Custom Jutsu Submission - III

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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.

Sound training here [ ]

Declined - describe the size of the water summons, like 10m radius? And summoned in swamps doesn't make sense, from that wording you could summon these in swamp of the underworld xD
 
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Robot Boy

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Dropping if approved:

( Calydonian suringushotto) – Calydonian Slingshot
Type:Weapon
Rank:B
Range:Short-Long
Chakra:n/a(-20 for light)
Damage:n/a
Description:Is a jet black and yellow, metallic slingshot. The slingshot has two rubber bands that can be stretched over the length of a person’s arm. At the base of the weapon, is a small cylinder-shaped metal attachment with a small lens. From there, the user can imbue chakra into it to emit a red chakra laser light to aid the user’s aim when firing their special pellets, “bullets” or balls. This light is of course harmless and the user can switch settings by switching the lens and depending on the lens the scope will react accordingly after receiving some of the user’s chakra. However, this only comes with two settings. The second setting, having a wide lens, emits a high-intense green-chakra light in order to see at night. The user can control the intensity of the light with their chakra and they can make the light zoom in and out (-10 = short-range, -15 = mid-range, -20 = long-range). The user can also make use of rocks if they happen to run out of ammo. The weapon was made to be able to handle the user’s strength so that it doesn’t break and allow their shots to pierce through tough material.

A red laser light doesn't fit the rp, unless maybe Nagato?

Lead Balls: These balls can be fired and channeled with chakra to expand for offensive and defensive purposes. They take up to five meters when they grow and when used for protection, the user must get into the air and shoot it at the ground. They can also be shot without chakra.

Change it from lead to chakra metal. Lead would be like having a c.e

Explosive Pellets: These pellets are made of pure fire chakra. These can be used to combine with wind jutsu to make the attack more destructive and powerful. By focusing extra fire chakra (-5), the user can the pellets shine brightly similarly to the fire release: fire wisp, enough to make them blind an opponent after shooting it into the air.

Firing the fire shots is fine, but you don't need to mention the wind as that makes it sound like you combine the two elements

Mud Pellets: These pellets are made of pure earth chakra. The user can fire several of these throughout the battlefield, aiming at the ground or shooting them into air to have them rain down and hit ground, before having them turn into small trails of mud to make the opponent slip.

Sticky Ball: The user will fire a projectile while charging chakra into it. The ball explodes into a cloud of smoke, releasing a sticky substance in order to immobilize the target. This is used to hold the target in place and prevent them from weaving signs.

What is the sticky substance?

Flammable Pellets: These pellets contain flammable substances in them and increase the spread/range of a fire jutsu. (Short to Mid, Mid-range to Long etc.)

What is the flamible substance? You can say it's the gas that has been seen used to enhance fire release.

Lightning Balls: A pellet that explodes into a burst of lightning, taking the form of a bullet with blades around it, horizontally. This pellet can be fired to also enhance an ally or clone’s water jutsu if the user doesn’t wish to use it by itself as an offensive move.

What size blast? How many blade? what size? details man

Fire Balls: A pellet that explodes and releases fire in the shape of a massive bullet with spikes. These pellets can be used to enhance earth and oil based attacks.

At this point you already have fire and have too many effects in one weapon if you keep going

Bullets: The user launches a barrage of bullets that resemble handballs that ricochet off nearby surfaces towards a target using their chakra. With this, the user can also form a barrier against incoming projectile attacks and have them intercepted by the continuously bouncing balls inbetween the surfaces of objects, such as walls (natural or made through chakra/technique) instead of pursuing a target. These balls individually leave behind a trail of chakra for a few seconds and are solid enough to block/deflect the incoming attack should the opponent find a gap in between the ricocheting balls to shoot their projectile.

I'd remove this last effect.

-Bullets can only be used once per battle and counts as a B-rank move.
-All except Bullets and Lightning Balls count as C-rank moves.
-Lightning Balls counts as a B-rank move.
-Bullets can only block projectiles of equal rank and below.

Declined - see above.
 
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Nagato..

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(Kuchiyose no Jutsu: Doragonsupiritto) - Summoning Technique: The Dragon Spirit Sage

Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
One of the eldest leaders of Snakes of the Ryuchi Cave and son of the White Snake Sage, The Dragon Spirit also known as Ryuu is one of Orochimarus personal summons. He served as a teacher to his Senjutsu training as well as all those worthy of Snake Sage training. He is cunning and a well expirienced fighter, more than Manda & Manda II. He is capable of gathering natural energy to temporarily boost his physical strength and speed. He can perform Genjutsu and Senjutsu techniques while also using up to S Rank Wind and Water Techniques that dont require handseals. He is the only snake able to merge with the summoner transferring natural energy to them enabling the user to keep sage mode active with the use of the Reptilian Technique. Ryuu seems to always be infused with natural energy as it is elders like him that begin the snake-ification process in users wanting to learn Sage Mode from the Ryuchi cave. In order to reserve chakra he is the size of Orochimaru, and after gathering Natural Energy for one turn he is able to expand his body rapidly (as if summoned) to that of the size of Manda. In his expanded form he is immune to A rank techniques and able to survive an S rank attack and survive by shedding his skins afterwards similar to Manda & Manda II. Ryuu has the same sensory awareness as the Snage Sage Mode users as well as the innate attributes

Note: Requires signing Snake Contract
Note: Can only be summoned once
Note: Must be taught by Nagato

‡ Declined ‡ This is way too stacked for a summon. We allow one ability/field for a summon maximum. So either pick an element or remove everything barring Senjutsu. If anything you'll need Senjutsu to use the below technique, so maybe go with that. Summons also need a duration limit, the standard being four turns.

(Senpo: Hachūrui no Jutsu) Sage Art: Reptilian Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This technique is used to fuse with the body of a student of senjutsu like Orochimaru. This adds to the snake-ification process and maximizes the available Sage chakra hes fused to and allows the use of sage mode. Through his snake shedding Ryuu embeds his way into the users snake like skin thus bonding and continuously injecting the user with natural energy from the snakes venomous bite. The user will grow small horns, develop snake like eyes and have more scale like skin that of a snake due to the saturation of Natural energy and the bond made with Ryuu.

Note: Can only be used with the Snake variation of Sage Mode.
Note: Can only be used with Ryuu
Note: Can only be used once.

✦ Pending, Same as above ✦

‡ Declined ‡ The technique it requires wasn't approved.


(Kuchiyose no Jutsu: Doragonsupiritto) - Summoning Technique: The Dragon Spirit Sage
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
One of the eldest leaders of Snakes of the Ryuchi Cave and son of the White Snake Sage, The Dragon Spirit also known as Ryuu is one of Orochimarus personal summons. He served as a teacher to his Senjutsu training as well as all those worthy of Snake Sage training. He is cunning and a well experienced fighter, more than Manda & Manda II. He is capable of gathering natural energy to temporarily boost his physical strength and speed. He can perform Senjutsu techniques that dont require handseals. He is the only snake able to merge with the summoner transferring natural energy to them enabling the user to keep sage mode active with the use of the Reptilian Technique. Ryuu seems to always be infused with natural energy as it is elders like him that begin the snake-ification process in users wanting to learn Sage Mode from the Ryuchi cave. In order to reserve chakra he is the size of Orochimaru, and after gathering Natural Energy for one turn he is able to expand his body rapidly (as if summoned) to that of the size of Manda. In his expanded form he is immune to A rank techniques and able to survive an S rank attack and survive by performing the snake shedding technique afterwards similar to Manda & Manda II. Ryuu has the same sensory awareness as the Snage Sage Mode users as well as the innate attributes.

Note: Requires signing Snake Contract
Note: Expanding form uses one of three jutsu per turn.
Note: Lasts four turns on the battlefield unless fused using the Reptilian Technique
Note: Deactivatng the Reptilian Technique after four turns will also cause Ryuu to be reversed summoned

Note: Can only be summoned once
Note: Must be taught by Nagato

Declined - I feel the merging has either been tried before or should remain as toad sm only.


(Senpo: Hachūrui no Jutsu) Sage Art: Reptilian Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+10 Natural Energy per turn)
Damage points: N/A
Description: This technique is used to fuse with the body of a student of senjutsu like Orochimaru. This adds to the snake-ification process and maximizes the available Sage chakra hes fused to and allows the use of sage mode. Through his snake shedding Ryuu miniaturizes himself and embeds his way into the users snake like skin thus bonding and continuously injecting the user with natural energy from the snakes venomous bite. In this form the user will grow small horns, develop snake like eyes and have more scale like skin that of a snake due to the saturation of Natural energy and the bond made with Ryuu.

Note: Can only be used with the Snake variation of Sage Mode.
Note: Can be used to enter Snake Sage Mode
Note: Added Natural Energy sustains Sage Mode and doesnt empower Senjutsu attacks

Note: Can only be used with Ryuu
Note: Can only be used twice with a one turn cool down.

Declined - same as above.
 
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Erzo

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Approval:

(Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding five - doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for 10 turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated.

Declined - Not going to lie, it doesn't really make sense. Only the strong survive but he can't really do anything by himself? You have no turn limit on him. SO he could just be around for ever, immunity to what? Basically you have what i can see as a host that just allows you to summon multiple elemental Olms at the same time, which i wouldn't allow. Also what would happen if he's hit? Would one of the multiple Olms summoned with him take the hit as a shield? So he has like 5 lives technically. You mention a fusion but not how it works or why it works? It's just so vague.
 
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Never

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Previous submission :

(Fujitsuboātsu : Gajettofujitsubo) - Barnacle Arts : Gadget Barnacle
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short - Long
Chakra Cost: N/A (+15 for summoning)
Damage Points: (+30 Spider-cle)(+30 Corrupt-cle)
Description:
The user will perform one handseal and summon what seems to be a generic Acorn Barnacle about they size of a coin in their hand, this isn't a summon and just a barnacle art that the user can use. The user can throw this Acorn Barnacle onto a target and it will permanently bind to it as long as it is solid (Person, Summon, Rock etc), the Gadget Barnacle has a number of effects and can only use one.

Source-cle
This Barnacle is used to bring up sources that may be needed depending on the user and their abilities. For example if the user is a water user then the source-cle will be thrown and it will release a puddle of water that will splash on the ground (can also be used as a C-rank water defence). Also creates an Ink Source if needed, (Puddle of Ink) or a source for Dark Release; The shell is gripped in the palm of the user's hand and the chakra is absorbed straight into the user capable of utilising one Dark Technique with it. Creates a Flame from the opening of the shell if that is a required source (Makeshift Lighter), can be used as a Mist Bomb which creates a small veil big enough to hide a couple of persons.


Spider-cle
Six tendrils will act as legs from the Shell and be able to move around, capable of carrying an item like a Shuriken or Kunai, Scroll or a Message (For RP use in the Ninja World) in a couple of their tendrils whilst the other four are used to move around. The Spider however is also a Bomb, is basically an explosive device that can be exploded at any time, before sticking to a target or after it. It creates a C-Rank explosion with a radius of 2 meters, the explosion isn't enough to kill and only blow the opponent away and cause minor burns. It can either be a Flame Explosion, Wind, or Lightning. The spider-cle moves at the same as their user's base speed.



Weapon-cle
The Acorn Barnacle actually becomes a powerful transformation, taking the shape of a weapon of the user's choosing. They can withstand up to C-Rank Elements before breaking, the barnacle can transform into a pair of weapons splitting the rank into D-Rank each.

Corrupt-cle
The Acorn Barnacle will be thrown at the ground where it will attach to it permanently with it's natural ability too, through this natural ability they have gained a knowledge and sort of affinity to earth of sorts. So the Earth is taken control by the barnacle and they will manipulate it into a 2 foot earth golem, it is capable of communication with the user and attacking with it's mouth and fists - like the Bomb-cle this acts like a C-Rank earth technique.

- These don't have to be summoned, they can already be on the user if stated in the bio.
- Body of the Thoracica and Legs of the Thoracica can be used through a Gadget Barnacle
- Barnacle Community Summons like "Oregon", "Barbaracle" can use Gadget Barnacles from their body.
- Using One Gadget Barnacle costs a turn
- Must have signed the Barnacle Contract
- Can only use two different types of Gadget per turn
- Cannot use the same type more than once a turn

Declined - made some edits, but remove the ink mention, unless you make a not that must know ink to use that variety etc.

Resubmitting :

(Shōkeimoji-Doton : Neko no kōkishin) - Heiroglyphic-Earth Release : Cat's Curiousity
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra Cost: 20 - 40 (-10 per turn)
Damage Points: 40 - 80
Description:
The user in the air creates a Circular Brown Glyph which is slightly transparent but can easily be seen - it is made out of Earth Chakra, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Tsuyo" within it, but is not fuuinjutsu. Because it's earth it can only be created from the ground, the earth chakra glowing in the pattern of the glyph. If created on a lower ranked mud source the user can choose to solidify the glyph even if it's below their feet, alternatively they can also plant glyphs so that when they're stepped on or by the user's command can turn the whole surface of that glyph into a pool of mud to either trap or set up for other techniques.

The user can create multiple glyphs across the ground at once, guiding a line of them to be created with his hand they will each rise up pillars of rock with kanji carvings in it to match the glyph to form a single frontal wall or with another simple guiding hand movement glyphs all around as a circle as a wall that surrounds the whole of the user. Like all of the Heiroglyphic techniques the user can usually throw them, but with the Earth version the glyph is placed onto a tool, projectile or weapon of some kind and when thrown it will attract and tear chunks of rock so that they swirl around it and do one of two things: They'll smash into the target - the shards sticking into a body if it's the target and sent flying back. Or the rock will cluster together to form a long spike which will impale a target.

The glyph can fire the earth rocks from the ground into the air which can hit and smash into the opponent as they move passed (with the user they would just rise around). The Glyph will spin around as the earth above clumps together and creates a larger single entity that is wielding two Halberds, it will come down to attack a target or can keep spinning and defend the user, using it's whole body as a shield or using the halberds to attack a technique. This Specific Entity is big enough for it to stand above the user, a leg on either side of him. The entity can be commanded after creation.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Earth in the user's next turn.
- A-Rank can only be used four times per battle
- Maxmium size a Glyph can be is up to 4 meters in Diameter.
- Minimum size a Glyph can be is 2 meters in Diameter, unless placed on a tool.
- Maximum of 4 Glyphs can be active at any given time
- Each Glyph Made is a Single use of this Technique, cannot make multiple Glyphs with One usage of the Technique
- Must be Taught by LonelyAssassin

Declined - Same as NK said before, it really does just seem like a mash together of cannon techniques, it's multi ranked without needing to etc. I mean i like the concept of glyths, don't get me wrong but what's really unique about this apart from that aspect.

(Meiton Fujitsuboātsu : Antei-ka ⇵ Zōkyō) - Dark Release Barnacle Art : Stabilisation ⇵ Augmentation
Type: Supplementary
Rank: A
Range: Short (Self)
Chakra Cost: 30
Damage Points: N/A
Description :
The user swipes blood on his summoning tattoo and summons two "Rhizocephala" type barnacles on his palm in a similar way to how 'Dark Release : Evil Summoning' works they will be covered in a dark purple chakra aura, these are parasitic barnacles that attach onto the user's palm using their tendrils. The user will then channel chakra into his dark marks and the Rhizocephala will link with them, however the barnacle can only link with one square at a time;

Stabilisation
The Barnacle will feed the dark mark with it's own chakra, fuelling it so that the user can use dark release techniques without the need for using "Inhaling Maw" or other absorption based techniques because the chakra is now already there. However the user can only use a a maximum collective of S-Rank dark release techniques per turn with this ability active, if they decide to use another S-Rank dark release technique then they MUST have used other absorption based techniques beforehand OR they can use one and then this barnacle technique will disperse. Using an F-Rank technique will be allowed but will disperse the barnacle and cause double damage to the user as it will severely burn their forearms.

Nice concept, but as a collective do you mean they would allow for: 1 S rank or 2 A ranks, or 2 b ranks with an A rank? Or going off the chakra that is needed, so give you 40 chakra into your seal, so you could use that 40 chakra for an S rank, or you use 30 chakra fro an A rank, then have 10 chakra for a D rank?
↿- Switch Using One out of Three Moves -⇂

Augmentation
The Rhizocephala will focus on the Release of the dark marks instead of the absorption, it's tendrils feeding through this diamond on the palm instead - fuelling the output of the dark mark with not their chakra but summoning other Rhizocephala larvae that are created within all Dark abilities. These Larvae feed the dark jutsu with their chakra which will rapidly convert it to dark to a point where they become much stronger, their blue burns brighter and if the attack uses a dark purple aura they'll become a little more blue instead. Strength is increased passively by 1 Rank (S-ranks gain +10), however with this active it means the user still has to absorb jutsu before hand to perform attacks and all augmented dark release techniques cost 10 extra chakra.

When Augmentation is active any summonings that the user makes as long as they're barnacle Communities or Kozui they will be summoned with copycat Rhizocephala on their palms but this adds (+20 chakra to summoning them). The Dark marks on the summon's hands will act like "Dark Release : Draining Touch" only, touching a target at anytime will absorb chakra equal to the rank of the summon and will be capable of being used by the user when the Summon either de-summons or gets within close range.

- Taught by LonelyAssassin
- Can only be used by Dark Release Users
- Can only be used by Barnacle Contract Signers
- Only one can be active at a time
- Can only be used three times, can only have one active at a time
- No Barnacle Arts in the same turn and none above A-Rank in the next.
- No Dark release A-Rank or above the same turn.

Declined - above and for A rank summons and these effects, you need a turn limit on them being summoned and only summoned once.

 
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BusinessManTeno

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(Shakuton/Doton: Itami pakku) Scorch/Earth Style: Pain Packer
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: Pain packer is one of the more powerful, and dangerous styles of the scorch style, having to incorporate doton in it, simply to keep from dying themselves. The user will start off by slamming their hands together causing a protective armor made of earth to layer around his body in haste while already causing scorch chakra to layer around his skin under the armor. Once he does this, he will create a very small marble size scorch ball while sending it into the sky from behind his position, while constantly fueling huge amounts of scorch chakra into it as it travels in the sky, keeping the heat from the scorch compacted. Once it reaches mid range into the sky, the user will cause the scorch marble to de-compact, transforming into a miniature sun roughly 3x3 meters. Once it transform from the marble to the sun, it will give off massive heat, scorching any and everything within long range of its position easily burning the flesh straight off the opponents body. This includes anything such as grass a forest, or even a small pond. The ground would be so hot that it would melt the soles of the shoes from anybody within mere seconds, and deliver 3rd degree burns to their legs. Due to such high scale and dangerous technique, the user is not fully immune to the technique, Causing his whole body to take 2nd degree burns. Making the user take triple damage for all techniques that connnect to his body.

Note: Can only use once
Note: The user due to him taking precaution, will stay layered with scorch chakra for 1 turn after this, protecting his body from the after effects of the jutsu
Note: The after effects of the jutsu (Scorch ground) last for one whole turn
Note: No Scorch jutsu for 2 turns after use
Note: No Forbidden rank jutsu for 2 turns after use
Declined - this would require YY due to the control of two natures together.
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(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Depending on the rank, depends on what it can do. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing bone breaking damage if not counter. A rank version of this is only usable for defensive purposes. The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The strongest of this technique is simply a stronger version of the B rank, but instead of the sound being formed around the opponent, it fires off from the users hands in extreme haste, which takes on the shape of a large orb (the size of dodai rubber ball), making that once it enters within short range of the opponent, it violently explodes, letting out a devastating screech, bursting the ear drums of anybody within the explosion (which is 5 meters wide) which will cause whoever to hear it to go deaf for 5 turns and -30 due to the eardrums bursting..
Note: B rank can only be used 4 times| A Rank 3 times | S rank 2 times
Note: Cant use this technique back to back
Note: If using the S rank version, cant use any other sound jutsu in the same turn as this

That name xd

Declined - when a cj starts with "only the snap of their fingers to initiate the technique. Depending on the rank, depends on what it can do." you just know it's going to be be too varied. Pick a single rank for this, and bubbles for sound, i can imagine it being sound orbs that to release to create a short wave shockwave like blast but that's all. I recommend going with A rank.


(Shakuton/Ototon: Anpu niiro dageki) Scorch/Sound Style: Amplified Red Shock
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: This is one of the trademark techniques of Asch the bloody, the Kyu kazekage of sunagakure. Utilizing both scorch and sound to create an extremely powerful jutsu with incredible destructive power. The user will swing one of their hands creating a wave of scorch that travels towards the opponent, while right after, swinging their other hand releasing a large amount of sound destructive sound waves that layers around the scorch waves, creating what seems to be scorch waves being contained inside this translucent ball of sound. Once this happen as it travels, the fire and wind from the scorch heat wave will amplify the intensity of the violent sound wave that layers around it, causing a huge explosion of both destructive force and incredible heat waves that would not only annihilate and destroy everything within long range of the explosion, but also scorch anything within long range of the explosion as well, while causing scorch heat waves to linger around the battle field for a set amount of time after the large explosion. Even though the steps seem like alot, the moment the user swings their second hand, the technique is triggered. Thus making this very dangerous for the user if they do not escape or take precaution.
Note: Can use twice per battle
Note: No sound or scorch jutsu in the same turn as this
Note: No sound or scorch chakra S rank or above in the next turn
Note: The Radiating scorch lingering, does -10 to all water jutsus

Declined - the execution and concept are lacking. So you swing your arms one after the other sending waves but they are somehow meant to become a ball/orb. Fire and wind wouldn't amplify the sound either. Sound in it's destructive force is basically a violent vibration, and scorch is heated waves, two completely different aspects which wouldn't bind in the same form. Not only that but the application of combination would be so advanced for this, it would require alot of control, it's basically two jutsu in one, and trying to maintain both would be insane, not only that but even if i did allow this due to it being like two jutsu in on it would take up two of your three moves per turn, and require you to maintain it.

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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.
Fuuton: Pengin Hanabira - Wind Style: Penguin Petals
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
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. The augmentation his wind techniques would receive would better fit his fighting style, increasing the destructive power and properties of fuuton. It's activation is instant, taking no slot in the time frame, but still taking up a move slot. With a simple hand seal after the usage of a fuuton technique, using principles found in the (Fūton: Hanachiri no Mai) - Wind Release: Flower Scattering Dance technique, the user would expend an extra twenty 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.

Note: Can only be used four times per battle
Note: Can only be taught by Penguin

Approved

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

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

‡ Both Approved ‡ Awesome techniques man.
Updating for more clarity

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

Approved.

New techniques

(Jiton: Nyotei no Ocho) — Magnetism Release: Empress's Dynasty
Type: Supplementary
Rank: D - S
Range: Short - Mid
Chakra Cost: 10 - 40
Damage Points: N/A
Description: After performing three hand seals, the user is capable of focusing their Jiton chakra to a single location, which creates a powerful magnetic spire, similar to that used in Lightning Release: Four-Pillar Bind. This acts as what is essentially a large magnet which is capable of attraction. This works by aggravating a certain area with a large fluctuation of Jiton chakra, which allows a specific location to act as a source of attraction that wanes over time, and as such doesn't need any further supplement after casting. This is most effective against metal weapons, those afflicted with Jiton chakra, Earth Release and all other elements which encompass it (including KG/CE). Any weapons or techniques that are thrown, launched, spat etc. are instead attracted to the location which Empress's Dynasty is used. Techniques which may have some level of sentience or chakra sustainment such as Earth Golem are also subject to this technique, but can overpower the magnetic attraction by paying double the chakra cost needed to sustain. If not, techniques that require sentience through chakra will freeze in conflict between the nature of magnetism and the order of its commander. This jutsu doesn't affect anything with a life force. Despite being powerful, it's quite susceptible to Lightning Release, and as such has a natural weakness to these techniques which can end Empress's Dynasty prematurely. The quintessential nature of Magnetism Release and its polarity means that this technique rejects similar chakra, and as such the users own jutsu are unaffected by this. What this technique can attract is equal to its rank. D-Rank use is also capable of attraction to assaults that are either freeform or devoid of chakra.

A unique property of this technique is that the magnetic attraction will linger in place, even if the spire itself has been destroyed prematurely. The user is only capable of maintaining one spire at a time, and creation only up to short range. The attraction itself affects up to mid range. Alternatively, the user can also perform this technique using already existing terrain as a basis, such as trees, rocks or spires created from previous uses.

Note: Last three turns.
Note: A-Rank usage can only be used three times.
Note: S-Rank usage can only be used twice, with a two turn cooldown between any rank usage.
Note: S-Rank usage requires no more Jiton techniques while active.

Declined - In the RP this basic form of magnetism relies on touch, much like the user in the manga and his use of weapons. So to apply this you would need to either touch the location, or alternatively, throw a projectile you've touched, charged with magnetism, to a location, that they creates the pillar. You should probably close the gap in rank variation too if i'm honest.
 
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Only basic sealing but stilla B rank none the less z.z

(Meiton: Daku Kakucho) Dark Release: Dark Expansion
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This Technique allows the user with the cost of chakra (Absorbed or not) to extend the range of which the user can absorb and release dark release techniques. the user will start by touching a object with the palm of his hand like a wall or a sword. then he will activate the mark on said palm before flowing his chakra across the object. the chakra from the mark and the chakra spread across the object will in essentiality blend and merge allowing the mark to absorb and release techniques from across the object for a short time.
Note: Can only be Used Three times with a 1 turn cooldown
Note: The technique lasts a max of two turns consuming 10 chakra from the user each turn to stay active
Note: This does not replace the use of Dark release moves but does however increase the range of which absorbsion and attacks can be used.

Declined - Dnr
 
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Summer

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Approved here:
Updating with a few tweaks. Bolded the changes

Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it. Regular strikes or freeform in nature will have minimal damage dealing only up to B rank damage(40 Damage per strike) and will not require added chakra to fuel. These attacks however will be considerably slower without the extra propulsion speed.

Tempest strike
The user can channel S rank wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. Using the extra propelling force of S rank wind will also give this swing a crushing + 10 damage boost. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a powerful wind burst released from its backside. Having a faster then normal swing will give extra momentum for life crushing blows.

Talley Hoooo!
*Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield. This ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up. Using Talley Hoooo will require A rank chakra to be used to propel you up to long range

Advent Dispersion
This form of Magnhild's special abilities is one that lies with the shaft of the hammer or hilt. Charging the shaft/hilt with wind chakra the user will stab the bottom of the shaft/hilt into the ground. Once the shaft/hilt makes contact with the ground or anything else solid it releases the wind chakra in a concussion type forward wave of wind. The wave is only 5 feet high and can only reach up to mid range. The blast is a solid S rank wave of wind that appears to be rolling like a wave of water towards its destination. Should the user strike the charged shaft/hilt into an enemy it will work like a concussion blast more focused into a single point pushing the enemy backwards. The wind will follow the enemy that is sent flying backwards.


Notes:
-every time an ability is used it uses a Jutsu slot.
-Tempest strike requires a full turn cool down between usage.
-Tempest strike gives the hammer a +10 damage boost to the S rank damage
-wind Talley hoooo can only be used twice in the same turn.
-wind Talley hoooo requires a full turn cool down after the two usages.
- Advent Dispersion can only be used three times per battle. Requires a two turn cool down between usages.
can only be used by Juha and those he allows.

Declined - the S rank needs a drawback like no wind above B rank for 2 turns due to it being the way it is.
□ Pending. Leaving for Pervy/NK/Vex. □
Approved here:


Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it. Regular strikes or freeform in nature will have minimal damage dealing only up to B rank damage(40 Damage per strike) and will not require added chakra to fuel. These attacks however will be considerably slower without the extra propulsion speed. Magnhild has a unique kanji inscribed into the head of the hammer. This scripture reads REVOLT and it will be activate by two handsigns and will affect whenever an enemy uses one wind jutsu per turn. During this activation the head of the hammer will glow green and begin a suction type effect through the kanji. This will absorb one wind jutsu up to A rank and* add +20 to the hammers abilities.

Tempest strike
The user can channel S rank wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. Using the extra propelling force of S rank wind will also give this swing a crushing + 10 damage boost. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a powerful wind burst released from its backside. Having a faster then normal swing will give extra momentum for life crushing blows.

Talley Hoooo!
*Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield. This ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up. Using Talley Hoooo will require A rank chakra to be used to propel you up to long range

Advent Dispersion
This form of Magnhild's special abilities is one that lies with the shaft of the hammer or hilt. Charging the shaft/hilt with wind chakra the user will stab the bottom of the shaft/hilt into the ground. Once the shaft/hilt makes contact with the ground or anything else solid it releases the wind chakra in a concussion type forward wave of wind. The wave is only 5 feet high and can only reach up to mid range. The blast is a solid S rank wave of wind that appears to be rolling like a wave of water towards its destination. Should the user strike the charged shaft/hilt into an enemy it will work like a concussion blast more focused into a single point pushing the enemy backwards. The wind will follow the enemy that is sent flying backwards.


Notes:
-every time an ability is used it uses a Jutsu slot.
-Tempest strike requires a full turn cool down between usage.
-Tempest strike gives the hammer a +10 damage boost to the S rank damage
-wind Talley hoooo can only be used twice in the same turn.
-wind Talley hoooo requires a full turn cool down after the two usages.
- Advent Dispersion can only be used three times per battle. Requires a two turn cool down between usages.
-No hammer abilities for 2 turns afterwards using Advent dispersion
- REVOLT once activated will last of three turns. After that it cannot be used in the same battle again.


Declined - silly Juha, re read my last check, needs to effect wind element. And that seal is too generic and been done before.
can only be used by Juha and those he allows.

Hashirama bio is in signature.

Fuinjutsu Mokuton Jumoko** Za Man /* Sealing arts Wood* Nativity Seeds
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:
Description:
After years of training with his Specialties. The man known as Hashirama Senju developed a few unique abilities. He acquired the process of using three unique seeds which all contain a unique aspect for his fighting style. Having developed his own form of Fuinjutsu tactics that quite differed from that of his brother's style of Fuinjutsu. Having pre made two unique seeds full of vitality and life. They are prepped and stored in the shinobi's ninja pouch.

Yellow Lop seed:
This seed has an inscribed symbol on it which carries a sealing formula as the basis for forming this symbol. The seed carries the ability once thrown at anything with chakra. It will Crack and sprout vines which feed off of the enemies chakra like Multiple infinite embraces. The difference however is that the vines will simply attach to the enemy and won't bind there movements and will flex and allow easy movement. The down side is that the vines transfers the users chakra into the ground and converts it into wood chakra which lays dormant waiting to boost wood jutsu. This will empower any wood jutsu used from the ground with a +20 boost. The chakra taken from the enemy is 30 chakra points per turn. Useable once per battle, however it lasts 4 turns and once the turns are up the vines will wither and fall off.

Blue Enutroph:
This seed differs completly from the yellow seed as it is a storage device for chakra making it the size of an eyeball. It has a unique Kanji on it which states Fierce. The user of this seed having swallowed the seed before battle, and it will lay dormant inside the body. The user can self supply the seed with up to 30 chakra and once this seed is full it can be used. The seed has a unique sense being tied to the users body it will trigger when foreign chakra enters the users body. The seed will use the chakra in the seed. It will flush the foreign chakra out of the body once triggered. This ability can only be used once per battle and can only flush out B rank and below Genjutsu or foreign chakra. The seed can only be replenished once during battle and once before battle.


Restrictions:
-Yellow seed Lasts 4 turn.
- Cannot be paired with Senjutsu
- Cannot boost S rank and above
-Blue seed can can only be used twice per battle.
- Should the blue seed contain Sage mode chakra it will flush out A rank and below Genjutsu and foreign chakra.
- Can only use Nativity Seeds once per battle.
- can only be taught by Juha

Declined - the first concept i like - the second i can't allow.

Fuinjutsu* Shijū no Saimon/ Sealing Arts Shijū no Saimon
Type: Attack
Rank: A rank
Range: Short
Chakra: 30
Damage: 60 per elemental field
Description:
Clapping the users hands together they will send out wind chakra which takes the form of a green square barrier. This barrier acts like a wind wall on all 6 sides including top and bottom. By adding in two handsigns after the user can charge four Fuin tags which have elemental aspects tied to them.
These tags once they attach to the barrier on four sides by being attracted naturally to the wind barrier. They will attach to the center of each side of the barrier walls surround the sides of the barrier. From there the tags will glow and summon four elemental gates from the four sides of the barrier cube. These elemental gates are that of

Earth- should the enemy break free from this gate the enemy will have the gate activate it's defensive ability and use super added weight on the enemy. Making the enemy super heavy for the next 2 turns of battle. Slowing there movements down but adding power to physical exertion ie taijutsu. A rank earth strength

Water- should the enemy break free out of the water gate. The enemy will have a constant coat of water that surrounds there body for the next 2 turns. The water will be constantly running and moving circulating around the enemy. A Rank water strength

Fire- should the enemy break free out of the fire gate. The enemy will cause an explosion that is A rank in power and it will engulf the entire barrier. Which will in turn be powered even further by the wind barrier which will added strength to the fire that engulfs from the fire gate being broken.

Lightning- should the enemy break free out from the lightning gate. The enemy will feel needles of lightning pierce into there body from the gate being broken. This will have a paralyzing effect for 2 turns. Slowing the enemy's movements down by 2 ranks* and numbing the body for that duration as well.

Should the enemy try to break free from the wind barrier itself they will set off all the gates simultaneously do to cracking the main form of the Wind barrier.* The force will implode that barrier creating a massive blast of wind that is A rank in wind power.

Restrictions:

-Cannot use any other barriers in the same turn or next turn
- Cannot use above A rank elemental jutsu's while active.
- can only be taught by Juha

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Declined - it's just using fuuin to combine alot of existing aspects to be honest. Seals for added weight, a wind binding really, a tag that causes an explosion if they get out of the barrier, it's just a combination of existing things.
 
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Method

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Ribaiasan no giman| Leviathan's Deception
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A technique requiring the user to channel chakra across the targeted area of their body or the entirety of it. This technique is used after performing a jutsu which alters the state of the user's body through any form of Ninjutsu, allowing the user to channel chakra to the affected area & conceal it's appearance while still maintaining the traits of the original technique. This is a passive technique performed within the same timeframe as the original, timed so the opponent is left unaware of any transition made to the body. Applied to techniques that coat the user's body or merge with their skin with chakra, a prime example of this in effect is when performing "Earth Spear" which hardens the skin while also becoming much darker in colour, Leviathan's Deception retains the physical trait of the steel-like skin while concealing the change in colour, thus leaving the hardened skin to go unnoticed. Another usage allows the user to perform Leviathan's Deception when transitioning their entire body to a state of chakra that combines with it usually causing the user to lose their Solidity, this technique however allows the body to retain it's solid form & the user's original appearance while still being made up of pure chakra & keeping the traits of it i.e, the user manipulates their chakra across the body to convert it into pure fire, Leviathan's Deception retains the user's original form & anything that comes in contact with the user would simply "phase" through them while being burned, as such is fire's nature. The targeted area of the body after would simply "grow" back until complete. Strengths & Weaknesses of the original jutsu still apply while this is active.
- Requires a chakra cost of -5 each turn to sustain if the original jutsu lasts for more than a single turn.
- Cannot be used on jutsu that extend out form the body, such as "Doton: Hardening Technique"
- Taught by Method


I had to think on this one, thinking "Should it be genjutsu" but through ninjutsu you can go invisible and permanently change your appearence, so i came to the conclusion it's possible.

Approved.



Updating -

Raiton: Sanzai genzai no bakuhatsu | Lightning Release: Scattered Current Explosion
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins to channel their chakra across either arm, manipulating it to create vibrant currents that course within the limb until released outward in an explosive manner, reaching up to Long range almost instantly. Left behind are closely grouped currents that cover the entire area similar to the shape of a dome. Harmless as they are separately, their main offensive purpose is judged by the user compiling the currents to a single location of their choice within the area, causing the entire field of lightning to rapidly draw in to the single point & on impact the lightning creates a powerful electrical explosion. The results of the explosion leave the opponent paralysed & severely injured due to the sheer volume of currents within the area. The lightning, on impact with the explosion, courses throughout the opponent, creating lacerations across the body followed by minuscule cuts from within. This leaves the opponent unable to effectively move due to the severity of the cuts along the muscles . The lightning is controlled by small gestures from the user (palms open to release the lightning, while creating a fist draws in the lightning) & when drawing in to a single location, the lightning travels same speeds as normal lightning jutsu.
- Can be used 2 times
- Only able to perform Lightning jutsu while active
- Must wait 3 turns after each use
- Taught by Method

Approved.

Meiton: Mugen tsuro| Dark Release: Infinite Passageway
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-5 chakra)
Damage: -
Description: A self inflicting technique which requires the user to firstly absorb chakra through one of the alternative absorption methods of Dark release. The user manipulates their Dark chakra to form around both wrists & around their neck, taking on the form of dark purple bands that seemingly merged with the skin, rather than around it. The bands carry absorption properties & only take effect when the user manipulates their chakra. Whenever performing chakra related techniques, the user is required to increase their chakra output by 50% of the original technique; An A rank jutsu which requires 30 chakra would increase to 45 chakra. The excess chakra is instantly absorbed by the bands, which carries a limitless storage capacity. Whenever required, the user is able to absorb the stored chakra into their Dark symbol by performing a single handseal & contributing 10 chakra each time, this in turn doubles the chakra which enters the symbol due to Dark's strength against Raw Chakra. Though a passive ability the user is required to post this jutsu on activation & as 1 of 3 moves each time they absorb the chakra stored within the bands. It also requires the user to sacrifice 5 chakra each turn to sustain the technique.
- Can only store the user's chakra
- Can be used 3 times
- Taught by Method

Declined - Sorry just can't see this working in the rp.
 
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Meiton: Batto Dēmon no Yūutsu no Namida / Dark Release: The Bat Demon's Melancholic Tears
Type: Supplementary / Defensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique is centered around using Dark's properties for defensive purposes. Drawing on their resources of Dark chakra, the user will infuse it into either natural rain or rain of their own making. With this, darkened rain will fall over the field, possessing pure Dark chakra within. When the rain touches any organic object, it will function identically to the Rain Tiger at Will technique, allowing the user to detect the presence of animate objects within the technique's reach. However, it's utility doesn't stop there. Because of the rain containing the user's Dark chakra in its purest form, whenever the rain comes into contact with an enemy technique, the Dark chakra within will instinctively attempt to absorb it, thereby weakening the technique in question following the S&W of elemental interactions. Essentially, energy-based techniques, e.g. Fire, Lightning and Wind will be affected by this technique, and tangible techniques, e.g. Water and Earth will remain unaffected. Techniques which are affected by the Dark chakra in the rain will be robbed of the chakra that fuels them, causing a damage reduction of -20 points. Each turn the technique is active, it saps -5 chakra points from the user to sustain it.

Notes

⇒ Technique lasts for 4 turns
⇒ Usable three times per battle
⇒ Can only be taught by Rᴜʀūsʜᴜ

Declined - dark chakra into rain? Darkened rain? DO you know how dark release works? Declined DNR.

Meiton: Yami no Kami no Hageshī Ikari / Dark Release: Violent Rage of the God of Darkness
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will draw on their resources of Dark chakra, after having used Inhaling Maw / Ultimate Inhaling Maw, and concentrate it around his being. Then, the user will release it explosively as 4 pillars of Dark chakra which quickly surge outwards from the user's position and around the field, being within complete control of the user. If the user so chooses, they can spiral out, they can shoot in single directional paths, or even travel in erratic patterns of any kind. When created, the pillars start with base dimensions of 1x1 (meters), and can reach up to a maximum of 5x5. The rate at which the pillars expand is rather quick, only taking a moment to reach maximum capability. Another unique aspect of these pillars are their state of matter. Making slight manipulations to the chakra, the user is capable of pushing it between a state of solidity or pure energy. In it's solid state, the pillars will smash into other tangible objects with bone-shattering force and send them flying up to 10 meters in length. In it's energy state, the pillars will instead consume everything in it's path, including enemies and techniques. Following the S&W scheme of elemental interactions, the energy pillars will absorb chakra from techniques and enemies akin to Inhaling Maw / Ultimate Inhaling Maw. In the case of collision with matter-based techniques, the energy pillars will absorb enemy techniques which are tangible up to B-Rank, anything upward of that being able to bypass the pillars and continue unharmed. Due to the power of the technique, the pillars will leave pathways of destroyed earth and small debris.

Notes

⇒ No Meiton techniques S-Rank or above usable next turn
⇒ Can only be used 3 times per battle
⇒ Can only be taught by Rᴜʀūsʜᴜ

Declined - nice tehcnique but pick one state or the other
 
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Ninpou: Gōi - Ninja Art: Accomplice

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

Usable 3x per battle
Can only be used on S-rank and below
The armor takes the duration of the familiar and also the user spend the chakra that is needed to sustain the familiar in the first place.
2 turns inbetween usages
While the armor is active, the user can't use other elemental nature apart from that of the armor and those that comprises it IF the amor is elemental in nature

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

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

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

Declined - the red is OP

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

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

Declined - lightning and melting flesh isn't an aspect we see in the series so i'm reluctant to allow this.
Ninpou: Gōi - Ninja Art: Accomplice
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(depends on the familiar)
Damage: N/A
Description:
A brother technique of "Ninja Art: Outcast" albeit it works in a reverse manner. Unlike turning an active armor into a separate sentient entity, the user would be able to wear a sentient or non-sentient familiar like an armor. Same with Outcast, when the user wills it, the sentient familiar splits to bits of itself and converge around the user, forming a fitted armor around him. For example, earth would split to million bits(dust), water splits to mist, etc., and form back around the user as a armor. The armor would have the same ability, strength and durability the familiar has and it would also require the same chakra needed to sustain the familiar, to sustain the amor.
An alternative usage of this ability is instead of the user choosing the familiar to form an amor around him, he may will it that they merge with him thus the user's body become's more or less the property of the familiar itself. The characteristic however, is only noticeable on the outer appearance of the user. His skin becomes more like earth spear technique if he merges with earth familiar, His skin becomes blinding like an active flash bomb when he merges with lightning familiar etc. The user's body also gets the strength and durability of the familiar. However, the familiar must be that of the user, due to the fact that he must know the inner workings of the familiar to be able to turn it to an armor.

Usable 3x per battle
Can only be used on S-rank and below
The armor takes the remaining duration of the familiar and also the user spend the chakra that is needed to sustain the familiar in the first place.
2 turns in between usages
While the armor is active, the user can't use other elemental nature apart from that of the armor and those that comprises it IF the armor is elemental in nature
Only works on techniques the user has mastered.

Approved - made edits.

Thanks for clarifying via VM.

Binturong no jacob: Jacob of the binturong
Type: Offensive and defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Jacob is the co-head of the binturong family and is also the largest in the group he is nearly the same size as gamabunta albeit a few inches shorter in height, he is a very outgoing person and often makes jokes even sometimes at the behest of sakazuki his summoner. His nick name is called ‘’light’’ a moniker given to him by his fellow family members because of his cheerful attitude towards people. Morally he is a just person who sees fighting and spilling of blood in the shinobi world as wrong, albeit his is not under any illusions of the ninja and ninja system himself and the need to survive. For a heavy person he is very versatile and agile and has 1.5x the speed of a kage when running at full pace allowing him to create sneak up attacks or launch strong combinations with his summoner, he is a wind master and is capable of performing s rank wind attacks and below with no hand seals/hand gestures. He is impervious to elemental techniques B RANK and below and taijutsu based attacks a rank and below excluding NB tai or eight gates based techniques and has two large katanas strapped to his back every time he is summoned. Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 30 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he is able to sniff kunai explosives or traps or other suspicious items allowing him not to be cut unaware by underground attacks or any sabotage. However he is not a sensor and can not sensory or chakra detection techniques to notice his opponents chakra, he also can not use any genjutsu unlike other binturongs and can only help release his user from it through physical contact or chakra transfer however this is limited to only low ranked techniques: b ranks only. He is capable of using taijutsu nb tai excluded and kenjutsu based attacks through the aid of his sword and as other binturongs is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to communicate with his summoner through non verbal contact and certain gestures which is particularly useful on spy missions or when in the ninja world and unlike the other binturong he has a very noticeable pigmentation on his skin which allows him to move in a surreptitiousness manner and sometimes blend in with the surrounding environments.

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

Approved - made edits - you're not a chameleon though O_<

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

-Can only be used twice, two turns between uses.
-The tethraderal spheres last for maximum of three turns
-Can only use lightning while active
- No jutsu above A rank in the following turn

Declined - i started making edits, but just need you to clarify something, do you make a coin of lightning chakra and throw it, or use a metal coin and infuse it with lightning? Like just how it's applied, need it to be clear.
 
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Shady Doctor

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Ototon: Sairento dai abare | Sound Release: Silent Rampage
]Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra 20 (-5 per turn)
Damage: n/a
Description:
This is a technique that essentially acts as a silencer for future techniques used by the user. Once a technique is used, whether it is elemental or non-elemental, the user would also be able to manipulate the sound waves that it gives off. Usually a person can perceive a sound between 20 Hz and 20, 000 Hz, but the user is capable of lowering the sound below 20 Hz (Infrasound waves) or raising it above 20, 000 Hz (ultrasound waves) in order to make the sounds inconceivable to human beings. This creates the affect of a silent technique, though the sounds can still be heard by numerous types of animals (most summons, Ninken etc) and people with enhanced hearing such as those with the inner sonar skill active. Due to the nature of this technique, it can be activated instantly and within the same time frame of another technique, seeing as it adds no boost nor debuff to techniques, simply used to supplement other techniques for assassination purposes.

Note: Can only be used 3 times per battle
Note: Lasts 3 turns per use
Note: Can't be used with destructive sound techniques

♪ Declined: Clashes with existing techs. ♪

Ototon: Shūmatsu roa | Sound Release: Apocalyptic Roar
]Type: Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra n/a (+10 to techniques applied to)
Damage: n/a (+20)
Description:
This is a technique used to amplify the deadlines of elemental techniques combined with it. Once activated, this technique can be applied to any elemental techniques used, whether it is a basic element, an advanced element or even a custom element. All elements make a distinct sound whenever they're produced, ranging from the cracking and moving of earthen techniques, to the splashing and streaming of water techniques. This technique simply takes the produced sounds, manipulating and amplifying them into Low frequency, high amplitude sound waves. This will effectively create a "coat" of the now amplified sounds, making destructive sound waves that will act as an enhancement for said element. Of course this will still follow the strength and weaknesses of said elements and sound, not changing how either is defended from. Due to this technique only coming into affect when coupled with another jutsu, it can be applied within the same timeframe and near instantly; Very similar to how Darui applies his lightning to his water techniques.

Note: Can only be used twice
Note: Lasts 4 turns per use
Note: Can't be applied to other sound techniques

♪ Declined: This is just way too broad in its effects. Advanced Ninjutsus, KG Elements, and even CEs? That would class with several existing CJs. ♪

Ototon: Sapōto bakkufaia | Sound Release: Support Backfire
]Type: Offensive
Rank: A-S
Range: Short-Mid
Chakra 30-40
Damage: 60-80
Description:
This technique focuses solely on the destruction of Summoning techniques and Clones that are brought forth. It is shown that when a Summoning technique or Clone Technique is used, a distinct sound is coupled with bringing them into play, which is where this technique would come into affect. Using Sound chakra, the user will amplify the sounds created from said techniques, making the harmless sounds transform into low frequency, high amplitude sound waves; Essentially creating destructive sound waves in that very moment. These sound waves would come in the form of a dome of destructive waves that compress inwards towards the source; The source being the clones/Summonings. This dome would simply cover a 5m radius around the source, destroying everything within that zone with A-rank crushing force. Of course, with bigger summonings (boss summons or summons more than 20m) would come louder sounds upon being brought forth, thus when being converted into destructive sound waves, the power would be stronger than usual (S-rank).

Note: A-rank variant is usable 4 times, while the S-rank is usable twice with a two turn cool down.
Note: No Sound techniques in the next turn if S-rank variant is used
Note: Can also be used against Reverse summonings, which would be the A-rank variant.

♪ Declined: OP, this pretty much allows you to instantly kill any clone, or summon. Also, it would possibly allow you to destroy summoned objects like weapons. ♪
Resubmitting:

Ototon: Sapōto bakkufaia | Sound Release: Support Backfire
]Type: Offensive
Rank: A-S
Range: Short-Mid
Chakra 30-40
Damage: 60-80
Description:
This technique focuses solely on the destruction of Summoning techniques and Clones that are brought forth. It is shown that when a Summoning technique or Clone Technique is used, a distinct sound is coupled with bringing them into play, which is where this technique would come into affect. Using Sound chakra, the user will Create an "acoustic room" in the shape of a dome surrounding the summoned item/being the moment it comes forth.The "walls" of this acoustic room will reflect and amplify the sounds created from said techniques, making the harmless sounds transform into low frequency, high amplitude sound waves; Essentially creating destructive sound waves in that very moment that is shot back towards where they were initially created. These sound waves would compress inwards towards the source, similar to an implosion; The source being the clones/Summonings. This dome would Created 5m away from the source, destroying everything within that zone with A-rank crushing force as the sound bounces back at them. When bouncing back as destructive sound waves, the sound would be twice as loud as the initial sound, which would give the targets a more clear notification of the sound waves being reflected back. Of course, with bigger summonings (boss summons or summons more than 20m) would come louder sounds upon being brought forth, thus when being converted into destructive sound waves, the power would be stronger than usual (S-rank).

Note: A-rank variant is usable 4 times, while the S-rank is usable twice with a two turn cool down.
Note: No Sound techniques in the next turn if S-rank variant is used
Note: Can also be used against Reverse summonings, which would be the A-rank variant.

Declined - sorry but L should of DNRed this, just can't allow it.
 
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Jᴀʏ

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

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

Approved

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

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

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

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

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

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

Leaving for Nk, not a fan of this.
(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Taek having realized he was a member of the Sage Transformation began to learn a plethora of techniques from his uncle. Soon thereafter Taek would realize there not many long range applications of his kekkei genkai, so he developed a basic yet incredibly useful technique. Taek would begin by channeling chakra to the heels of his feet, manipulating his flesh to create a surplus of tendrils to escape and tunnel into the earth, from there he's given a multitude of options. For one, the tendrils are capable of detecting and stopping techniques launched from below, they can also travel towards the opponent wrapping the tendrils around his leg or hardening the tendrils forming on large tendril to escape the ground and pierce the opponent from any direction. Taek begin to realize the complete freedom he had to manipulate said tendrils. Taek is capable of releasing these tendrils and controlling them remotely, meaning he doesn't have to stay in one place while controlling them. However the user is slower when controlling the tendrils, because the tendrils must move with him. The tendrils can be used for defense above ground as well, the user can simply raise the tendrils to block, cut or sever physical attacks launched at the user. There are six tendrils total, and they are collectively at S rank strength. The tendrils can fuse together and separate at the user's will. Each strike counts as a move per turn. If all 5 tendrils strike together it will be one jutsu with S rank power.

Note: Although Taek does not have to stay in one location while he's controlling the tendrils, he must stay on the ground while manipulating the tendrils. Maintaining this technique takes up one of the users 3 moves per turn.
Note: User moves at -2 lvl speed when using this technique.
Note: Can only be used twice, two turns between uses.
Note: Lasts 3 turns.

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

Approved - made A LOT of edits.

(Senninka: Horusunome) - Sage Transformation: Eye of Horus
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The technique is an advanced form of the Living Spikes technique, a Sage Transformation Clan Member will manipulate his flesh to form a spike of sorts on his/her body. Now we've created a "Living Spike" at this point of the technique we can use the spike in order to enhance our taijutsu and help us defend ourselves in close range encounters, however it's not very useful at mid range. In order to correct this flaw the user will create two holes on each side of the spike, now when chakra is expelled the spike will move in accordance to the chakra expelled much like Living Wall Fist, however the chakra exerted moves the spike in a vertical plane not a horizontal one, the holes on each side push the spike counter clockwise at incredible speeds, from the right side the hole has been created so that chakra expelled will be directed downwards pushing that side of the spike upwards, while on the right side the hole has been structured so that chakra is expelled upwards pushing the spike downwards. So when the user expels chakra from these holes the chakra spins the spike rapidly, so rapidly in fact it's capable of creating a incredibly large vortex or a barrier of sorts, through sheer power and speed like the Leaf Dragon God technique. The technique can clash with elemental techniques equally, it can be used to defend and to attack as well.

Note: The area of which the spike is created is completely up to the user of this technique.
Note: The user can create at max four spikes but they are collectively at A rank strength.
Note: Can only be used four times per battle.
Note: Can only be taught by Jᴀʏ

Declined - so weirdly written. Are you just trying to say you release chakra from the sides of the spikes to make them rotate? lol

(Fuuton: Seirei) - Wind Release: Wolf's Cross
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will begin this technique by first creating four spears on every side of the opponent in front, behind, to the right and to the left. The spears are practically invisible upon their formation but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over wind. The invisible spears of wind will upon reaching short range of the opponent begin to rapidly spin in the opposite direction of the spear to the other side of the opponent. Right spear spins counterclockwise, while the left spear spins clockwise. Same for the spears coming in front and behind the opponent. The spears to the side of the opponent due to their incredible spin and the equal force exerted between them will immediately trap the user between the vortex they create upon reaching short range from their midpoint: the opponent. They will trap the opponent between the incredible pressure, crushing them/him/her. Whilst also cutting them/him/her to ribbons within the vortex.

Note: Can only be used four times per battle.
Note: The spears upon reaching short range of the opponent will begin to become visible to non-doujutsu users and sensors.
Note: Can only be taught by Jᴀʏ

Declined - techniques exist that create weapons out of wind. Nothing really unique about this.
 
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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 jutsu lasts for one round.
Updating
(Katon: Katon Enjin) Fire release: Fire rings
Type: Offensive
Rank: S-Rank
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. The fireballs can also be used as protection for the user or an ally by just creating it around the person.
Note
- The size of the fireballs can be adjusted to suit the user Costing a move per change
- Can only be taught by Twilight.
- Can only be done thrice with two turn cooldown in a battle.
- The jutsu lasts for one round.
- Cannot do any fire jutsu in the same rank this technique is used
- Cannot use any jutsu above A rank in the next round
Can only use fire jutsu while active.

Approved - made edits, but i'd of kept the original aswell making this as an advanced version.
-
(Shakuton: Kyousei Haretsu) Scorch release: Great Rupture
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This is a supplementary technique that adds an extra perks to all scorch techniques used by the user after its activation that allows the user to be able to make all existing scorch techniques erupt into a geyser of molten flames able to burn anything it touches. It also adds extra damage(+10) to any scorch technique after eruption.
- Can only be taught by Twilight
- The technique lasts for four rounds
- The technique can only be used thrice with two turn cool down after each use
- After the technique's deactivation the user cannot use any S rank technique the following round

Declined - you're creating flames, this would be fire release, and how do you go from heated dehydrating waves to fire? Whats the trigger/medium?
-


(Shakuton: Joukai Heiketsu) Scorch release: Heaven Rejection
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: By performing a single hand seal the user creates a giant four-handed beast. The size of the beast ranges from the size of a regular man to the size of a tailed beast, it has two hands each on both its sides and is made purely and entirely of scorch which gives it the property of scorch release to be able to evaporate water or any of its forms out of anything it touches and can also deal 2nd degree burns to anything it touches but the true beauty of it is, it can be formed anywhere on the battlefield and it can regenerate from damages done to it by filling or replacing the damaged part with scorch.
- Can only be taught by Twilight


- The beast lasts for three turns or until destroyed
- Can only be done thrice with two turn cooldown
- The user can adjust its size at will even after creation
- The user can only use A rank an below scorch techniques while the beast is active
- The beast itself has solid properties making it able to deal brunt damages

Declined - four handed beast? Like nothing more to go off?
 
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Vegeta

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-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.
-Updating-
( 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 and follows the same restrictions as the technique used before activation (Rage/Berserker/Demoniac)
- Must use Fire Release: Scorching Rage/Berserker/Demoniac to use
- If using S ranked version, the duration before Scorching Rage could be used again is increased by 1 turn
- If used for A rank, No fire jutsu above S rank in the following turn, if used for S rank, no fire jutsu above A rank in the following turn

Approved - made edits


-new-
( Hebiātsu - Kōshoku-kage no Ryū) Snake Sage Arts - Dragon of the Crimson Shadow
Type: Offensive/Defensive/Supplemental
Rank: S - Forbidden
Range: Short - Long (Created Short)
Chakra Cost: 40/50 (-10/15 to sustain)
Damage Points: 80/90
Description: The Apex of Snake Sage Mode and Katon Mastery, the Dragon of the Crimson Shadow is a technique only achievable by one who specializes not only in SSM but Katon as well, and can only be used when already in Sage mode. The user begins by making the Dragon seal molding Katon chakra thru out their body as they draw in masses of Natural energy from around themselves, mixing their ratio until a fiery senjutsu mixture is achieved. A red hue dark in color almost like dried blood appears around the user as the senjutsu chakra leaks from every point on the user, the burning energy shrouding him similar visually to a bijuu cloak but shaped like the face of a Dragon with the user between it's eyes. The intense heat emanated from this energy making the user appear blurry and wavy like looking at a hot road in the desert, and the Natural Energy flowing thru the body of the user already in Sage mode protecting them, healing them faster than it can harm them. Upon command, the Energy will expand outwards manipulating the solidness of the flames using great chakra control, to roughly the size of the Cannon water dragon technique, forming into the shape of a Chinese Dragon with the user engulfed in the fiery senjutsu chakra like a pet protecting it's master. Having a somewhat sentient mind similar to elemental clones, it is linked to the user thru their chakra and can be controlled/communicated with through mental commands of the user. When fully formed it encompasses short range around the user and mid range in height coiled, however, the beast when outstretched is 30 meters long from end to end. It has limited control of it's arms as far as usage as they are quite small, however they are solidified enough to make contact and be used for various purposes and have a short range reach. The Dragon is capable of firing off a stream of fire up to long range spreading outwards length and width wise like a flamethrower or shooting out a great Fireball solid enough to cause blunt impact damage before exploding in a maelstrom of flames, both usages counting as a move, and can also launch it's body quickly forwards striking like a Viper, piercing/burning anything it makes contact with baring S/W's. It is solidified enough to provide a defense against solid objects with-in reason and will burn and plow thru solid earth of the same rank or below.

-Notes-
- Must know Snake Sage Mode and have Fire Mastery to use
- S rank can be used 2x per battle lasting 3 turns, with a turn cool down in between usage
- Forbidden rank can be used 1x per battle, and lasts 2 turns instead of 3
- The user is restricted to Katon/Ninjutsu/Taijutsu/Genjutsu while active
- No Katon above A rank the same turn after use
~Looks like this when complete but crimson where the golden color is~
You must be registered for see images

Declined - so as i saw the image i thought of Goku's dragon punch which he beat broly and super 17 with, but it didn't come off that way. ANyway, i started to make edits but you need to pick a single rank, and if you use F rank, it will end your sage mode.
 
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Yuse

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(Jiton: Uchū no Hogo) Magnet Release: Cosmic Defender
Type: Defensive
Rank: D-S
Range: Short
Chakra: 10-40
Damage: N/A
Description: Upon the formation of two handseals, the user will draw upon the ambient magnetic fields in their surroundings, using their own bodies as a medium to release and materialize these fields into the air around them. The user will manipulate these fields to encircle them in the form of a force field of magnetism. This field acts as a shield towards incoming attacks, acting similar to the way the Earth's own magnetic field deflects solar wind. Much like the aforementioned phenomenon, the field while active deflects the trajectory of incoming materials, whether it be energy or matter, through magnetizing said object upon contact with the same pole as the magnetic field. This causes the attack and the magnetic field to repel against each other, rather than attract, causing the attack to be deflected around the magnetic field in respect to strengths and weaknesses. The strength of the field can be adjusted in accordance to the strength of the incoming attack, but will violate strengths and weaknesses. The size of the field can also be adjusted from anywhere between a few centimeters around the user to the entirety of short-range in order to protect nearby allies as well.
Note: S-rank version of this technique can only be used twice per battle and requires the formation of two handseals. While maintained, the user cannot use other techniques. No Magnet Release techniques above A-rank can be used in the same and following turns if S-rank version is used.

Declined - for one, no way will i approve such a rank variation for a basic application. For two, i feel this is way beyond the powers of basic magnetism release, but if you choose to resub, i'll leave it for another mod.

(Jiton: Dākumanto) Magnet Release: Dark Cloak
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique, upon the formation of two handseals, allows the user to release a surge of electromagnetic energy into the opponent, using the ground below them as the medium of transfer. This grants an effect that acts similarly to the Demonic Illusions technique, allowing the user to take control of and impede the electromagnetic fields in the target's body. In this case, rather than manipulating the electromagnetic fields in the target's brain, the user will manipulate the fields emitting through their body, severely slowing them down. This causes an affect that could be considered the reverse of the Lightning Armor technique, decreasing the opponent's speed and reflexes by half.
Note: Can only be used once per opponent
Note: Lasts for three turns or unless opponent diffuses the Magnet Release chakra
Note: No Magnet Release customs above A-rank in the same and following turns

Declined:



Basically, magnetism in the rp is through this sort of application, using it through mediums for effects not just releasing waves that they can't see as that's just insanely OP.


(Jiton: Ō no Shobun) Magnet Release: Disposition of the King
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Using their contact with the ground as a medium, the user will transfer a surge of electromagnetic chakra into the opponent, allowing the user to take control of the magnetic fields that naturally emit from their bodies. Specifically, the user will manipulate the polar alignment of the target's natural magnetiC fields to become the opposite of those emitted from the ground below them. This causes the target's body to become forcibly attracted to the ground, similar to the opposite poles of two magnets pulling them together. These powerful opposing magnetic fields causes the target to effectively be pinned to the ground, rendering them unable to move during the duration of said technique.
Note: Can only be used twice per opponent
Note: Technique lasts for three turns maximum or until the target diffuses the Magnet Release chakra infused through them(such as with a full-body surge)
Note: No Magnet Release techniques above A-rank while active

Leaving for another mod
(Jiton: Uchū no Hogo) Magnet Release: Cosmic Defender
Type: Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Upon the formation of two handseals, the user will draw upon the ambient magnetic fields in their surroundings, using their own bodies as a medium to release and materialize these fields into the air around them through magnetizing the surrounding air with the electromagnetic energy. This allows the user will manipulate these fields to encircle them, condensing them through the air in the form of a force field of magnetism. This field acts as a shield towards incoming attacks, acting similar to the way the Earth's own magnetic field deflects solar wind. Much like the aforementioned phenomenon, the field while active deflects the trajectory of incoming materials, whether it be energy or matter, through magnetizing said object upon contact with the same pole as the magnetic field. This causes the attack and the magnetic field to repel against each other, rather than attract, causing the attack to be deflected around the magnetic field in respect to strengths and weaknesses. The size of the field can be adjusted from anywhere between a few centimeters around the user to the entirety of short-range in order to protect nearby allies as well.

Note: Requires two handseals. While maintained, the user cannot use other Magnet Release techniques. No Magnet Release techniques above A-rank can be used in the same and following turns.

(Jiton: Dākumanto) Magnet Release: Dark Cloak
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique, upon the formation of two handseals, allows the user to release a surge of electromagnetic energy into the opponent, using the ground below them as the medium of transfer in order to electromagnetize the target's body. This grants an effect that acts similarly to the Demonic Illusions technique, allowing the user to take control of and impede the electromagnetic fields in the target's body. In this case, rather than manipulating the electromagnetic fields in the target's brain, the user will manipulate the fields emitting through their body, severely slowing them down. This causes an affect that could be considered the reverse of the Lightning Armor technique, decreasing the opponent's speed and reflexes by half. As with every single other technique that infuses chakra into the opponent's body, this technique can be negated through a surge of chakra that outweighs that used to instill the technique, allowing the target to resume their normal movement and mobility. Chakra sensors and Byakugan users are also capable of detecting the surge of energy through the ground, allowing them to attempt to avoid the effects(too deep for Sharingan or Rinnegan to detect through the surface of the ground).
Note: Can only be used once per opponent
Note: Lasts for three turns or unless opponent diffuses the Magnet Release chakra
Note: No Magnet Release customs above A-rank in the same and following turns


Based on this canon technique:

(Jishaku Ninpou: Denji Genma) - Magnetic Ninja Art: Demonic Illusions
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage Points: N/A
Description: Stops opponent from moving by messing with their minds electromagnetic fields.

Leaving for other mods as i feel these all push magnetism too much in the rp making it OP.

✦ Both Declined, alright so after talking with others this is what was decided since the field can become wild: using the air as a medium is a no. You will always need direct contact with something physical to magnetize anything; in the case of the ground, you will need to be touching the earth. In case of people, you will need to first touch them. This can be transferred through kunai like Toroi used in the canon, or through other items, but not the earth as a way to transfer this, this too much. Basing them on canon techs also won't really work much with the way you intend them to be used. Also, the canons themselves will be edited for clarity ✦
 
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Ookami & Joufu - Teikoku | Romulus & Remus - Empire
Type: Weapon
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: (-10 to user)
Description:
Romulus & Remus are a pair of full length arm gauntlets that were gifted to Ren Kouen by the Great White Snake Sage after he mastered Sage Mode. They encompass the users entire hands and arms that end as small pauldrons on the users shoulders, the shoulder guards are decorated as wolves with the right’s teeth bared in a snarl and the left’s jaws open and in the midst of a terrible bite. The right, Remus is golden while Romulus, the left is a bright white, the guards are scale armor in design allowing a great deal of protection while also providing both ventilation and flexibility to the user so as to not hinder them. Each of the gauntlets are durable enough to protect the user from physical attacks that are A ranked and below that can be blocked within reason, anything either too large(compared to the guards) or too powerful to be blocked will not be stopped.

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

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

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

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

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

Romulus & Remus each have a unique ability, and as they are the signature possessions of Ren Kouen, their abilities are related to Sand techniques and Natural Energy respectfully. Firstly Remus has an affinity for Sand release techniques, such that when the user channels chakra into the guard he can perform feats related to his Sand prowess. As the user channels chakra into the guard it will begin to produce sand grains that are uniquely created and shaped through chakra, similar to how earth is able to be created directly from the user, it does this constantly once activated. The sand is produced at a small rate with the grains spread out thinly as it floats through the air surrounding the user, they will continue to do so as more sand is created. Initially the small volume of sand leaves the user unable to utilize it for sand techniques as it takes one full turn before there is a large enough quantity. Beginning the creation of this sand is passive as it simply creates a medium for the users techniques, however it always takes a move slot in the users turn. As sand is created from the users chakra directly they are aware of its position and movements at all times as they are linked through chakra. The Sand grains themselves are unique in that they are several times larger than normal and many times more dense, these aspects give the sand an innate trait that is beneficial to the user. Due to this composition the sand is much less water soluble than regular Sand, and so upon clashing with a water technique the sand will still act as normal and be immobilized temporarily due to being bogged down. But this sand is much better suited to allow the water to naturally drain out of it and thus free up the sand to be manipulated again, this draining out of the water takes one full turn.

It's not really passive as you'll have to focus chakra into them to produce the sand. If it's larger, it's rocks, if it's sand, it will be weighed down. Take your pick.

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

Not going to allow this part, been done so much over the years.
Note:
~Remus’ ability(Sand) takes one full turn to produce enough sand for techniques
~Romulus’ ability(Natural energy) can only be used 3 times, with a recharging time of 3 turns
~Can only be taught by xHoudinii

Declined - the red. The sand being produced i'm fine with, just not the reasoning why water doesn't work on it. As for drawing in sage chakra for you, not gonna allow that, we have enough stuff like that already.


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

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

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

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

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

~Resubmitting

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

Due to the network of sticky water and the mists natural intangible nature it makes it extremely difficult to disperse mist altered by this technique as although it may spread out temporarily the sticky water will come into effect and retract, pulling the water droplets back to their position and effectively reforming the mist. Due to the presence of the strings of sticky water throughout the mist it would make it quite difficult for enemies to move through it as the sticky water would hamper and slow them due to its viscous and adhesive nature, such that enemies moving through the mist would find their speed reduced by a quarter(25%) of its total while the user would be able to pass through the mist unaffected.

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

Note:
~Can only be used 3 times
~Cannot use Suiton techniques above A rank in the same turn and above S rank the following turn
~Can only be taught by Houdinii

Declined -can be achieved through existing techniques.

Updating:


(Futon: Kon Sureddo)- Wind Release: Soul thread
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
To form this technique the user would simply need to string two extra hand seals onto the performance of another technique, due to its reliance on other jutsu to function. By doing so they create ‘threads’ of wind within an already existing solid jutsu without negatively affecting the original technique, the threads are connected to and laced throughout the entire jutsu they are created in while reinforcing it internally. The main purpose of this technique focuses upon when the original jutsu is broken or destroyed, its parts scattered. After this happens the strings will act, contracting violently and drawing the parts that composed the original solid technique to the point at which it was destroyed, forming a harmless ball shape. However the danger of this technique comes during the contraction, as any enemies caught in its path when it contracts would be damaged from the strings cutting them or pieces slamming into them. As the wind is laced throughout the entirety of the object the strings provide an added layer of defence for it, it effectively behaves as an internal insulator which prevents lightning techniques from affecting it in accordance with this techniques rank.

Note:
~Can only be used three times
~Cannot use S rank wind or above in the same turn
~Note that this technique does not regenerate the original technique, it just pulls the parts towards the ‘center’ haphazardly
~Can only be taught by xHoudinii

Declined - The lightning would hit the earth aspect and break apart the earth and just leave threads of wind that no longer have a purpose.
 
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Updating Majele adding some ability has she has less to none while she is the boSs summoning
Updating link


Pitohui Kuchyose: Pitohui Jotei, Majele - Pitohui Summoning: Pitohui Empress, Majele
Rank: S-rank
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A(+20 to summoner)
Description: The user smears blood on their palm, makes
the necessary handseals then presses their palm on the
ground or clap both hands together to summon Majele in a
cloud of purple smoke. This ritual can be replaced with just smearing blood across the Pitohui tattoo and pressing one's hand on something solid.
A magnificent feat, Majele would stand equal is size against
the likes of Gamabunta. Although She doesn't want it seem
that way, but she is true Elegance clad in interwoven
magnificence, colors that are beautifully laced on her
feathers and She is very proud. Her feathers are thick albeit light and toxic but this makes are impervious to medium level force of impact. She does not like to be controlled or rather can't be control and only fights at her own free will and in dire circumstances when summoned into the terrain, and if she likes she would reverse summon herself back to Modakeke.
Abilities
-Majele is also as foul as her descendants, though the foulest pitohui ever lived. Like "Arwin", she passively secretes a foul odour which linger short range of her and anybody apart from the summoner and other pitohuis within short range of her becomes itchy as the odour is a light neurotoxin only able to cause the body to be itchy and cause mild distraction. This makes the ninja victim unable to use techniques that requires utmost focus like Genjutsu and Fuinjutsu(S-rank and above)
-1x Per battle, Majele is able to spew a massive amount of purple colored neurotoxin gas(A-rank)that spreads sporadically and engulf the whole terrain in a matter of seconds(moves and spread at the same speed a generic wind jutsu would). The neurotoxin gas is extremely noxious and a simple inhalation would cause paralysis and numbness of the whole body for one turn while a heavy dose(staying in the fume for 2 turns) causes the victim to pass out. However this counts as a move and the gas last only for 2 turns then it diffuses.
-Majele can turn her entire body into a cloud of purple neuro-toxins similar to smoke body. With this, she is able to avoid physical attacks but in this form she's prone to large scale wind techniques(S-rank).
-She can communicate with the summoner through telepathy or Pitohuian language
-Albeit her inability to use the well-known elemental ninjutsu, Majele made up for it by being deadly in close range, being a master of close combat. She is able to use all the taijutsu the user knows albeit with extra perks due to her strength and mastery. She is able to move at twice the speed of her summoner and her punch packs a +20 damage.

NOTE
++Summoning takes a toll on the summoner and makes him nose-bleed and unable to perform any summonings for two turns afterwards.
++No other pitohui must be on field
++Majele is immune to B-rank ninjutsu and A-rank Taijutsu. A-rank ninjutsu or S-rank taijutsu would be able to break her thick feathers leaving her vulnerable to any rank of attack.
++Last for 4 turns
++Can only be summoned 1x
++Summoner can't use Ninjutsu and Taijutsu above S-rank the turn she is summoned.
++Must be taught by Priest

Pending - will come back to this, from the link you showed me it seems only the last jutsu was approved, not all of them, as we usually write "both approved" or "all approved"


Declined: the original wasn't approved. Also, neurotoxin manipulation is Dokuton and ergo, beyond its limits.


Updating
Katon/Fuinjutsu: Tsumetai Supaishī - Fire Style/Sealing Art: Spicy Cold
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This is a simple sealing barrier that is used in conjunction of the user's fire jutsu. With an additional 2 handseals to the handseals required for a fire technique, the user would create an invisible barrier around his fire techniques. The barrier would not react with any matter whatsoever as it's only work is to seal the spills of heat energy emanating from the fire technique without disrupting the corrosive nature of fire itself. The importance of this is simple, the user or anybody is able to stand close to the fire without being disturbed by the surrounding heat of the fire, although the fire would still burn normally when it comes in contact with matter or flesh.
-If the fire does not require any handseal, the user would only need to do 2 handseals for the sealing technique.
-Used in the same timeframe as the fire technique in question.
-4x per battle
-One turn inbetween usage.

♪ Approved: Note that the barrier does not add any defensive benefits to the fire or strengthen it in any way. ♪
Fuinjutsu: Tsumetai Supaishī - Sealing Art: Spicy Cold
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This is a simple sealing barrier that is used in conjunction of the user's elemental jutsu although it can only be used alongsides the basic 5. With an additional 2 handseals to the handseals required for the technique, the user would create an invisible barrier around the elemental techniques. The barrier would not react with any matter whatsoever as it's only work is to seal the spills of the element emanating from the technique without disrupting the potent nature of the element itself. There are different affects for each elements as every element has its own spills. Spills in this context are something that can be felt when one is close to such element. For example, heat and burning sound can be felt from fire, chill can be felt from ice, humidity and bubbling sound from water, vibration and dust from earth, whistling sound and cold chill for wind, heat and unfocused electrical crackling from lightning etc.
The importance of this is simple, the user or anybody is able to stand close to the element without being disturbed by the spills surrounding the element, although such element would still carry their normal potency, affecting someone like normal when it makes contact. For example: Fire would still burn normally when it comes in contact with matter or flesh, Earth would still carry its concusive force, water would still wet/drown, lightning would still shock, etc.[/b]
-If the augmented technique does not require any handseal, the user would only need to do 2 handseals for the sealing technique.
-Used in the same timeframe as the technique in question.
-4x per battle
-One turn inbetween usage.

Declined - keep the original, this takes it a bit far and can be used in toooo many ways


New Submissions
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Raiton/Fuinjutsu: Nagaku Kurushimu - Lightning Style/Sealing Arts: Long-suffering
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A(Depends on the sealing formula)
Description:
The user would focus chakra into his core and release an omnidirectional blast of invisible static electricity. This electricity would neither harm anyone nor would anything be hindering it as the static charge are only meant to stick to sealing scripts/formulas. While they are only attracted to seals, the invisible pulse of static electricity also carries no repulsion force nor would anyone know their sealing scripts have been hit except sensors. The static electricity is not aimed to corrupt the seal nor would it stop the seal from activating. Its only work is to react to the seal activating. On activation of the induced seal, the static electricity would release constant unfocused electricity into the medium on which the seal is written and into short range around the seal. Since static electricity is spontaneously agitated with movements, the static electricity attached to the seal would be agitated through the movement of chakra within the seal when it activates making the activation of the seal be the cause of the agitation of the static electricity. Should the seal be already active, the static electricity comes to affect immediately seeing that chakra is constantly moving within the seal. The static electricity would latch into the chakra within the seal until the seal is deactivated or severed from the medium, the unfocused electricity would continue to be released. The unfocused electricity released takes the rank of the chakra within the sealing formula. For example, if the sealing formula is B-rank, the unfocused electricity would be B-rank in power. B-rank and below electricity would cause constant numbness and paralysis while above B-rank is enough to cause electric shock though not able to kill, but cause someone who is hit to immediately pass out. Usable 3x per battle with 2 turns in between usage. The technique is S-rank albeit the fuinjutsu aspect of it is A-rank. No S-rank Raiton and Fuin the same turn this is used. Instead of omni-direction, the user can release the blast towards a focused direction.

Declined - this entire idea is weird and illogical to me. Invisible pulse of lightning chakra, that sticks to seals? Then that trigger effect. I can't see this working via naruto logic

Iryūjontagu - Illusionary Tag
Type: Object/Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A(Freeform damage from explosion, except when used with a technique)
Description:
This is a special tag mentioned in the bio and if the user wants, replaces the generic paper tags. The paper tag is explosive like normal but the explosion caused would now be a medium for a weak visual illusion. Should anyone apart from the user witness the explosion via eye contact, they will be induced in a visual illusion similar to "False Surrounding Technique". This aims to exergerate the said illusion and while the illusion does no harm to the victim in reality, within the genjutsu, they'll see the simple explosion turning to a continuous chain of explosion that spreads to the entire surrounding while threatening the victim even if he had evaded the initial explosion. For a freeform explosive tag, the illusion is a simple d-rank. If the tag is used in a technique, the illusion carries the rank of the technique. For example, if used in the A-rank shuriken shadow clone technique, the visual illusion would be equivalent to the rank of the technique used with it.
Must be mentioned in the bio or posted at the beginning of the battle.

Declined - DNR.
 
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