single glove remains the barrier simply fades; required atleast 2 gloves to work. Surprisingly, the user can summon only 2 or 3 gloves if wanted, however they will equal a lower rank and defense.

- Can only be used x2 per battle, with 3 turns of interval between uses.
- No S rank or higher Fuuinjutsu can be used in the same turn.
- Lasts up to 4 turns, while lasting only 3 the second time.

Glove summon through a scroll:
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Barrier Formation:
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Declined - Firstly barriers that hinder sound have been done before, i've seen them years ago when fewer people had sound. Secondly don't use wording like near instant in cjs that kind of wording is just abused in fights.
 
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Troi

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Resubmitting my previously submitted Barracuda contract (cannot quote in the locked thread):


Summoning Animal: Barracudas
Scroll Owner: Moxxi
Other Users who have signed contract: None
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The barracuda is a ray-finned fish known for its large size and fearsome appearance. Its body is long, fairly compressed, and covered with small, smooth scales. The barracuda is a fish of the genus Sphyraena, the only genus in the family Sphyraenidae, and is found in tropical and subtropical oceans worldwide ranging from the Eastern border of the ocean of Kirigakure to the ocean of Amegakure. Although barracudas vary in size, most barracuda summons are as big as a modern shark that is an adult. Barracudas can be summoned accompanied with a body of enough water to fill a small portion of a field, and may create terrains such as swamp-like land. Barracudas have basic abilities such as great swimming speeds that are faster than that of a normal shinobi's swimming speed, can chomp down on enemies and objects with their strong jaws and many sharp teeth (willful lockjaw). Because of the barracudas' natural upbringing in water, they typically have an affinity to water techniques, but this doesn't limit them to water techniques. They can perform water techniques up to A rank and are immune to water techniques up to B rank. They also have a sonar ping, common to most sea life, using sound release, used to alert their summoner through a wavelength relay from their senses to their summoner's that pinpoints vibrations in the close to mid range vicinity. This is a general ability of all Barracudas, like their water affinity, however, this can only be done once per three turns and a Barracuda must be present to relay these senses. Given their second affinity with sound, with their lockjaw ability, they can chomp down using their teeth and with the connection of bone or their own teeth (top teeth connecting with bottom teeth), they can make their bite more deadly by sending sound vibrations through the compromised area, further breaking bones and disarranging flesh.

Declined - when you resub you should bold the changes.
Sound training here [ ]
-

New Submissions:

(Tsubasa no Venti) - ☪ Wings of Venti ☪
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The wings of Venti are a pair of giant metal wings that are pearl white in color. Said to have come from a shinobi tribe within the village hidden in grass, they were crafted and made as a prototype weapon that when perfected, would have been used to arm mercenary shinobi and basically caused to wreak havoc across the ninja world through revolutionary means. This never happened... The originator of the idea was assassinated for his planes for the wings, however, these physical plans that other ninja were after never existed. The plans were in the warrior shinobi's mind so that no one could take his passion and work away from him... These sole pair of wings ended up landing in Illyintra Selorn's hands as a youngling and have stayed with her ever since. They were the embodiment of an angelic weapon. These wings can reflect the sunlight or other sources of light off of themselves to blind all surrounding opponents in the area. When wielded by the user they give the user the ability to increase their sound propulsion abilities and wind abilities. They are so strong that they double as a weapon and a shield when covering the wielder. They can defend from S rank and below wind, water, and fire techniques and B rank and below earth techniques. While using a wind or sound techniques, it takes half the chakra cost to perform and strengthens those techniques by +10 as the wings help enable the abilities used. These wings have hidden blades that pop out of the endings of the wings at the user's will and the wings are chakra controlled so they can be used in battle completely free and mobile as the user fights. When they make contact with other solid objects, they carry waves of sound that deafen the opponent for as long as the wings keep banging. The sound waves not only deafen the opponent but because of the high pitch and increased volume, it causes a searing headache that is easily capable of distracting and breaking the opponent down. These wings can be slapped together to make a wind/sound combination wave that is of S rank and travels from short to mid range. The sharp blades of wind individually carry a sound propulsion that can make the target's organs vibrate on contact, making them feel deathly ill. However, the waves of sound are not deadly, it is the blades of wind that carry the deadly force. The sound, however, will still carry even if the blades of wind are blocked. The user can also spin around rapidly using their wings and create a wind tornado barrier of A rank that deflects hand weapons, thrown weapons, etc. The Wings of Venti can also be used to fly however this is only straight up and can last for only two turns with a two turn cooldown.

Note: All ranked techniques adhere to the chakra/damage rules
Note: Can indefinitely block B rank earth techniques, however, they can only block one S rank element per turn and must wait a turn to block another S rank element. If used to block a greater earth technique, the wings will be broken and unable to block anything for that battle. These wings cannot block lightning techniques.
Note: Can only be given to others from Moxxi

Declined - weapons don't need a story, but that in your bio. How many S ranks can they defend from? Half the chakra is no, and that boost doesn't make sense.

Sound training here [ ]

Dropping my previously approved weapon if approved.

(Ototon: Rytys Rizumu) - ☪ Sound Release: Rytys Rhythm ☪
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using a kunai on a string, the user willl throw a kunai or varient up to mid range by the opponent's ear. The chosen object will stop by the opponent's ear due to the pre-adjusted string and the user will throw another kunai or variant at the stringed object to tap it as they release sound chakra through the string and to the strung object. The contact of the two objects will release a piercing sharp sound that will deafen the victim and make their ears bleed followed by a devastating headache. The strung object can be retracted and thrown over and over as the user can choose to attach the object to their hand through the use of the string and even when not right by the opponent's ear the sound waves, when making contact with another object, would still have a threatening result to the opponent. This technique can be used while forming handseals and the likes as the string(s) serve no severe obstruction to the user.

Note: Usable four times per battle
Note: Can only be taught by Moxxi

Sound training here [ ]

Declined - basically infusing sound into weapons, just with a bit of string that's been done before
 
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pop123

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Resubmitting


(Shidare Saramandā) - The Weeping Salamander
Type: Supplementary/Defensive
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: A brother technique to Bunpuki's Testament, the Weeping Salamander was a technique developed to cover up the weaknesses left behind by the former. The technique involves the user partially converting his palm into sand, and then placing it upon the earth. It specifically works with the sand absorbing all of the water present underground, turning the ground dry and forcing it to lose its bodies of water as well as vegetation. This induces a state of 'desertification' which causes the ground to crack up before breaking into hundreds of pieces. As such, the technique serves as an effective counter against Swamp related techniques and also allows the user to effectively dry out elements that directly depend upon moisture e-g Wood/Mushrooms (of the same rank), and turn them to dust. This can also be done by the user places his palm directly upon that element. Alternatively however, the user can use the technique to directly absorb water sources by placing his palm upon them, clearing out the terrain of water. The technique in a sense exploits the weakness of Sand to Water, and thus in fact also allows the user to use the sand to absorb Water techniques of one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. This technique however specifically targets wave/projectile based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as mist. The size and strength of the technique depends upon the chakra input.
Note: The users body is incapable of containing all of the water that it absorbs, and as such; the water is almost immediately released into the atmosphere in the form of vapour.
Note: The S Rank version can only be used four per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.
Note: Can only be taught by pop123 and used by Sand users.
The technique used at 0:55 Ground Drying

‡ Declined ‡ The link to the original isn't valid. I'll allow this to be used against swamp but it won't work against elements like Wood.

Resubmitting


(Amanozako) - Heaven Opposing Everything
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon initial activation; -5 to maintain]
Damage Points: N/A
Description: Amanozako is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto mid range) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

The Acrimony of Akurojin
This ability involves the user infusing Katon chakra with their Sand. It results in the sand heating up, and causes the sand to deliver first-degree burns to anything that it comes into contact with; with the user himself being the only exception. Unlike Red Sand, the sand does not become non-polar, nor is it hydrophobic. As such, the ability does not grant normal Sand to obtain Red Sand abilities at all, with the normal sand heating up due to the Katon infusion being the only similarity; that too to much lesser degree than the Red Sand. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Fiery Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to overpower Fire, Earth as well as Wind. Sand however continues to remain weak to Lightning, and becomes twice as weak to Water.

The Sorrow of Shiryō
This ability involves the user infusing Suiton chakra with their Sand. It results in the sand becoming mushy and clay-like, clumping together, sticking to anything in comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Little Quicksand Waterfall Flow and as such depend upon the concept of quicksand existing as a variant of Sand. It can also be used as a medium to conduct Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the quicksand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to become twice as strong to Fire and makes Water neutral to the Sand. The Sand however also loses its advantage over Earth, becoming neutral to Earth as well. Wind and Lightning continue to maintain their positions, being neutral and strong to the Sand respectively.

The Rage of Raijū
This ability involves the user infusing Raiton chakra with their Sand. It results in the sand being coated with the users chakra, allowing the sand to conduct Raiton and imbue itself with a current of unfocused Lightning, and numbs anything that the sand comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Sand Lightning Needles which showcase and prove the ability to infuse Sand with Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Lightning Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and becomes twice as strong to Earth. The Sand also becomes neutral to Lightning, however it results in the Sand becoming weak to Wind. Water continues to retains its position, being strong to the Sand.

The Trickery of Tengu

This ability involves the user infusing Doton chakra with their Sand. It results in the sand gaining earth-like properties, and allows the user to even utilize the Sand as a medium to conduct Earth Release Techniques. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Earthen Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and Earth. The Sand continues to be neutral to Wind, but also becomes neutral to Water as well. It comes at a cost however, with Lightning becoming twice as strong to Sand.

The Greed of Gaki
This ability involves the user infusing Fuuton chakra with their Sand. It results in the sand becoming 2x as fast as Gaara's normal sand, and imbues Fuuton abilities to the Sand. The ability does not lighten the Sand at all, and the Sand continues to maintain the same impact force. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Earth, and makes Lightning neutral to the Sand. The Sand however also loses its advantage over Fire, becoming neutral to Fire as well. Wind and Water continue to maintain their positions, being neutral and strong to the Sand respectively.

Note: Interaction between a KG/CE/Advanced Element neutral to Sand, and an elementally-infused Sand depends directly upon the element selected by the user
Note: Infusing the Sand with an element is instant and can be part of the same timeframe as a Sand technique, however it costs as a move slot upon activation.

Note: The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.

‡ Approved ‡

New Submission
(Ningyō no Dansu) - The Dance of the Puppets
Type: Offensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: The Dance of the Puppets is a technique that was developed by the Jinchuuriki of the Shukaku, Bunpuki to ensure that he would never fall prey to the Puppet users that dominated the Land of Wind during his lifetime. The technique has since been passed down from one generation to another, and now serves as an effective method to either uphold one's own sovereignty or challenge that of the opponent.
The Invitation: This is the first form of the Dance, and refers to an invitation by the opponent for the user. The Invitation basically involves the user either placing his palm upon or swarming the opponents puppet with sand. Regardless of which method is used, the objective is for sand grains to enter the puppets body. Once this happens, the user can manipulate the sand and have it clot up the puppets joints, blocking them off. Doing so practically renders the puppet useless because the puppeteer becomes incapable of manipulating the puppet. If the user so chooses, the sand clotting up inside the puppet can be made to expand in order to destroy the puppet body.
The Expulsion: This is the second and final form of the Dance, and refers to the user expelling the opponents 'influence'. The Expulsion is a technique that was designed to be utilized if/when the user was paralyzed, immobilized or suffered bodily injuries, (fracturing of bones or tearing of muscles) that prevented the user from using. It basically involves the user converting his joints into Sand and then manipulating the sand, in turn forcing the users body to move. This essentially allows the user to 'gain control' over his entire body and practically negate the effects of techniques that paralyze/immobilize the body or 'ignore' major injuries. However, it is important to note that in case of the latter, this does not mean that the user stops feeling any pain but simply that the direct effects of the injury are delayed.
Note: The S version technique can be used four times per battle, with a one turn break inbetween each use. Each use passively lasts for a total of 3 turns and in case of an S Rank use, the user may not utilize any S Rank or above Sand technique at the end of the 3 turns.
Note: The first form of the Dance can be utilized to target a single or alternatively multiple puppets at once
Note: For the duration that the second form of the Dance is active, the user cannot use any technique from the Basic 5 Elements.
Note: Can only be taught by pop123

‡ Declined ‡ This is essentially two different techniques. Split them into two.
 
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Penguin

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Gurētohowaitoāmāmento ▽ Great White Armament
Type: Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Gurētohowaitoāmāmento is shark ninjutsu created by Mand'alor the Indomitable. After a single handseal, the user would summon a plethora of miniature great white sharks. After being summoned, the sharks would divide and situate themselves to form two swords with a thin segment connected at the hilts, resting in their master's hands. Sticking to the theme of chakra absorption, these miniature great white sharks are able to conduct energy based elements via absorption through the skin. In application, the user would extend one of the two swords to collide with the incoming technique, conduct it from one sword to the segment of sharks, and release it through the other sword. Due to the technique being shark ninjutsu and in turn weak to elemental ninjutsu, it can only absorb up to A-rank energy based elements, and when the technique is redirected, it's power is one rank less than when it was absorbed. This is due to the sharks storing some of the chakra from the technique while it's being conducted from one sword to another. If the user were to try this technique on matter based elements opposed to energy based ones it would backfire upon him and cancel, possibly leading to the user's death.

▽ No shark ninjutsu S-rank or higher in the same turn
▽ Can only be used three times per battle
▽ Can only be taught by Penguin

Declined - i feel it too close to Samehada in it's absorbing.

Fuuton: Pengin Hanabira - Wind Style: Penguin Petals
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+10 to affected techniques)
Damage: N/A
Description: Fuuton: Pengin Hanabira - Wind Style: Penguin Petals is an activation type technique developed by the Mand'alor to augment his fuuton jutsu for the next four turns. The augmentation his wind techniques would receive would better fit his fighting style. It's activation is instant, taking no slot in the time frame, but still taking up a move slot. After activated, using principles found in the (Fūton: Hanachiri no Mai) - Wind Release: Flower Scattering Dance technique, the user would expend an extra ten chakra when using the wind element to do one of two things. Firstly, the user can change the composition of their wind style attacks into razor sharp petals (much like how steel users can use basic steel, steel dust, etc). Due to the wind's composition being changed into a more tangible, sharper substance, all types of wind techniques regardless of type should be considered offensive, retaining their rank's value in damage (A-rank would equate to 60 damage). This is simply because most supplementary wind jutsu use non-damaging winds to relocate the opponent or the user from one destination to another, or non-damaging winds to pick up debris from the ground. Logically, if the user changes the composition of his or her wind jutsu into the sharp petals, they too would be damaged if trying to use a supplementary styled wind to evade a move or re-position themselves. The second option of this technique is to simply change the outer layer of the wind into these sharp petals, outlining the said technique in essence. This would only add an extra twenty damage to applied wind techniques and would not affect the type in any way if using this method. Both of these methods can be ended prematurely at the user's volition, and while activated, the user has the power to choose either method of enhancement for the entire four turns.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Can only be taught by Penguin

Declined - The concept is fine of how it works, but it should be a case of having 4 uses rather than lasting for 4 turns, so you use it in conjuction with a wind technique. I don't believe the second application would work, as the technique would have the same power just a different shape. It would just have cutting power rather than blunt force power. Not only this but i feel it doesn't need to be S rank as it's just shape manipulation, even a rasegan that uses extreme shape manipulation is only A rank. Apart from that very useful technique.
 
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Summer

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Fuinjutsu Sunacchi - Sealing Arts Snatch
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:
Description:
A double sealing tag jutsu that utilizes placing a tag onto the enemy and yourself. This tag has a kanji for RECOUNT on the tag. The other tag will have the Kanji for LINK applied to it. This recount tag will have a unique trait in that it allows the user to store chakra each turn. This will have a +50 chakra reserve holding for stored chakra. The way that the chakra is stored is through a unique barrier which forms around the users fists. Each time the person with the tag on them utilizes taijutsu or elemental jutsu from the hands, or takes some damage from taijutsu. It will recount chakra removing -10 chakra from the technique being used and store both the aspects into the seal. This is applied to every technique that the user initiates until 50 chakra points is stored.The aspect works similar to infinite multiple embraces but on a condensed smaller level. While it only effects the users hands it holds no restraints against any other body part releasing chakra. The person with this tag applied to them will still manage to perform jutsu and taijutsu with there hands. The only difference is a slight chakra based barrier film around them. Which will be tied to the seal.

Link- the tag with the kanji for LINK on it will have a tied aspect to the user wearing it. This aspect will tie the two tags together and utilize a transfer aspect to the user. Once the tag recieves the full aspect of the stored chakra. The user can once per turn applied this chakra to a jutsu be it elemental or Taijutsu. The user of link can either apply all the power to one jutsu or split the power up. The full power doesn't need to be used up. However the power cannot be used until the RECOUNT has been fully stored...

Restrictions:

+No other barriers can be activated during usage.

+ Cannot use above S rank while recount is storing chakra.

+Cannot use Fuin A rank or above in the same turn and following.

+ can only be taught by juha

Declined - it needs work, bit all over the place. I'd recommed you just go with tags that you wrap around your firsts that form barriers (kind of like boxers wrapping tape around their hands) if you want to absorb, but that link on them, i just don't see that seal linkage, it's jsut a touch weird.

Fuinjutsu Kijiji Aporo- Sealing Arts Cloth Of Apollo
Type: Supplementary/Summoning
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60 (+1 rank to fire)
Description:
Having a large looking scroll draped a crossed the back of the shinobi. This scroll will be utilized for a Sunagakure cloth type jutsu. The cloth will have a long scripture written a crossed the entire cloth which will be the basis for its abilities. This cloth was specifically created by the scorch users of Sunagakure. It was created with a type of Fire based silk woven by the fire silk worms of the forbidden forest of death.
*The cloth once activated with a single handsign will glow with an immense white light. The light from the cloth is super heated and will not effect the cloth making it burn or catch fire. The cloth can be used to wrap around the enemy or laid out across the battlefield in a 10 meter range( straight line 4 feet wide). It has to heat capabilities of scorch like qualities but with the difference of a shining bright white glow. The cloth upon being touched will melt skin and or even metal from the immense heat given off by it. Should you apply any type of fire jutsu to this cloth alongside it's already existing ability. That fire jutsu will be boosted to a +1 rank in power and damage without damaging the cloth. This cloth can handle heat up to S rank in strength and cannot be applied to forbidden rank fire jutsu.

Restrictions:
+ Can only be paired with S rank and below fire jutsu.
+effects of the cloth last for 2 turns.
+ can only use fire jutsu in the same turn as the cloth.
+ Cannot use above A rank fire jutsu in the following turn.
+Can only be taught by Juha

*

Declined - Should remove the mention of scorch and it being a a specific cloth as it's now at we. Using cloth to bind them is fine but where does the light come from? You can have fire properties, not scorch... make it clear how the cloth holds the heat though
 
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KeotsuEclipse

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The ONLY thing I'm attempting to change here is switching my Personal Summon from Waka to Agrias. That and Waka's image link is broken so I replaced it with a new one.

(Hato-ka Kuchiyose: Ushiwaka) Columbidae Summon: Ushiwaka
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: 0
Description: Ushiwaka, or Waka for short, is an average sized Dove with golden plumage, Waka is a Columbidae that is more oriented towards Kenjutsu, and has a minor wind element, capable of creating wind gusts equal in strength to Fuuton: Reppoushou. Waka is summoned with a flute in his talons, which is actually the mystical sword Pillowtalk. Pillowtalk sprouts a green blade of chakra from one end of the flute once chakra is directed through it. Pillowtalk has the standard slicing capability of a regular Katana, but when someone is hit by the blade of Pillowtalk, in addition to causing a wound, it also makes the opponent sleepy, an effect that worsens with each consecutive hit – no person has every stayed awake through more than five hits by Pillowtalk, regardless of what they’re doing. When Waka transforms into a human, he is shown with long golden hair, and in a pink kimono along with a purple Sashinuki-hakama, along with a hat that has the motif of a hawk with a long cloak that hides his hair, and tends to pepper his speech with French phrases. He is extremely talented in Kenjutsu, able to use any of the summoner’s “non-elemental” or wind element Kenjutsu moves at an equal cost, and has the ability to use his wind powers to allow himself to stay in the air, giving him the ability to “fly” (in actuality, he creates an updraft that allows him to hover, and can change the able to glide around). While in his dove form, he is extremely quick and agile, making him a difficult target.
*Waka remains on the field for 4 turns, though he can leave Pillowtalk behind for the user to use, until they dismiss the blade.
*Waka’s Wind Gust in Dove form is equivalent to C-Rank, but only require 10 Chakra, due to its not damaging nature.
*Pillowtalk can only be wielded by Columbidae contract signers.
*Transforming to/from Dove/Human form takes 10 chakra and counts against one of that turns moves.
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(Hato-ka Kuchiyose:Aguriasu Ōkusu) Columbidae Summon: Agrias Oaks
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Agrias is the guardian of the Columbidae Contarct, and Keotsu's personal summon. In her dove form, she appears as a regular size dove with yellow plumage. Her only ability in this form is that she can be summoned through use of a piece of special reed grass that grows only in Eden, the realm where the Columbidae reside – using this grass allows her to be summoned at a regular chakra cost, but bypasses summoning ninjutsu, by using chakra to activate the glyphs found inscribed upon the wheat when a tune is blown on it; in essence, Agrias is summoning herself to the Summoner, but using their chakra for the job. As a Human, Agrias is a stunning young woman of 20 years old with long, golden hair that comes down to her hips and amber eyes; she keeps her hair tied back in one large braid, though. She wears a navy trench cloak and a pair of leather breaches, boots, and gauntlets, as well as wearing a steel breastplate, and her personal sword, Save the Queen; she also speaks with a slightly Old-English dialect. In human form, she is capable of using any Kenjutsu and Taijutsu that the summoner can use. As a human, she also gains access to a personal Kenjutsu technique known as “Divine Ruination”, an S-rank technique that fires a helix-shaped shockwave at the enemy (described below).
*Save the Queen can only wielded by Agrias and Columbidae Contract signers; the sword itself is indestructible, but has no special powers.
*Though Agrias has her own Health and Chakra pools, her moves still count towards the summoner’s 3 moves per turn.
*Divine Ruination is a double helix (DNA) shaped, blue shockwave that causes a cross-shaped explosion to occur on impact. When used by Agrias, it is treated as a justu with S-rank power and chakra cost. It reaches up to Mid-range before disappearing and can only be used 3 times.
*Transforming to/from Avian/Human form costs 30 chakra to Agrias and counts as a move and she is always summoned in Avian form.
*As Keotsu's personal summon she remains on the field indefinitely when summoned to him. When summoned to others, she remains on the field for four turns.
*Agrias in Human form:
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All Pending
Leaving for NK

Left pending. Resubmitting.







The ONLY thing I'm attempting to change here is switching my Personal Summon from Waka to Agrias. That and Waka's image link is broken so I replaced it with a new one.

(Hato-ka Kuchiyose: Ushiwaka) Columbidae Summon: Ushiwaka
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: 0
Description: Ushiwaka, or Waka for short, is an average sized Dove with golden plumage, Waka is a Columbidae that is more oriented towards Kenjutsu, and has a minor wind element, capable of creating wind gusts equal in strength to Fuuton: Reppoushou. Waka is summoned with a flute in his talons, which is actually the mystical sword Pillowtalk. Pillowtalk sprouts a green blade of chakra from one end of the flute once chakra is directed through it. Pillowtalk has the standard slicing capability of a regular Katana, but when someone is hit by the blade of Pillowtalk, in addition to causing a wound, it also makes the opponent sleepy, an effect that worsens with each consecutive hit – no person has every stayed awake through more than five hits by Pillowtalk, regardless of what they’re doing. When Waka transforms into a human, he is shown with long golden hair, and in a pink kimono along with a purple Sashinuki-hakama, along with a hat that has the motif of a hawk with a long cloak that hides his hair, and tends to pepper his speech with French phrases. He is extremely talented in Kenjutsu, able to use any of the summoner’s “non-elemental” or wind element Kenjutsu moves at an equal cost, and has the ability to use his wind powers to allow himself to stay in the air, giving him the ability to “fly” (in actuality, he creates an updraft that allows him to hover, and can change the able to glide around). While in his dove form, he is extremely quick and agile, making him a difficult target.
*Waka remains on the field for 4 turns, though he can leave Pillowtalk behind for the user to use, until they dismiss the blade.
*Waka’s Wind Gust in Dove form is equivalent to C-Rank, but only require 10 Chakra, due to its not damaging nature.
*Pillowtalk can only be wielded by Columbidae contract signers.
*Transforming to/from Dove/Human form takes 10 chakra and counts against one of that turns moves.
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Declined - why does it make them sleep? and should only be summoned once.

(Hato-ka Kuchiyose:Aguriasu Ōkusu) Columbidae Summon: Agrias Oaks
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Agrias is the guardian of the Columbidae Contarct, and Keotsu's personal summon. In her dove form, she appears as a regular size dove with yellow plumage. Her only ability in this form is that she can be summoned through use of a piece of special reed grass that grows only in Eden, the realm where the Columbidae reside – using this grass allows her to be summoned at a regular chakra cost, but bypasses summoning ninjutsu, by using chakra to activate the glyphs found inscribed upon the wheat when a tune is blown on it; in essence, Agrias is summoning herself to the Summoner, but using their chakra for the job. As a Human, Agrias is a stunning young woman of 20 years old with long, golden hair that comes down to her hips and amber eyes; she keeps her hair tied back in one large braid, though. She wears a navy trench cloak and a pair of leather breaches, boots, and gauntlets, as well as wearing a steel breastplate, and her personal sword, Save the Queen; she also speaks with a slightly Old-English dialect. In human form, she is capable of using any Kenjutsu and Taijutsu that the summoner can use. As a human, she also gains access to a personal Kenjutsu technique known as “Divine Ruination”, an S-rank technique that fires a helix-shaped shockwave at the enemy (described below).
*Save the Queen can only wielded by Agrias and Columbidae Contract signers; the sword itself is indestructible, but has no special powers.
*Though Agrias has her own Health and Chakra pools, her moves still count towards the summoner’s 3 moves per turn.
*Divine Ruination is a double helix (DNA) shaped, blue shockwave that causes a cross-shaped explosion to occur on impact. When used by Agrias, it is treated as a justu with S-rank power and chakra cost. It reaches up to Mid-range before disappearing and can only be used 3 times.
*Transforming to/from Avian/Human form costs 30 chakra to Agrias and counts as a move and she is always summoned in Avian form.
*As Keotsu's personal summon she remains on the field indefinitely when summoned to him. When summoned to others, she remains on the field for four turns.
*Agrias in Human form:
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Declined - no, normal summon, summon through a seal/tattoo.. not grass, that's just weird.

(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The Shield has a very unique power that acts as a blessings of sort - while wielded, Keotsu is incapable of taking any sort damage or status effect, though he does still suffer an equivalent drain on his life-force - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can maintain its abilities even if the sword of Mythos leaves that state; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: While the Shield of Hylia is wielded, Keotsu is incapable of taking physical damage from outside sources, and and is immune to status effects, such as paralysis, burns, blinding, and frostbite. Instead, he would suffer an equivalent reduction from his HP of damage he takes. Damage that can't be easily quantified, such as freeform, is treated as taking 5 damage, plus any modifiers to the type of damage. This does not translate as an "immunity" to pain. The "effects" of an attack are still felt, and an unblocked attack still deals knockback.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle; if this is done, it has no chakra cost, as it is considered that the shield was carried into battle.

‡ Declined ‡ This is just too much. I don't see myself allowing any of these abilities.
(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The shield, carrying the blessing of the Goddess, will restore 5% of Keotsu's Chakra and Health at the end of every turn - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can use its abilities through proxy - meaning anything neutralized due to the nature of the composition of the shield will restore chakra just as Durendal would; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: The Shield of Hylia restores 5% of Keotsu's base HP and Chakra at the end of every turn.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle, though it still consumes chakra to assume the form.

Declined - do you have med? If not how can you be healed? Your sword wont restore your chakra unless it's absorbed some and stored it somehow which you'd need to mention.
 
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Twilight

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Its been archived so I can't quote it but I will try referring to it.

( Katon Enjin ) - Fire rings
Type : Offensive
Rank : B-Rank
Range: Short- Long
Chakra : 20
Damage : 40
Description: The user starts by waving the ram handseal then the user channels his katon chakra from his body to the air around the target then the user uses the katon chakra to form a body of fire that is shape manipulated into 5 circles of fire(1 above the target, 1 in front of the target, 1 behind the target, 1 to the target's right and the last to the target's left) that later rush in to burn the target in the middle at the user's command.
Note
- The circle does not have any space, it is filled with fire.
- Can only be taught by shonnen.
- Can only be done thrice in a battle.
- The nurse lasts for one round.
Updating
(Katon: Katon Enjin) Fire release: Fire rings
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user starts by waving the ram handseal then the user channels his katon chakra from his body to the air around the target and uses the katon chakra to form a body of fire that is shape manipulated into 5 balls of fire with adjustable size(length and thickness)(1 above the target, 1 in front of the target, 1 behind the target, 1 to the target's right and the last to the target's left) that later rush in to burn the target in the middle at the user's command.
Note
- The size of the fireballs can be adjusted to suit the user
- Can only be taught by Twilight.
- Can only be done twice in a battle.
- The jutsu lasts for one round.

Declined - when you update or edit, you need to bold the chnages and you jump from B rank to S rank with no drawbacks...
 
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Hell Autarch

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Quoting from here


Resubmitting. Changes in bold. Changed name for Second Technique

(Genjutsu: Yoru Wa Yamideari Kyōfu no Furu) - Illusionary Arts: The Night is Dark and Full of Terrors
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The technique is a simple and straightforward illusionary technique that affects the opponents senses. The technique works with the user weaving a single handseal and expelling smoke from his mouth which instantly materializes into a 'shadow figure', with the shadows face being that of whoever the user chooses. The shadow-figure is completely capable of manifesting weaponry from its body and the user can choose to have the original one divide into two or more shadow-figures. Alternatively however, the user can choose to 'give birth' to the shadow figure; more or less for aesthetic purposes. It depends entirely upon the user how he chooses to expel the shadow figure, with the size of the shadow being slightly larger than that of the user. Once this has been done, the shadow figure disperses and disappears from the field. This begins the second stage of the Genjutsu which continues for a specific period. It allows the user to materialize the shadow figure at any place on the field for any purpose at all, such as to stab the opponent or to bind the target in place before the shadow disappears once more. Any damage dealt by the shadow figure is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: Activation costs a move slot, and to maintain the technique, it costs a move each turn. The manipulation of the shadows can easily be made part of the same timeframe as another technique. When the form appears it takes a couple of seconds to take it's form before it can strike.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used four times per battle, and each use lasts for four turns.
Note: Can only be taught by Hell Autarch
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Approved - made edits, nice juts
Resubmitting. Changes in bold.

(Genjutsu: Yoru Wa Yamideari Kyōfu no Furu) - Illusionary Arts: The Night is Dark and Full of Terrors
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The technique is a simple and straightforward illusionary technique that affects the opponents senses. The technique works with the user weaving a single handseal and expelling smoke from his mouth which instantly materializes into a 'shadow figure', with the shadows face being that of whoever the user chooses. The shadow-figure is completely capable of manifesting weaponry from its body and the user can choose to have the original one divide into two or more shadow-figures. Alternatively however, the user can choose to 'give birth' to the shadow figure; more or less for aesthetic purposes. It depends entirely upon the user how he chooses to expel the shadow figure, with the size of the shadow being slightly larger than that of the user. Once this has been done, the shadow figure disperses and disappears from the field. This begins the second stage of the Genjutsu which continues for a specific period. It allows the user to materialize the shadow figure at any place on the field for any purpose at all, such as to stab the opponent or to bind the target in place before the shadow disappears once more. Any damage dealt by the shadow figure is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: Activation costs a move slot, however the technique remains passively active afterwards. The manipulation of the shadows can easily be made part of the same timeframe as another technique. When the form appears it takes a couple of seconds to take it's form before it can strike.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used four times per battle, and each use lasts for four turns.
Note: Can only be taught by Hell Autarch
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Approved

Resubmitting from previous thread


(Bakugeki-te Geijutsu: Hon'nō) - Bombardier Arts: Instinct
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 to maintain)
Damage Points: N/A
Description: The technique was originally developed by the Bombardier Sage, seeking to aid the signers of the Bombardier Beetle Contract in keeping track of their enemies. The technique primarily revolves around the sense of smell of a beetle and the general ability of beetles to detect pheromones that have been secreted from the body. Similarly, this technique works on the same principles and allows the user to detect pheromones secreted by any person in their surroundings; allowing the user to pinpoint the location of a person or otherwise even detect their presence. The technique however does not successfully work if the users sense of smell is hindered. Given that the scent in pheromones secreted by the human body differ from person to person, the user can easily differentiate between the pheromones of different people. The technique however is extremely specific, being designed simply to aid the user in detecting and tracking a person. It does not allow the user to sense chakra in any possible way.
Note: The technique can be used once per battle and lasts until it is deactivated. Activation costs a move slot, the technique however remains passively active afterwards.
Note: Must have signed the Bombardier Beetle Summoning Contract
Note: Can only be taught by Hell Autarch

Approved
 
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21 Savage

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(Burakkuraitoningu: Kami no ken'i) - Black Lightning: Authority of the gods
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80 (-20 to user)
Description: This technique revolves around the user gathering a large amount of chakra before manipulating it into the infamous black lightning and after weaving a single hand seal, a burst of black lightning would emanate from their being in the form of a gigantic column of energy that rises high into the atmosphere above him. As
soon as he does so, a huge portal filled with black lightning appears and swirls around, above the user, covering the whole battle field. As the pitch black lightning portal gathers high above the user, the whole atmosphere becomes charged with static energy. After some time, having gathered enough destructive lightning energy, the whole energy is unleashed upon the ground descending in the form of a column of energy (similar to the one initially triggered). As it touches the ground around the user, the column expands outwards, taking advantage of the moisture in the air to travel up to long range, hitting everything while clearing the skies in the process. The energy destroys anything in its wake, leaving nothing but an empty wasteland behind. Because of the massive range and chakra needed to perform this technique, the user can only make use of it a limited amount of times and takes consequent damage with each usage.
Note: Can only be used twice per battle.
Note: Available to only Primary Black Lightning specialists
Note: No Lightning Techniques above A rank in the turn its used and the turn after.
Note: Available to Thaal Sinestro and whoever he teaches.

Declined - remove the mention of the portal that's just weird.

(Burakkuraitoningu: Sango no esukēpusukiru) - Black Lightning: Sango's Escape Skill
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A strange technique by the 3rd Raikage over the years to complement his black lightning usage. Having relied on this specialized form of lightning, Hakai sought to create more and more techniques to supplement the existing ones. This technique is useful when the user is unable to defend from high rank attacks of massive height and might or fast projectiles and fast movement assaults. By flowing black lightning chakra into every point of his body, Hakai would transform his entire self into black lightning capable of moving to another location (manner needs to be specified) at high speeds which appears as a streak of white blinding light which temporarily blinds the opponent if they are looking. Upon speeding off from the previous location, the user would leave a portion the black lightning in the form of a silhouette which resembles his physique and stature to take full blunt of the attack while he reforms at another location subsequently. The user can re-appear and reform at any location of his choice making this suitable for fleeing battles.
Note: Can be used four times per battle with at least one turn cool down between each use.
Note: Available to Black Lightning Users and Primary Lightning Specialists.
Note: Available to Thaal Sinestro and those he teaches.

Declined - 1. this has been done and tried countless time with regular lightning and we wont allow it just because the lightning is black. 2. Why would using black lightning seem like white blinding light?

(Burakkuraitoningu: Dai san no regashībājon II) - Black Lightning: The Third's Legacy Version II
Type: Supplementary
Rank: S
Range: N/A (+1 range to all lightning techniques)
Chakra: N/A
Damage: N/A (+20 to normal lightning techniques)
Description: Black Lightning is a specialized derivation/advanced form of lightning created by the Third Raikage and taught to other notable cannon characters like Darui. After the original version was made, it succeeded in captivating the ninja world and working wonders in various battles continuously from time to time. The Third Raikage desired more effectiveness from this technique so he sought to develop another form of lightning which eventually failed leading him to decided to modify the existing version. This is a passive activation technique typical and usable to only known Black Lightning users. The user, upon activating this technique would no longer be able to use regular lightning techniques or be able to mold the normal lightning chakra due to the effects of the new form of chakra to be utilized. The user would only be capable of only manipulating and molding black lightning chakra for all lightning techniques thus giving his lightning techniques more destructive and devastating property along with a black aura coloring to all lightning techniques performed by the user under the influence of this technique. This said Black Lightning is superior to the Normal Lightning in many ways ranging from its use, to the damage etc. The user's lightning technique under the influence gains double the damage against all earth structures and techniques of all ranks, it's two times stronger than the normal lightning in regards to elemental strengths and weaknesses while also gaining a passive +20 damage boost to all performed lightning attacks while the technique is active. Normal Lightning techniques gains a +1 in range while under the effects of this technique but the user requires an extra amount of chakra to perform lightning techniques compulsorily (+10 chakra) and the user suffers a -5 damage each turn this technique is active.
Note: Must be placed within the user's bio or stated before the beginning of a match.
Note: The user would be unable to use and mold normal lightning chakra, every lightning technique gets affected permanently.
Note: Available Normal Black Lightning Users

Declined - I'm pretty sure black lightning is just Lightning combined with Yang, so if you were unable to mold regular lightning you wouldn't be able to control black lightning.
 
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Cursed Prince

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Furaingudagādekki | Flying Dagger Deck
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: (+20 to specific ninjutsu)
Description: Flying Dagger Deck is a technique that makes use of the user's custom weapon, By transmitting chakra through multiple packs of cards that they have, they change the shape of each card into various ninja tools and weapons. The user can change the shape of the cards under their control to perform canon ninjutsu techniques that would normally require scrolls to summon weapons and then be manipulated to attack. The cards can be transformed into ninja wire, kunai, shuriken, spiked balls, and many other weapons, even giant weapons, although it would require a bunch of cards to fuse together to be formed. Explosive tags or any other weapon that has an effect cannot be formed.
~Lasts for 6 turns
~After the technique ends the user will be unable to use his CW for 2 turns
~Can only be used once

Declined - The jutsu being S rank doesn't make sense as it's only shape manipulation on a weapon you control. The general 6 turns doesn't really work out, you should have this as more like a B rank using shape manipulation as you're only making basic weapons really, no matter the rank of your weapon. For example, you make a kunai of cards, suddenly it's s rank that can cut through A rank solid armors, doesn't make sense does it?

( Soma No Kou Jutsu: Shin no Karada no Saisei) - Attack of the Twin Demons Technique: True Body Healing
Rank: F
Type: Supplementary
Range: Short
Chakra Cost: 50 (-20 per turn)
Damage Points: N/A
Description: Because of the special nature of the Soma No Kou's Kekkai Genkai that allows for two seperate bodies to reside in one, all soma no kou users are able to heal superficial damage done to them within the span of a few turns. This technique increases the amount of damage that they can heal themselves from, and they do it all much quicker than they would normally. Normally, they have a bolstered chakra system that gives them damage to their elemental ninjutsu. When they perform elemental techniques at the average level, they have extra chakra left over to heal themselves. Basically the main body prioritizes healing, allowing them to heal from large wounds and severed limbs, with the exception being decapitation of course. While the main body focuses it's chakra on healing, the dormant body breaks his body down and can manipulate his body to come out of the main body in the form of small threads that can reattach the severed limb back to the body, and in just two turns it can completely heal
Note: User loses the +10 to elemental ninjutsu for 5 turns
Note: User can regenerate sever lacerations in just one turn, while limbs can be reattached and heal within two turns
Note: This technique last two turns
Note: Cannot seperate or use his KG abilities until after the healing is finished
Note: Can only be used once per battle

Declined - 1. would require medical for advanced healing 2. losing chakra from elemental techniques wouldn't directly effect healing in that way really.
 
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Korra.

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Link to Fuuin at A rank

( Surī Mūnzu Neibā Shīru ) – Three Moons Nature Seal
Rank: A-Rank
Type: Supplementary
Range: Short (Self)
Chakra cost: 30
Damage points: N/A ( +10 to main affinity, + 5 to other affinities)
Description: This jutsu was developed by Korra to access a small amount of senchakra without having to go in Sage Mode. The user will create a seal that forms three crescent moons in the same way of a 3t sharingan. Each moon will be infused with three different elemental chakra, two of which will be the users two specialties with the third one of their choice. A circle that connects the three moons will be filled with senchakra that infuse with the elemental chakra. When the seal is activated the user will have access to a small amount of senchakra that powers the three elements the user chooses powering them with some senchakra. The amount of the senchakra that boost the elemental chakra of the user choosing will be have of what the boost the user would get in Sage Mode, that being +10 to main affinity instead of + 20 and + 5 to the other two elements instead of + 10. The user can either activated the seal before being in Sage Mode or after but if the user enters Sager Mode the seal boost will be negated.
Note: Must be taught by Korra
Note: Usable by Sage Mode users
Note: Must be placed on their user's bio
Note: Must state what 3 elements the user seals chakra into the seal with 2 of them having to be the user's main affinities
Note: When activated, the seal last for 4 turns
Looks like:

Declined - DNR - not gonna allow stuff like this, it's been tried before and at the same time a seal that uses natural energy is too similar to a curse mark.

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Bio with Snakes

(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 5 times a match

Declined - if you cover a fireball in scales the scales would just be destroyed by the fire, same with the lightning? And the drawbacks are next to none with too many uses
 
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Mellow

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(Futon: Jinja no hōkai) Wind Release: The Shattering Of Shinatobe
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+20)
Description: The shattering of Shinatobe is a unique wind based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of wind chakra with a greenish hue in their hand after clapping their hands to form it. Before throwing it in to the air. The orb will be comprised of highly concentrated wind chakra in a vacuum style that will naturally draw wind currents in to it over a number of turns. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it down from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. Each turn the technique remains airborne it gains an additional +10 damage with an upper limit of damage that matches that of the S ranked tornado wall specialist technique. Meaning the technique can remain in the air for a maximum of five turns. During each turn the technique will grow substantially, before automatically falling on the fifth turn if not called down prior. Once it begins to descend the technique will be very visible as a green orb but will fall silently, upon impact with a solid surface or opponent the vacuum will reverse releasing a devastating 10 meter 360 degree explosion of minuscule wind blades behaving like a grenade almost that will shred anything in the vicinity following winds S&W. The second version behaves similarly to the first, but can be used on any wind technique currently in use by the user, or even on an opponents wind jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the air, following the pattern as the original, however this variant simply adds +20 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +20 increase.

Note: May only be used twice per battle
Note: When the orb is in the air it's self sustaining, but the user will only be able to use two jutsu per turn until they call this down.
Note: The initial usage costs a jutsu slot, but calling the orb down does not.
Note: No wind S rank or above for two turns after the orb detonates.
Note: May only be taught by Mellow

(Katon: Do~umu no bōtoku) Fire Release: The Desecration Of Doumu
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+20)
Description: The Desecration Of Doumu is a unique fire based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of fire chakra with a red flaming hue in their hand after clapping their hands to form it. Before throwing it in to the air. The orb will be comprised of highly concentrated fire chakra in a vacuum style that will naturally draw wind currents in to it over a number of turns that increases the force of the fire. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it down from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. Each turn the technique remains airborne it gains an additional +10 damage with an upper limit of damage that matches that of the S ranked fire specialist technique. Meaning the technique can remain in the air for a maximum of five turns. During each turn the technique will grow substantially, before automatically falling on the fifth turn if not called down prior. Once it begins to descend the technique will be very visible as a flaming meteor but will fall silently, upon impact with a solid surface or opponent the meteor will detonate releasing a devastating 10 meter 360 degree explosion of liquid like fire melting through and destroying anything in the vicinity following fires S&W. The second version behaves similarly to the first, but can be used on any fire technique currently in use by the user, or even on an opponents fire jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the air, following the pattern as the original, however this variant simply adds +20 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +20 increase.

Note: May only be used twice per battle
Note: When the orb is in the airit's self sustaining, but the user will only be able to use two jutsu per turn until they call this down.
Note: The initial usage costs a jutsu slot, but calling the orb down does not.
Note: No Fire S rank or above for two turns after the orb detonates.
Note: May only be taught by Mellow


(Raiton: Ajisukitakahikone no zetsumetsu) Lightning Release: The Annihilation Of Ajisukitakahikone
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+20)
Description:The Annihilation Of Ajisukitakahikone is a unique lightning based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of lightning chakra with a golden hue in their hand after clapping their hands to form it. Before throwing it in to the earth. The orb will be comprised of highly concentrated lightning chakra in a vacuum style that will naturally draw minerals of metallic nature in to it over a number of turns that increases the force of the lightning via enhanced conductivity. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it up from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. Each turn the technique remains underground it gains an additional +10 damage with an upper limit of damage that matches that of the S ranked lightning specialist technique. Meaning the technique can remain in the ground for a maximum of five turns. During each turn the technique will grow substantially, before automatically bursting forth on the fifth turn if not called down prior. Once it begins to ascend the technique will be very visible as a large rod of lightning but will raise silently, upon emergence the staff will detonate releasing a devastating 15 meter 360 degree rain of lightning spears impaling, paralyzing and destroying anything in the vicinity following lightnings S&W. The second version behaves similarly to the first, but can be used on any lightning technique currently in use by the user, or even on an opponents lightning jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the earth, following the pattern as the original, however this variant simply adds +20 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +20 increase.

Note: May only be used twice per battle
Note: When the orb is in the earth it's self sustaining, but the user will only be able to use two jutsu per turn until they call this down.
Note: The initial usage costs a jutsu slot, but calling the orb up does not.
Note: No Lightning S rank or above for two turns after the orb detonates.
Note: May only be taught by Mellow

All declined - basically limit the damage to 90 max on all of them, and make them all two turns between uses.
 
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Vayne

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(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques. This technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The technique can be used to separate techniques/creations of a clone/original but only 3 techniques at a single go. The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct

Declined - this goes against the focus needed to control shadows which has been seen throughout the series.

(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all power of the opposing technique. This is achieved through absorbing the power/damage of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the power would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. Additional chakra would be added to said technique to make it behave like the following. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, power/damage can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the damage from a boulder for example would use the damage/power to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.

Approved



(Kage: Giman No Rainzu) - Shadow Arts: Deception of Lines
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A rather simple technique that comes a long way. The user would erect a wall of shadow to his liking that could be used to block incoming attacks. The true purpose of the wall is to hide the tendrils of shadow that would pierce through the terrain and move towards the targets. Once below the targets the user can use the shadow tendril to decapitate them, pin them, or simply annoy them. Furthermore, the tendrils would have traits of Shadow Imitation Shuriken/Shadow paralysis, meaning that if they were to make contact with the opponents shadow they could immobilise them in their place. The shadow wall that would be used as a means to block incoming attacks would, after blocking said attack, either return to it's normal state, or remain as a wall. In either case it would be used to hide the point of entry of the tendrils in the terrain.
-3 times per battle.
-No juts above A rank in the same and following turn.

Approved nice jutsu
(Ninpou: Sakar Jinsei) - Ninja Arts: Primordial Instinct
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: -
Description: It is well known, to signers of the shark contract, that a shark’s primary sense is it’s sense of smell, where in some cases a specific sharks can detect a single drop of blood three miles away in a body of water. This high detection skill lead to sharks being renown of being one of the most dominant predators in the sea. This technique builds on that and incorporates the usage of ninja skills in order to further enhance that ability. It enables the signer to surpass others in regards to summoning capabilities, specifically the short range at which animals of contracts are summoned in. Through utilisation of the user’s blood, the user can achieve the effect of having sharks summoned up to 15 meters away from them. In order to accomplish this the user must have blood of his already present in said location, acting as a mark. The secret is that the user does not directly summon the shark(s) towards the marked location, but rather summons them normally, then towards the marked location. However, due to the nature of the summoning technique, it appears as if the shark(s) was actually summoned in the marked location. This technique happens in the same timeframe of the actual summoning technique and can only be used three times per battle, and five times per event. It is only accessible to the shark contract due to the strong nature and relation between sharks and blood.

Declined - i'm not going to allow jutsu that edit the use of the summoning jutsu like this.

(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A +20
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques. This technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The technique can be used to separate techniques/creations of a clone/original but only 3 techniques at a single go. The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. Additionally, due to the influx of chakra the technique’s strength is further amplified, giving it more power. This can be applied at the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to moving the constructs, the user can passively move techniques that have their own autonomous manners of movement such as legs and limbs. However, for constructs that absolutely lack manners of movement, like swords, the user can utilise wind chakra in order to move them around, surrounding the construct in order to accomplish that. The wind surrounding the construct would be considered D rank in strength, offering a mere 5 point increase to the damage of the constructs. This can be applied on techniques that have the autonomous manners of movement, simply for the small increase in power.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.

-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct, 15 in case wind is used to move them around.

Declined - this goes against the focus needed to control shadows which has been seen throughout the series.
You got this decline last time, so you added more to make it more OP?

(Kage: Phobetor Yume) - Shadow Arts: Phobetor’s Dream
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid(Creation) - Long(Reach)
Chakra: 30
Damage: 60
Description: Building the methods of "Shadow Arts: Creations of Tomorrow", Phobetor allowed the user to form that would be separated from the users shadow. The constructs would be spiked and jagged on one and, while smooth on the other, while also carrying traits of Shadow Imitation Shuriken/Shadow Paralysis. The minuscule constructs would be quite numerous and abundant, allowing the user to have the ability to attack wide areas with ease without the need to use multiple techniques. The number is relative to the area the user’s shadow occupied, with larger/extended shadows being capable of producing more of the constructs at easier pace. The constructs can be passively controlled mentally, at a cost of 5 chakra per turn, with the exception of the initial turn, or through hand movements, but without the need of additional chakra sacrifice. The constructs can be given basic shapes through the aforementioned methods, allowing the user to have versatile methods of utilising the technique. Phobetor can be created in a mid range radius of the user, however it’s reach extends to longer ranges. The true function of Phobetor comes when it used in conjunction with other physical nara clan techniques. The user can invoke Phobetor in order to change the shadow construct into a grain-like features similar to Phobetor. This passively adds more power to the shadow technique(20) due to the addition of minuscule yet durable spikes. As a result of Phobetor being used on other Nara clan techniques, the user can chose to either maintain the construct as it is, utilising it with the added bonus of having a durable grain-like construct, or the user can separate portions of the construct and control them individually similar to how Phobetor is used on its own. This allows the user to have an expanded arsenal per se. Additionally, Phobetor can be used as a medium to initiate other physical shadow techniques, this is simply an inverse usage in essence. Of course the technique the user wants to change Phobetor into must be referenced, however, the technique would have the added improvements that would normally exist if it was changed into Phobetor. In essence, Phobetor has three uses, one main use and two alternative ones that are essentially the same. The first and main use allows the creation of the Phobetor grains, the second use allows the user to transform pre-existing physical shadow constructs into Phobetor grains, while the third usage would allow the user to transform Phobetor grains into another shadow technique but with the bonuses of Phobetor. Overall the technique can be used four times per battle, and six times per event. Each usage would last three turns, requiring ten chakra points per turn. The next usage must have a turn break, however, after the third usage of the technique, each next usage must require two turn break. Phobetor’s third usage can be performed in conjunction with another physical nara clan technique. Upon the the end of the third usage, the user can not utilise S ranked nara clan techniques for one turn.

Declined a great concept but the sheer control is just impossible for Nara, we've seen how much effort it takes to control shadows... never mind on this level.

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.


Sharks
 
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( Fūton/Fūinjutsu - Mafūba! ) Wind/Sealing Arts - Evil Containment Wave
Type: Supplemental/Defensive/Offensive
Rank: Forbidden
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90 (-20)
Description: After molding their wind chakra the user will take a stance with both arms by their sides and hunched down somewhat before thrusting both hands forwards releasing a stream of wind from between their hands. Upon releasing the chakra, a powerful wind with a greenish hue jet streams towards the target spiraling forming a short range sized tunnel like vortex with the user safe in the center, like being in the eye of a tornado. The user can then use their chakra to focus a sealing formula into the wind stream itself. This sealing formula, if making contact would begin to wrap around the targets body as the winds grab hold of the target. Once the target is hit, the winds reverse polarity drawing whatever is in it towards the user like a tornado lifting someone violently off the ground. The winds would slice and assault the target while spiraling them towards the user thru the air.

~Notes~
- Can only be used 1x
- Seal is A ranked and if used counts as a move though occurs in the same time frame
- If the target escapes the seal they will be left winded slowing them down 1 Rank in speed for 1 turn
- User suffers minor fatigue from molding and exerting so much chakra, being unable to mold Wind chakra above A rank for 1 turn after using
- Must be taught by -Vegeta
-ref-
You must be registered for see images

‡ Declined ‡ Elemental/Fuuin combinations can be a maximum of S-Rank. This also has no real Fuuin component, the tags are basically cosmetic. Seals must "seal or unseal" something to classify as Fuuin. Once the fuuin is gone, this is just a tornado that pulls in an opponent and slices them up, which is similar to existing techniques.

Pending - need to discuss with nk if wind can carry a sealing formula if not I have an idea how to make this work in another way
-resub-
( Fūton/Fūinjutsu - Mafūba ) Wind Style/Sealing Arts - Evil Containment Wave
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: After preparing a jar marked with the kanji 魔封波 (Containment) while molding their wind chakra the user will take a stance with both arms by their sides elbows back and fists clenched and hunched down somewhat before thrusting both hands forwards releasing a stream of wind from their body. Upon releasing, a powerful wind with a greenish hue jet streams towards the target spiraling forming a short-mid range sized tunnel like vortex with the user safe in the center, like being in the eye of a tornado. The wind will envelope the target and lift them while slicing into them and spiraling them in the air making them disoriented. The user can then use their chakra to focus a sealing formula into the wind stream itself. This sealing formula, if making contact would begin to wrap around the targets body as the winds grab hold of the target. Once the target is hit, the user manipulates the winds to reverse polarity drawing whatever is in it towards the user like a tornado. The winds would slice and assault the target while spiraling them towards the user thru the air as the sealing formula envelopes them. Once in short range the user will use hand motions to aim the sealed target into the Containment jar and once inside the seal forms around the jar completing it's usage.

~Notes~
- Can only be used 2x with 1 turn cool down
- Must list having a Containment jar in your bio
- Seal is an A ranked sealing script, and if used counts as a move though occurs in the same time frame
- If the target escapes the seal after it makes contact they will be left winded slowing them down 1 Rank in speed for 1 turn
- User suffers minor fatigue from molding and exerting so much chakra, being unable to mold Wind chakra above A rank for 1 turn after using
- No other Fuuin after this is used during the turn
-ref-
You must be registered for see images

Declined - too similar to the gourd of the sage of the six paths

-updating-
to Scorching Wave approval
, , approvals

( Katon Kenjutsu - Shakunetsu no u~ēbu ) - Fire Style Sword technique - Scorching Wave
Type: Offensive/Defensive
Rank: A-S
Range: Short-Long
Chakra: N/A (Chakra used from related techniques applies)
Damage: 60-80
Description: After using Fire Release: Scorching Rage/Berserker/Demoniac the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden chakra into a slicing wave of fire short range in length and solid enough to cut, able to hit targets Long range away. Can also be used to defend/attack from attacks of equal rank or lower with-in reason following S/W. The blade's fiery aura would reflect the strength of which jutsu was active when used

-Notes-
- Lasts for the duration of which technique was active when used and ends when it would have, and would cost equal chakra to maintain
- Must use Fire Release: Scorching Rage/Berserker/Demoniac to use

Declined - with the addition of S rank power, you will need restrictions to match in the current rp.
 
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(Bukimina Pasuta) - Creepy Pasta
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Rather than a technique, Creepy Pasta is more of an effect/consequence that occurs if certain conditions are met. The conditions that needs to be met to trigger the effect of Creepy Pasta is to have a target be affected by more than one technique that has as end goal to cause sleep, loss of consciousness, fainting or similar. The very moment another technique is applied to the target after the first one, whichever of the applied techniques having the longest duration of turns/stages left to cause sleep/lose consciousness/fainting/etc to the target will have the turn/stage in which the target is on be incremented by +1. The idea is that while being affected by multiple sleeping/loss of consciousness/fainting effects at the same time, the process would be slightly hastened to one of them because the "pressure" of putting the target in a state of sleep, loss of consciousness, fainting, etc is stronger. An example of Creepy Pasta taking effect would be in a scenario where we have a smoke scene made of sleeping gas around the target, the gas requiring the target to be 4 turns/stages inside the gas to fall asleep and while affected by the sleeping gas, the user casts "Temple of Nirvana" on that same target. Doing so would immediately make the target skip a turn/stage with the effects of the sleeping gas (hastening its end goal), though, would not hasten the turns/stages of "Temple of Nirvana" as it isn't the one with the highest amount of turns remaining to cause the sleeping effect. The target can still deal against any of those techniques affecting them as long as a proper counter is made, but that extra +1 increase in stages would not be undone. Creepy Pasta cannot take effect on techniques that only have 1 turn remaining to cause the sleeping/loss of consciousness/fainting/etc effect (so if two applied techniques only have 1 turn remaining to cause sleep/loss of consciousness/fainting, Creepy Pasta's effects won't take place). Creepy Pasta, being a mere consequence and effect once certain specific conditions have been met, is a passive technique that would need to be posted on one's bio and does not count as a move. An incrementation occurs the very moment in which the technique in question is cast on a target already affected by another technique causing the aforementioned effects.

Note: Will be posted in fights as reference whenever Creepy Pasta takes effect

Declined - unique name, i must admit, but really, i get how it works, in the extension and the conditions to be met, but not why it works? What is it about this technique that gives that +1 to stages? You don't make the genjutsu effect stronger? Or the gas more potent ect, it's just the +1 turn happens without much reasoning behind it?
 
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